small refactor
This commit is contained in:
392
src/renderer.cpp
392
src/renderer.cpp
@ -1,244 +1,224 @@
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#include "renderer.hpp"
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#include "config.hpp"
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#include "puzzle.hpp"
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#include <algorithm>
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#include <raylib.h>
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#include <raymath.h>
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#include <rlgl.h>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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#ifdef BATCHING
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#include <cstring>
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#endif
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auto Renderer::UpdateTextureSizes() -> void {
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if (!IsWindowResized()) {
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return;
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}
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UnloadRenderTexture(render_target);
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UnloadRenderTexture(klotski_target);
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UnloadRenderTexture(menu_target);
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int width = GetScreenWidth() / 2.0;
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int height = GetScreenHeight() - MENU_HEIGHT;
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render_target = LoadRenderTexture(width, height);
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klotski_target = LoadRenderTexture(width, height);
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menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
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}
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auto Renderer::AllocateGraphInstancing(std::size_t size) -> void {
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cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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instancing_shader = LoadShader("shader/instancing_vertex.glsl",
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"shader/instancing_fragment.glsl");
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instancing_shader.locs[SHADER_LOC_MATRIX_MVP] =
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GetShaderLocation(instancing_shader, "mvp");
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instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
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GetShaderLocation(instancing_shader, "viewPos");
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vertex_mat = LoadMaterialDefault();
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vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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vertex_mat.shader = instancing_shader;
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transforms = (Matrix *)MemAlloc(size * sizeof(Matrix));
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transforms_size = size;
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}
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auto Renderer::ReallocateGraphInstancingIfNecessary(std::size_t size) -> void {
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if (transforms_size != size) {
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transforms = (Matrix *)MemRealloc(transforms, size * sizeof(Matrix));
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transforms_size = size;
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}
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}
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auto Renderer::DrawMassSprings(const std::vector<Vector3> &masses) -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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// Prepare cube instancing
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{
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#ifdef TRACY
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ZoneNamedN(prepare_masses, "PrepareMasses", true);
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#endif
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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if (transforms == nullptr) {
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AllocateGraphInstancing(masses.size());
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}
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ReallocateGraphInstancingIfNecessary(masses.size());
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int i = 0;
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for (const Vector3 &mass : masses) {
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transforms[i] = MatrixTranslate(mass.x, mass.y, mass.z);
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++i;
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}
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auto renderer::update_texture_sizes() -> void
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{
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if (!IsWindowResized()) {
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return;
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}
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}
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BeginTextureMode(render_target);
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ClearBackground(RAYWHITE);
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UnloadRenderTexture(render_target);
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UnloadRenderTexture(klotski_target);
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UnloadRenderTexture(menu_target);
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BeginMode3D(camera.camera);
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const int width = GetScreenWidth() / 2;
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const int height = GetScreenHeight() - MENU_HEIGHT;
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// Draw springs (batched)
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{
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#ifdef TRACY
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ZoneNamedN(draw_springs, "DrawSprings", true);
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#endif
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render_target = LoadRenderTexture(width, height);
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klotski_target = LoadRenderTexture(width, height);
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menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
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}
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auto renderer::draw_mass_springs(const std::vector<Vector3>& masses) -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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if (masses.size() != state.get_state_count()) {
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// Because the physics run in a different thread, it might need time to catch up
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return;
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}
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// Prepare connection batching
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{
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#ifdef TRACY
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ZoneNamedN(prepare_masses, "PrepareConnectionsBatching", true);
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#endif
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connections.clear();
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connections.reserve(state.get_target_count());
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if (input.connect_solutions) {
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for (const size_t& _state : state.get_winning_indices()) {
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const Vector3& current_mass = masses.at(state.get_current_index());
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const Vector3& winning_mass = masses.at(_state);
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connections.emplace_back(current_mass, winning_mass);
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DrawLine3D(current_mass, winning_mass, Fade(TARGET_BLOCK_COLOR, 0.5));
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}
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}
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}
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// Prepare cube instancing
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{
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#ifdef TRACY
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ZoneNamedN(prepare_masses, "PrepareMassInstancing", true);
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#endif
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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// Don't have to reserve, capacity is already set to DRAW_VERTICES_LIMIT in constructor
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transforms.clear();
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colors.clear();
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size_t mass = 0;
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for (const auto& [x, y, z] : masses) {
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transforms.emplace_back(MatrixTranslate(x, y, z));
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// Normal vertex
