Create separate rendering functions
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d0f444fa13
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@ -7,6 +7,7 @@ window: sdl.Window,
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context: sdl.gl.Context,
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context: sdl.gl.Context,
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color_loc: u32,
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color_loc: u32,
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buffer: gl.Buffer,
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buffer: gl.Buffer,
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color: [4]f32,
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pub fn init() !Self {
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pub fn init() !Self {
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try sdl.init(.{ .video = true, .audio = true, .events = true });
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try sdl.init(.{ .video = true, .audio = true, .events = true });
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@ -49,18 +50,8 @@ pub fn init() !Self {
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var vertex_array = gl.VertexArray.gen();
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var vertex_array = gl.VertexArray.gen();
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vertex_array.bind();
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vertex_array.bind();
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const vertex_buffer = [_]f32{
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-1.0, -1.0, 0.0,
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-1.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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1.0, 1.0, 0.0,
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0.0, -1.0, 0.0,
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1.0, -1.0, 0.0,
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};
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const buf = gl.Buffer.gen();
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const buf = gl.Buffer.gen();
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buf.bind(.array_buffer);
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buf.bind(.array_buffer);
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buf.data(f32, &vertex_buffer, .static_draw);
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gl.clearColor(0.91, 0.97, 1.00, 1.00);
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gl.clearColor(0.91, 0.97, 1.00, 1.00);
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@ -69,25 +60,14 @@ pub fn init() !Self {
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.context = ctx,
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.context = ctx,
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.color_loc = color_loc,
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.color_loc = color_loc,
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.buffer = buf,
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.buffer = buf,
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.color = .{0,0,0,0}
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};
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};
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}
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}
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pub fn render(self: Self) void {
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pub fn render(self: Self) void {
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gl.clear(.{ .color = true });
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gl.enableVertexAttribArray(0);
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self.buffer.bind(.array_buffer);
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gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
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gl.uniform4f(self.color_loc, 0.45, 0.21, 0.70, 1);
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gl.drawArrays(.triangles, 0, 3);
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gl.uniform4f(self.color_loc, 0.2, 0.5, 1.0, 1);
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gl.drawArrays(.triangles, 3, 3);
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gl.disableVertexAttribArray(0);
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sdl.gl.swapWindow(self.window);
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sdl.gl.swapWindow(self.window);
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gl.clear(.{ .color = true });
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}
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}
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pub fn deinit(self: Self) void {
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pub fn deinit(self: Self) void {
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@ -95,3 +75,39 @@ pub fn deinit(self: Self) void {
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self.window.destroy();
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self.window.destroy();
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sdl.gl.deleteContext(self.context);
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sdl.gl.deleteContext(self.context);
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}
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}
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pub fn setColor(self: *Self, r: u8, g: u32, b: u32, a: u32) void {
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self.*.color = .{
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@intToFloat(f32, r)/255.0,
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@intToFloat(f32, g)/255.0,
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@intToFloat(f32, b)/255.0,
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@intToFloat(f32, a)/255.0,
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};
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}
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pub fn drawRectangle(self: *Self, x: u32, y: u32, w: u32, h: u32) void {
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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-1.0, -1.0, 0.0,
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-1.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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1.0, 1.0, 0.0,
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0.0, -1.0, 0.0,
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1.0, -1.0, 0.0,
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};
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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gl.uniform4fv(self.color_loc, &.{ self.color });
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gl.drawArrays(.triangles, 0, 3);
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gl.drawArrays(.triangles, 3, 3);
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gl.disableVertexAttribArray(0);
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_ = self;
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_ = x;
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_ = y;
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_ = w;
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_ = h;
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}
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@ -26,6 +26,9 @@ pub fn main() !void {
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}
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}
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}
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}
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renderer.setColor(255, 127, 0, 255);
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renderer.drawRectangle(20, 20, 20, 20);
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renderer.render();
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renderer.render();
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//current_state = switch (current_state) {
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//current_state = switch (current_state) {
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