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use the pts/indices for rendering
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@ -66,12 +66,13 @@
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## Switch to OpenGL (for speed)
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- speed
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- make polygon store points and indices efficiently
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- change ezgui API to allow uploading geometry once
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- event loop feels sticky
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- what about color then? get fancy and plumb an override color uniform?
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- sleep better in the event loop
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- first make UserInput borrow state and not need to consume
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- experiment with batching and not passing colors
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- measure performance of huge maps
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- specialized things for common shapes like circles?
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- quality
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- need padding around text
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- text entry needs to draw the cursor differently
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@ -214,27 +214,15 @@ impl<'a> GfxCtx<'a> {
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}
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pub fn draw_polygon(&mut self, color: Color, poly: &Polygon) {
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let mut vertices: Vec<Vertex> = Vec::new();
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let mut indices: Vec<u32> = Vec::new();
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for (idx, tri) in poly.triangles().into_iter().enumerate() {
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vertices.push(Vertex {
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position: [tri.pt1.x() as f32, tri.pt1.y() as f32],
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let (pts, raw_indices) = poly.raw_for_rendering();
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let vertices: Vec<Vertex> = pts
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.iter()
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.map(|pt| Vertex {
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position: [pt.x() as f32, pt.y() as f32],
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color: color.0,
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});
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vertices.push(Vertex {
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position: [tri.pt2.x() as f32, tri.pt2.y() as f32],
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color: color.0,
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});
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vertices.push(Vertex {
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position: [tri.pt3.x() as f32, tri.pt3.y() as f32],
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color: color.0,
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});
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let i = (3 * idx) as u32;
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indices.push(i);
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indices.push(i + 1);
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indices.push(i + 2);
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}
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})
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.collect();
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let indices: Vec<u32> = raw_indices.iter().map(|i| *i as u32).collect();
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let vertex_buffer = glium::VertexBuffer::new(self.display, &vertices).unwrap();
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let index_buffer = glium::IndexBuffer::new(
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@ -94,6 +94,10 @@ impl Polygon {
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triangles
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}
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pub fn raw_for_rendering(&self) -> (&Vec<Pt2D>, &Vec<usize>) {
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(&self.points, &self.indices)
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}
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pub fn contains_pt(&self, pt: Pt2D) -> bool {
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self.triangles().into_iter().any(|tri| tri.contains_pt(pt))
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}
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