Graphics buffering changes, WIP
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parent
c9fe252019
commit
5c7ea5ea37
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@ -53,7 +53,7 @@ timer_right_arr: Timer,
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timer_right_das: Timer,
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timer_gravity: Timer,
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pub fn init(renderer: Renderer.Renderer) Self {
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pub fn init(renderer: *Renderer.Renderer) Self {
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var ret = Self{
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.grid = Grid.init(),
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@ -10,12 +10,12 @@ const color = @import("../color.zig");
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const Self = @This();
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renderer: Renderer,
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renderer: *Renderer,
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grid_cell_size: i32,
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grid_pos_x: i32,
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grid_pos_y: i32,
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pub fn init(renderer: Renderer) Self {
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pub fn init(renderer: *Renderer) Self {
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var wsize = renderer.getOutputSize();
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const grid_cell_size = @divFloor(@minimum(wsize.width, wsize.height), 32);
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@ -12,6 +12,14 @@ color_loc: u32,
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buffer: gl.Buffer,
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color: [4]f32,
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test_counter: usize = 0,
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vbo: [max_objects]f32 = .{0.0} ** max_objects,
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colors: [max_objects][4]f32 = .{[4]f32{ 0.0, 0.0, 0.0, 1.0 }} ** max_objects,
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vbo_index: usize = 0,
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const max_objects: usize = 16384;
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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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@ -79,6 +87,10 @@ pub fn init() !Self {
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const buf = gl.Buffer.gen();
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buf.bind(.array_buffer);
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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gl.enableVertexAttribArray(0);
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gl.clearColor(0.91, 0.97, 1.00, 1.00);
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// TODO: See if there's a more optimal solution to this, maybe activating only when necessary
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@ -88,12 +100,30 @@ pub fn init() !Self {
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return Self{ .window = window, .context = ctx, .color_loc = color_loc, .buffer = buf, .color = .{ 0, 0, 0, 0 } };
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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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std.debug.print("Numer of rendered elements: {}\n", .{self.test_counter});
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self.test_counter = 0;
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self.buffer.data(f32, &self.vbo, .static_draw);
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{
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var i: usize = 0;
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while (i < self.vbo_index) {
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gl.uniform4fv(self.color_loc, &.{self.colors[i]});
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std.debug.print("Color: {any}\n", .{self.colors[i]});
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gl.drawArrays(.triangles, i, 12);
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i += 12;
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}
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}
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self.vbo_index = 0;
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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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pub fn deinit(self: Self) void {
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pub fn deinit(self: *Self) void {
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gl.disableVertexAttribArray(0);
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sdl.quit();
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self.window.destroy();
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sdl.gl.deleteContext(self.context);
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@ -108,38 +138,57 @@ pub fn setColor(self: *Self, r: u8, g: i32, b: i32, a: i32) void {
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};
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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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const indices = [_]u8{ 0, 1, 1, 2, 2, 3, 3, 0 };
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self.renderRectangle(x, y, w, h, .lines, &indices);
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pub fn drawRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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//const indices = [_]u8{ 0, 1, 1, 2, 2, 3, 3, 0 };
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//self.renderRectangle(x, y, w, h, .lines, &indices);
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_ = x;
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_ = y;
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_ = self;
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_ = w;
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_ = h;
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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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const indices = [_]u8{ 1, 3, 0, 1, 3, 2 };
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self.renderRectangle(x, y, w, h, .triangles, &indices);
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pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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//const indices = [_]u8{ 1, 3, 0, 1, 3, 2 };
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self.renderRectangle(x, y, w, h);
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}
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fn renderRectangle(self: Self, x: i32, y: i32, w: i32, h: i32, primitive: gl.PrimitiveType, indices: []const u8) void {
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gl.uniform4fv(self.color_loc, &.{self.color});
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fn renderRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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self.test_counter += 1;
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//gl.uniform4fv(self.color_loc, &.{self.color});
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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.vertexAttribPointer(0, 2, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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xf , yf , // up-left
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xf + wf, yf , // up-right
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xf + wf, yf + hf, // down-right
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xf , yf + hf, // down-left
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};
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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gl.enableVertexAttribArray(0);
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gl.drawElements(primitive, indices.len, .u8, @ptrToInt(indices.ptr));
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gl.disableVertexAttribArray(0);
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const i = self.vbo_index;
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self.colors[i + 0] = self.color;
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self.colors[i + 1] = self.color;
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self.colors[i + 2] = self.color;
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self.colors[i + 3] = self.color;
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self.colors[i + 4] = self.color;
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self.colors[i + 5] = self.color;
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self.colors[i + 6] = self.color;
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self.colors[i + 7] = self.color;
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self.colors[i + 8] = self.color;
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self.colors[i + 9] = self.color;
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self.colors[i + 10] = self.color;
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self.colors[i + 11] = self.color;
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self.vbo[i + 0] = xf;
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self.vbo[i + 1] = yf; // up-left
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self.vbo[i + 2] = xf + wf;
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self.vbo[i + 3] = yf; // up-right
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self.vbo[i + 4] = xf;
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self.vbo[i + 5] = yf + hf; // down-left
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self.vbo[i + 6] = xf + wf;
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self.vbo[i + 7] = yf + hf; // down-right
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self.vbo[i + 8] = xf + wf;
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self.vbo[i + 9] = yf; // up-right
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self.vbo[i + 10] = xf;
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self.vbo[i + 11] = yf + hf; // down-left
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self.vbo_index += 12;
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}
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pub const OutputSize = struct { width: c_int, height: c_int };
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@ -12,7 +12,7 @@ pub fn main() !void {
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defer renderer.deinit();
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var main_menu = MainMenu.init(renderer);
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var game = Game.init(renderer);
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var game = Game.init(&renderer);
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var current_state: State = main_menu.state;
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