Improved Demo and multithreading rendering:
-added support for multithreaded rendering (fast) -improved shaders -added support for rendering depth -added rendering color support -improved DeptThreadPool (dynamics setting number of tryWait counts before TryWait. Low cpu usage with high responivity) -added possibility to change number of threads
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8 changed files with 311 additions and 105 deletions
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@ -607,7 +607,7 @@ struct DrawAppleSystem
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{
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foreach(i; 0..data.location.length)
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{
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launcher.renderer.draw(snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, 0 , 0);
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launcher.renderer.draw(snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, uint.max, 0);
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}
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}
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}
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@ -677,16 +677,16 @@ struct DrawSnakeSystem
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{
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final switch(cast(ubyte)part)
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{
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case SnakePart.tail_up:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,112,16,16)*px, 0, 0, 0);break;
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case SnakePart.tail_down:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,112,16,16)*px, 0, 0, 0);break;
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case SnakePart.tail_left:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,112,16,16)*px, 0, 0, 0);break;
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case SnakePart.tail_right:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,144,16,16)*px, 0, 0, 0);break;
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case SnakePart.turn_ld:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,128,16,16)*px, 0, 0, 0);break;
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case SnakePart.turn_lu:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,144,16,16)*px, 0, 0, 0);break;
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case SnakePart.turn_rd:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,144,16,16)*px, 0, 0, 0);break;
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case SnakePart.turn_ru:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,112,16,16)*px, 0, 0, 0);break;
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case SnakePart.vertical:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,128,16,16)*px, 0, 0, 0);break;
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case SnakePart.horizontal:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(48,128,16,16)*px, 0, 0, 0);break;
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case SnakePart.tail_up:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,112,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.tail_down:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,112,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.tail_left:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,112,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.tail_right:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,144,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.turn_ld:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,128,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.turn_lu:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,144,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.turn_rd:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,144,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.turn_ru:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,112,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.vertical:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,128,16,16)*px, 0, uint.max, 0);break;
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case SnakePart.horizontal:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(48,128,16,16)*px, 0, uint.max, 0);break;
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}
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}
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@ -698,10 +698,10 @@ struct DrawSnakeSystem
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scope vec2 loc = cast(vec2)(data.location[i].location * 16);
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final switch(snake.direction)
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{
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case CMovement.Direction.up:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,112,16,16)*px, 0, 0 , 0);break;
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case CMovement.Direction.down:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,144,16,16)*px, 0, 0 , 0);break;
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case CMovement.Direction.left:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,128,16,16)*px, 0, 0 , 0);break;
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case CMovement.Direction.right:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(32,128,16,16)*px, 0, 0 , 0);break;
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case CMovement.Direction.up:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,112,16,16)*px, 0, uint.max, 0);break;
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case CMovement.Direction.down:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,144,16,16)*px, 0, uint.max, 0);break;
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case CMovement.Direction.left:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,128,16,16)*px, 0, uint.max, 0);break;
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case CMovement.Direction.right:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(32,128,16,16)*px, 0, uint.max, 0);break;
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}
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if(snake.parts.length >1)
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{
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