Line drawing optimizations, vertex indexing
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c1cd614040
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4da430a02b
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@ -104,10 +104,31 @@ pub fn setColor(self: *Self, r: u8, g: i32, b: i32, a: i32) void {
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}
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pub fn drawRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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self.fillRectangle(x, y, 1, h);
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self.fillRectangle(x, y, w, 1);
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self.fillRectangle(w+x-1, y, 1, h);
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self.fillRectangle(x, h+y-1, w, 1);
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var xf = @intToFloat(f32, x);
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var yf = @intToFloat(f32, y);
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var wf = @intToFloat(f32, w);
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var hf = @intToFloat(f32, h);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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xf, yf ,
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xf + wf, yf ,
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xf + wf, yf + hf,
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xf, yf + hf,
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};
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const indices = [_]u8{0, 1, 1, 2, 2, 3, 3, 0};
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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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_ = indices;
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gl.drawElements(.lines, 8, .u8, @ptrToInt(&indices));
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gl.disableVertexAttribArray(0);
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}
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pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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@ -117,22 +138,22 @@ pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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var hf = @intToFloat(f32, h);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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xf, yf , 0.0,
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xf + wf, yf , 0.0,
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xf, yf + hf, 0.0,
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xf + wf, yf + hf, 0.0,
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xf + wf, yf , 0.0,
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xf, yf + hf, 0.0,
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xf + wf, yf ,
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xf, yf + hf,
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xf, yf ,
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xf + wf, yf + hf,
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};
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const indices = [_]u8{0, 1, 2, 0, 1, 3};
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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, 6);
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gl.drawElements(.triangles, 6, .u8, @ptrToInt(&indices));
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gl.disableVertexAttribArray(0);
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}
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@ -30,7 +30,15 @@ pub fn main() !void {
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.main_menu => main_menu.tick(),
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.game => game.tick(),
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};
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const start = SDL.getTicks64();
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renderer.render();
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const delay = SDL.getTicks64() - start;
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std.debug.print("{} ms\n", .{delay});
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if (delay < 16) {
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SDL.delay(16 - @intCast(u32, delay));
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}
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}
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}
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@ -1,8 +1,8 @@
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#version 330 core
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uniform mat4 mvp;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 0) in vec2 pos;
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void main() {
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gl_Position = mvp * vec4(vertexPosition_modelspace, 1);
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gl_Position = mvp * vec4((pos + vec2(0.5, 0.5)), 0, 1);
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}
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