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v/examples/gg/many_thousands_of_circles.v

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1.6 KiB
V

module main
import gg
import gx
import rand
const max_circles_per_pass = 1000
// prepare some random colors ahead of time
const colors = []gx.Color{len: max_circles_per_pass, init: gx.Color{
r: u8(index * 0 + rand.u8())
g: u8(index * 0 + rand.u8())
b: u8(index * 0 + rand.u8())
}}
fn frame(mut ctx gg.Context) {
// First pass, just clears the background:
ctx.begin()
ctx.end()
// We want to draw thousands of circles, but sokol has a limit for how
// many primitives can be in a single pass, and if you reach that limit
// you will not see *anything at all* for that pass.
// For the circles below, that limit is ~2520 circles per pass.
// To overcome this, we will use several passes instead, where each one
// will draw just 1000 circles.
// In other words, in total we will have 4 * 1000 = 4000 circles, drawn with
// 4 passes.
for i := 0; i < 4 * max_circles_per_pass; i += max_circles_per_pass {
ctx.begin()
for c in 0 .. max_circles_per_pass {
rx := rand.int_in_range(0, ctx.window.width) or { 0 }
ry := rand.int_in_range(0, ctx.window.height) or { 0 }
ctx.draw_circle_filled(rx, ry, 10, colors[c])
}
ctx.end(how: .passthru)
}
// The last pass, is for the fps overlay, that should be *always on top of everything*.
// Drawing it in a separate pass, guarantees, that it *will* be drawn, even if the drawing
// of all the other passes fail. Try increasing max_circles_per_pass to 3000 for example.
ctx.begin()
ctx.show_fps()
ctx.end(how: .passthru)
}
fn main() {
mut ctx := gg.new_context(
window_title: 'Many Thousands of Circles'
bg_color: gx.black
width: 600
height: 400
frame_fn: frame
)
ctx.run()
}