Reorganising classes and structure, changing how render and update loops are accessed for clarity and better code
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@@ -110,17 +110,29 @@ class Main {
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// Init the shaders and view
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init();
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//Tell it to let us draw here
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lib.set_render_function( on_render );
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lib.set_update_function( on_update );
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}
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public function on_update() {
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//called each frame by NMEGL for logic (called before render)
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//called each frame by NMEGL for logic (called before render)
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public function update() {
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var time = haxe.Timer.stamp() - startTime;
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if (time > maxTime && fragmentShaders.length > 1) {
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//Pick a random example to show
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if( include_slow_expensive_examples ) {
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currentIndex = Std.random( fragmentShaders.length - 1 );
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} else {
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currentIndex = slow_end_index + Std.random( (fragmentShaders.length - slow_end_index - 1) );
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}
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compile ();
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}
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}
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public function on_render() {
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//Called each frame by NMEGL
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public function render() {
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GL.viewport( 0, 0, lib.config.width, lib.config.height );
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@@ -145,18 +157,7 @@ class Main {
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GL.clear (GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT );
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GL.drawArrays (GL.TRIANGLES, 0, 6);
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if (time > maxTime && fragmentShaders.length > 1) {
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//Pick a random example to show
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if( include_slow_expensive_examples ) {
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currentIndex = Std.random( fragmentShaders.length - 1 );
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} else {
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currentIndex = slow_end_index + Std.random( (fragmentShaders.length - slow_end_index - 1) );
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}
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compile ();
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}
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}
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