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Color c = VERTEX_COLOR;
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if ((input.mark_solutions || input.mark_path) && state.get_winning_indices().contains(mass)) {
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// Winning vertex
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c = VERTEX_TARGET_COLOR;
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} else if ((input.mark_solutions || input.mark_path) && state.get_path_indices().contains(mass)) {
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// Path vertex
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c = VERTEX_PATH_COLOR;
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} else if (mass == state.get_starting_index()) {
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// Starting vertex
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c = VERTEX_START_COLOR;
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} else if (state.get_visit_counts().at(mass) > 0) {
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// Visited vertex
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c = VERTEX_VISITED_COLOR;
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}
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// Current vertex is drawn as individual cube to increase its size
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colors.emplace_back(c);
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++mass;
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}
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}
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rlUpdateVertexBuffer(color_vbo_id, colors.data(), colors.size() * sizeof(Color), 0);
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}
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BeginTextureMode(render_target);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera.camera);
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// Draw springs (batched)
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{
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#ifdef TRACY
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ZoneNamedN(draw_springs, "DrawSprings", true);
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#endif
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rlBegin(RL_LINES);
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for (const auto& [from, to] : state.get_links()) {
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if (masses.size() > from && masses.size() > to) {
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const auto& [ax, ay, az] = masses.at(from);
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const auto& [bx, by, bz] = masses.at(to);
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rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
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rlVertex3f(ax, ay, az);
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rlVertex3f(bx, by, bz);
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}
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}
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rlEnd();
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}
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// Draw masses (instanced)
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{
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#ifdef TRACY
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ZoneNamedN(draw_masses, "DrawMasses", true);
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#endif
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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// NOTE: I don't know if drawing all this inside a shader would make it
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// much faster... The amount of data sent to the GPU would be
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// reduced (just positions instead of matrices), but is this
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// noticable for < 100000 cubes?
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DrawMeshInstanced(cube_instance, vertex_mat, transforms.data(), masses.size()); // NOLINT(*-narrowing-conversions)
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}
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}
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// Connect current to winning states (batched)
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const auto [r, g, b, a] = Fade(VERTEX_CURRENT_COLOR, 0.3);
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rlBegin(RL_LINES);
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for (const auto &[from, to] : state.springs) {
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if (masses.size() > from && masses.size() > to) {
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const Vector3 &a = masses.at(from);
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const Vector3 &b = masses.at(to);
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rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
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rlVertex3f(a.x, a.y, a.z);
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rlVertex3f(b.x, b.y, b.z);
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}
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for (const auto& [from, to] : connections) {
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const auto& [ax, ay, az] = from;
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const auto& [bx, by, bz] = to;
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rlColor4ub(r, g, b, a);
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rlVertex3f(ax, ay, az);
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rlVertex3f(bx, by, bz);
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}
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rlEnd();
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}
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// Draw masses (instanced)
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{
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#ifdef TRACY
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ZoneNamedN(draw_masses, "DrawMasses", true);
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#endif
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if (masses.size() < DRAW_VERTICES_LIMIT) {
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// NOTE: I don't know if drawing all this inside a shader would make it
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// much faster... The amount of data sent to the GPU would be
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// reduced (just positions instead of matrices), but is this
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// noticable for < 100000 cubes?
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DrawMeshInstanced(cube_instance, vertex_mat, transforms, masses.size());
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// Mark current state
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const size_t current_index = state.get_current_index();
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if (masses.size() > current_index) {
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const Vector3& current_mass = masses.at(current_index);
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DrawCube(current_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_CURRENT_COLOR);
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}
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}
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// Mark winning states
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if (input.mark_solutions || input.connect_solutions) {
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for (const State &_state : state.winning_states) {
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std::size_t winning_index = state.states.at(_state);
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if (masses.size() > winning_index) {
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const Vector3 &winning_mass = masses.at(winning_index);
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if (input.mark_solutions) {
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DrawCube(winning_mass, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
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2 * VERTEX_SIZE, VERTEX_TARGET_COLOR);
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}
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std::size_t current_index = state.CurrentMassIndex();
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if (input.connect_solutions && masses.size() > current_index) {
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const Vector3 ¤t_mass = masses.at(current_index);
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DrawLine3D(winning_mass, current_mass, Fade(TARGET_BLOCK_COLOR, 0.5));
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}
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}
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}
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}
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// Mark visited states
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for (const auto &[_state, visits] : state.visited_states) {
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std::size_t visited_index = state.states.at(_state);
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if (masses.size() > visited_index) {
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const Vector3 &visited_mass = masses.at(visited_index);
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DrawCube(visited_mass, VERTEX_SIZE * 1.5, VERTEX_SIZE * 1.5,
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VERTEX_SIZE * 1.5, VERTEX_VISITED_COLOR);
