optimize case of sequential shared radius circle drawing by reusing the geometry by just offsetting it
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@ -255,6 +255,10 @@ static void drawdef(Player *player) {
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draw_circle((Vec2) { 256, 128 },
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draw_circle((Vec2) { 256, 128 },
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24,
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24,
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(Color) { 255, 0, 0, 255 });
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(Color) { 255, 0, 0, 255 });
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draw_circle((Vec2) { 304, 128 },
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24,
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(Color) { 255, 0, 0, 255 });
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}
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}
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@ -911,12 +911,26 @@ static void load_cubemap_side(const char *path, GLenum target) {
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void render_circle(const CirclePrimitive *circle) {
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void render_circle(const CirclePrimitive *circle) {
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static Vec2 vertices[CIRCLE_VERTICES_MAX];
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static Vec2 vertices[CIRCLE_VERTICES_MAX];
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int num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX);
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static int prev_num_vertices = 0;
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static Vec2 prev_position = {0};
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create_circle_geometry(circle->position,
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int const num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX);
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circle->radius,
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num_vertices,
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if (prev_num_vertices != num_vertices) {
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vertices);
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create_circle_geometry(circle->position,
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circle->radius,
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num_vertices,
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vertices);
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prev_num_vertices = num_vertices;
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prev_position = circle->position;
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} else {
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/* reuse the data, but offset it by difference with previously generated position */
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/* no evil cos sin ops this way, if radius is shared in sequential calls */
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Vec2 const d = { prev_position.x - circle->position.x, prev_position.y - circle->position.y };
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for (int i = 0; i < num_vertices; ++i)
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vertices[i] = (Vec2){ vertices[i].x - d.x, vertices[i].y - d.y };
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prev_position = circle->position;
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}
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VertexBuffer buffer = get_scratch_vertex_array();
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VertexBuffer buffer = get_scratch_vertex_array();
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specify_vertex_buffer(buffer, vertices, sizeof (Vec2) * num_vertices);
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specify_vertex_buffer(buffer, vertices, sizeof (Vec2) * num_vertices);
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