Files
GameJam-polytech/src/renderer.c
T
2023-01-21 12:09:39 +01:00

162 lines
3.7 KiB
C

#include "renderer.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_timer.h>
#include <bits/pthreadtypes.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#include <math.h>
#include "input.h"
typedef struct RenderItem {
RenderObject_t object;
SDL_Texture * cache;
SDL_Rect rect;
RenderId_t id;
} RenderItem_t;
RenderItem_t * objects = NULL;
int objectCount = 0;
int objectStorageSize = 0;
MonitorSize_t monitorSize;
pthread_t thread;
pthread_mutex_t mutex;
SDL_Window* win;
bool running;
SDL_Renderer * renderer;
static int compartSort(const RenderItem_t * a, const RenderItem_t * b) {
return a->object.z - b->object.z;
}
//int (*compar)(const void [.size], const void [.size], void *)
void renderer_main(void(*game_main)(void)) {
// returns zero on success else non-zero
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
printf("error initializing SDL: %s\n", SDL_GetError());
}
win = SDL_CreateWindow("GAME", // creates a window
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
500, 500, 0);
Uint32 render_flags = SDL_RENDERER_ACCELERATED;
// creates a renderer to render our images
renderer = SDL_CreateRenderer(win, -1, render_flags);
if(renderer == NULL) {
fprintf(stderr, "Could not create renderer\n");
}
SDL_GetRendererOutputSize(renderer, &monitorSize.width, &monitorSize.height);
objectStorageSize = 1000;
objects = malloc(objectStorageSize);
input_init();
running = true;
while(running) {
SDL_RenderClear(renderer);
game_main();
SDL_Event event;
// Events management
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
// handling of close button
running = false;
printf("Quitting my job!\n");
break;
case SDL_KEYDOWN:
// keyboard API for key pressed
input_poll(event.key.keysym.scancode);
break;
}
}
//no need to make an extra render pass
if(!running) break;
for(int i = 0; i < objectCount; i++) {
RenderItem_t * object = &objects[i];
if(object->cache == NULL) {
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->object.surface);
if(texture == NULL) {
fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->object.surface == NULL);
exit(1);
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
object->cache = texture;
printf("Built cache\n");
}
int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &object->rect, object->object.angle_degre, NULL, SDL_FLIP_NONE);
if(error != 0) {
fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
exit(1);
}
}
SDL_RenderPresent(renderer);
SDL_Delay(1000 / 400); //400fps or u a pussy
}
}
RenderId_t renderer_renderObject(RenderObject_t object) {
RenderId_t itemId = objectCount++;
SDL_Rect rect = {
round(object.x * monitorSize.width),
round(object.y * monitorSize.height),
round(object.width * monitorSize.width),
round(object.height * monitorSize.height)
};
RenderItem_t item = {
object,
NULL,
rect,
itemId
};
objects[itemId] = item;
//the objects are sorted
qsort(objects, objectCount, sizeof(RenderItem_t), (__compar_fn_t)compartSort);
return itemId;
}
void renderer_removeObject(RenderId_t id) {
bool found = false;
for(int i = 0; i < objectCount - 1; i++) {
if(objects[i].id == id) {
SDL_FreeSurface(objects[i].object.surface);
if(objects[i].cache != NULL) {
SDL_DestroyTexture(objects[i].cache);
}
}
if(found) {
objects[i] = objects[i + 1];
}
}
objectCount--;
}
MonitorSize_t renderer_getMonitorSize() {
return monitorSize;
}