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}
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}
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// Mark winning path
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if (input.mark_path) {
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for (const std::size_t &_state : state.winning_path) {
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if (masses.size() > _state) {
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const Vector3 &path_mass = masses.at(_state);
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DrawCube(path_mass, VERTEX_SIZE * 1.75, VERTEX_SIZE * 1.75,
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VERTEX_SIZE * 1.75, VERTEX_PATH_COLOR);
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}
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}
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}
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// Mark starting state
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std::size_t starting_index = state.states.at(state.starting_state);
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if (masses.size() > starting_index) {
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const Vector3 &starting_mass = masses.at(starting_index);
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DrawCube(starting_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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VERTEX_START_COLOR);
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}
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// Mark current state
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std::size_t current_index = state.states.at(state.current_state);
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if (masses.size() > current_index) {
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const Vector3 ¤t_mass = masses.at(current_index);
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DrawCube(current_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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VERTEX_CURRENT_COLOR);
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}
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EndMode3D();
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EndTextureMode();
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EndMode3D();
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EndTextureMode();
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}
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auto Renderer::DrawKlotski() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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auto renderer::draw_klotski() const -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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BeginTextureMode(klotski_target);
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ClearBackground(RAYWHITE);
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BeginTextureMode(klotski_target);
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ClearBackground(RAYWHITE);
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gui.DrawPuzzleBoard();
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gui.draw_puzzle_board();
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EndTextureMode();
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EndTextureMode();
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}
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auto Renderer::DrawMenu(const std::vector<Vector3> &masses) -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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auto renderer::draw_menu() const -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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BeginTextureMode(menu_target);
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ClearBackground(RAYWHITE);
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BeginTextureMode(menu_target);
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ClearBackground(RAYWHITE);
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gui.DrawMainMenu();
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gui.draw_main_menu();
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EndTextureMode();
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EndTextureMode();
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}
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auto Renderer::DrawTextures(int fps, int ups) -> void {
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BeginDrawing();
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auto renderer::draw_textures(const int fps, const int ups, const size_t mass_count,
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const size_t spring_count) const -> void
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{
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BeginDrawing();
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DrawTextureRec(menu_target.texture,
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Rectangle(0, 0, menu_target.texture.width,
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-1 * menu_target.texture.height),
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Vector2(0, 0), WHITE);
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DrawTextureRec(klotski_target.texture,
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Rectangle(0, 0, klotski_target.texture.width,
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-1 * klotski_target.texture.height),
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Vector2(0, MENU_HEIGHT), WHITE);
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DrawTextureRec(render_target.texture,
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Rectangle(0, 0, render_target.texture.width,
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-1 * render_target.texture.height),
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Vector2(GetScreenWidth() / 2.0, MENU_HEIGHT), WHITE);
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DrawTextureRec(menu_target.texture, Rectangle(0, 0, menu_target.texture.width, -menu_target.texture.height),
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Vector2(0, 0), WHITE);
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DrawTextureRec(klotski_target.texture,
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Rectangle(0, 0, klotski_target.texture.width, -klotski_target.texture.height),
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Vector2(0, MENU_HEIGHT), WHITE);
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DrawTextureRec(render_target.texture, Rectangle(0, 0, render_target.texture.width, -render_target.texture.height),
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Vector2(GetScreenWidth() / 2.0f, MENU_HEIGHT), WHITE);
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// Draw borders
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DrawRectangleLinesEx(Rectangle(0, 0, GetScreenWidth(), MENU_HEIGHT), 1.0,
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BLACK);
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DrawRectangleLinesEx(Rectangle(0, MENU_HEIGHT, GetScreenWidth() / 2.0,
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GetScreenHeight() - MENU_HEIGHT),
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1.0, BLACK);
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DrawRectangleLinesEx(Rectangle(GetScreenWidth() / 2.0, MENU_HEIGHT,
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GetScreenWidth() / 2.0,
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GetScreenHeight() - MENU_HEIGHT),
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1.0, BLACK);
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// Draw borders
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DrawRectangleLinesEx(Rectangle(0, 0, GetScreenWidth(), MENU_HEIGHT), 1.0f, BLACK);
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DrawRectangleLinesEx(Rectangle(0, MENU_HEIGHT, GetScreenWidth() / 2.0f, GetScreenHeight() - MENU_HEIGHT), 1.0f,
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BLACK);
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DrawRectangleLinesEx(Rectangle(GetScreenWidth() / 2.0f, MENU_HEIGHT, GetScreenWidth() / 2.0f,
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GetScreenHeight() - MENU_HEIGHT), 1.0f, BLACK);
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gui.DrawGraphOverlay(fps, ups);
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gui.DrawSavePresetPopup();
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gui.Update();
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gui.draw_graph_overlay(fps, ups, mass_count, spring_count);
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gui.draw_save_preset_popup();
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gui.update();
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EndDrawing();
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EndDrawing();
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}
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auto renderer::render(const std::vector<Vector3>& masses, const int fps, const int ups, const size_t mass_count,
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const size_t spring_count) -> void
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{
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update_texture_sizes();
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draw_mass_springs(masses);
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draw_klotski();
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draw_menu();
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draw_textures(fps, ups, mass_count, spring_count);
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}
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