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examples: add examples/gg/many_thousands_of_circles.v, thanks to @xjunko, document how to use ctx.end(how:.passthru)
. (#18832)
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examples/gg/many_thousands_of_circles.v
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56
examples/gg/many_thousands_of_circles.v
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@ -0,0 +1,56 @@
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module main
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import gg
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import gx
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import rand
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const max_circles_per_pass = 1000
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// prepare some random colors ahead of time
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const colors = []gx.Color{len: max_circles_per_pass, init: gx.Color{
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r: u8(index * 0 + rand.u8())
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g: u8(index * 0 + rand.u8())
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b: u8(index * 0 + rand.u8())
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}}
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fn frame(mut ctx gg.Context) {
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// First pass, just clears the background:
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ctx.begin()
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ctx.end()
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// We want to draw thousands of circles, but sokol has a limit for how
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// many primitives can be in a single pass, and if you reach that limit
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// you will not see *anything at all* for that pass.
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// For the circles below, that limit is ~2520 circles per pass.
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// To overcome this, we will use several passes instead, where each one
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// will draw just 1000 circles.
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// In other words, in total we will have 4 * 1000 = 4000 circles, drawn with
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// 4 passes.
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for i := 0; i < 4 * max_circles_per_pass; i += max_circles_per_pass {
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ctx.begin()
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for c in 0 .. max_circles_per_pass {
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rx := rand.int_in_range(0, ctx.window.width) or { 0 }
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ry := rand.int_in_range(0, ctx.window.height) or { 0 }
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ctx.draw_circle_filled(rx, ry, 10, colors[c])
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}
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ctx.end(how: .passthru)
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}
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// The last pass, is for the fps overlay, that should be *always on top of everything*.
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// Drawing it in a separate pass, guarantees, that it *will* be drawn, even if the drawing
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// of all the other passes fail. Try increasing max_circles_per_pass to 3000 for example.
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ctx.begin()
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ctx.show_fps()
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ctx.end(how: .passthru)
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}
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fn main() {
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mut ctx := gg.new_context(
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window_title: 'Many Thousands of Circles'
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bg_color: gx.black
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width: 600
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height: 400
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frame_fn: frame
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)
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ctx.run()
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}
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@ -530,8 +530,56 @@ pub fn (ctx &Context) begin() {
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sgl.ortho(0.0, f32(sapp.width()), f32(sapp.height()), 0.0, -1.0, 1.0)
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}
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// end finishes drawing for the context.
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pub fn (ctx &Context) end() {
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pub enum EndEnum {
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clear
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passthru
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}
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[params]
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pub struct EndOptions {
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how EndEnum
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}
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const dontcare_pass = gfx.PassAction{
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colors: [
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gfx.ColorAttachmentAction{
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action: .dontcare
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value: gfx.Color{1.0, 1.0, 1.0, 1.0}
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},
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gfx.ColorAttachmentAction{
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action: .dontcare
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value: gfx.Color{1.0, 1.0, 1.0, 1.0}
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},
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gfx.ColorAttachmentAction{
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action: .dontcare
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value: gfx.Color{1.0, 1.0, 1.0, 1.0}
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},
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gfx.ColorAttachmentAction{
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action: .dontcare
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value: gfx.Color{1.0, 1.0, 1.0, 1.0}
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},
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]!
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}
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// end finishes all the drawing for the context ctx.
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// All accumulated draw calls before ctx.end(), will be done in a separate Sokol pass.
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//
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// Note: each Sokol pass, has a limit on the number of draw calls, that can be done in it.
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// Once that limit is reached, the whole pass will not draw anything, which can be frustrating.
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//
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// To overcome this limitation, you may use *several passes*, when you want to make thousands
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// of draw calls (for example, if you need to draw thousands of circles/rectangles/sprites etc),
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// where each pass will render just a limited amount of primitives.
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//
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// In the context of the gg module (without dropping to using sgl and gfx directly), it means,
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// that you will need a new pair of ctx.begin() and ctx.end() calls, surrounding all the draw
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// calls, that should be done in each pass.
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//
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// The default ctx.end() is equivalent to ctx.end(how:.clear). It will erase the existing
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// rendered content with the background color, before drawing anything else.
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// You can call ctx.end(how:.passthru) for a pass, that *will not* erase the previously
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// rendered content in the context.
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pub fn (ctx &Context) end(options EndOptions) {
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$if show_fps ? {
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ctx.show_fps()
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} $else {
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@ -539,7 +587,14 @@ pub fn (ctx &Context) end() {
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ctx.show_fps()
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}
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}
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gfx.begin_default_pass(ctx.clear_pass, sapp.width(), sapp.height())
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match options.how {
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.clear {
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gfx.begin_default_pass(ctx.clear_pass, sapp.width(), sapp.height())
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}
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.passthru {
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gfx.begin_default_pass(gg.dontcare_pass, sapp.width(), sapp.height())
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}
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}
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sgl.draw()
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gfx.end_pass()
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gfx.commit()
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