Display a rect on screen
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parent
de69cd8691
commit
41fdea4be2
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@ -55,6 +55,7 @@
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# {{{ Shell
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devShell = pkgs.mkShell rec {
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nativeBuildInputs = [
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pkgs.pkg-config
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pkgs.entr # File change detection
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pkgs.odin # Compiler
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pkgs.mold # Linker
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@ -76,7 +77,6 @@
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pkgs.xorg.libXinerama
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pkgs.xorg.libXcursor
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pkgs.sdl3
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raylib
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];
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LD_LIBRARY_PATH = with pkgs; lib.makeLibraryPath buildInputs;
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@ -6,181 +6,100 @@ import "vendor:OpenGL"
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import "vendor:sdl3"
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State :: struct {
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window: ^sdl3.Window,
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window: ^sdl3.Window,
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program: u32,
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vertex_pos_location: u32,
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vbo: u32,
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ibo: u32,
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}
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init :: proc() -> (state: State, ok: bool) {
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GL_MAJOR :: 3
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GL_MINOR :: 1
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sdl3.Init(sdl3.InitFlags{.VIDEO}) or_return
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sdl3.GL_SetAttribute(.CONTEXT_MAJOR_VERSION, 3) or_return
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sdl3.GL_SetAttribute(.CONTEXT_MINOR_VERSION, 1) or_return
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sdl3.GL_SetAttribute(.CONTEXT_MAJOR_VERSION, GL_MAJOR) or_return
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sdl3.GL_SetAttribute(.CONTEXT_MINOR_VERSION, GL_MINOR) or_return
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sdl3.GL_SetAttribute(.CONTEXT_PROFILE_MASK, c.int(sdl3.GL_CONTEXT_PROFILE_CORE)) or_return
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window := sdl3.CreateWindow("SDL visual experiment", 640, 480, {.FULLSCREEN, .OPENGL})
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(window != nil) or_return
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state.window = sdl3.CreateWindow("SDL visual experiment", 640, 480, {.FULLSCREEN, .OPENGL})
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(state.window != nil) or_return
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gl_ctx := sdl3.GL_CreateContext(window)
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gl_ctx := sdl3.GL_CreateContext(state.window)
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(gl_ctx != nil) or_return
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// Init GL here
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OpenGL.load_up_to(GL_MAJOR, GL_MINOR, sdl3.gl_set_proc_address)
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return {window = window}, true
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state.program = OpenGL.load_shaders_source(
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#load("./vert.glsl"),
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#load("./frag.glsl"),
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) or_return
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// log.debug("Doing Opengl stuff")
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vertex_pos_location := OpenGL.GetAttribLocation(state.program, "LVertexPos2D")
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(vertex_pos_location != -1) or_return
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state.vertex_pos_location = u32(vertex_pos_location)
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OpenGL.ClearColor(0, 0, 0, 1)
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// VBO data
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vertex_data := [?]f32{-0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5}
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vbos: [1]u32
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// IBO data
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index_data := [?]u32{0, 1, 2, 3}
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ibos: [1]u32
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//Create VBO
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OpenGL.GenBuffers(1, auto_cast &vbos)
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OpenGL.BindBuffer(OpenGL.ARRAY_BUFFER, vbos[0])
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OpenGL.BufferData(OpenGL.ARRAY_BUFFER, 2 * 4 * size_of(f32), &vertex_data, OpenGL.STATIC_DRAW)
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state.vbo = vbos[0]
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OpenGL.GenBuffers(1, auto_cast &ibos)
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OpenGL.BindBuffer(OpenGL.ELEMENT_ARRAY_BUFFER, ibos[0])
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OpenGL.BufferData(
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OpenGL.ELEMENT_ARRAY_BUFFER,
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4 * size_of(u32),
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&index_data,
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OpenGL.STATIC_DRAW,
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)
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state.ibo = ibos[0]
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return state, true
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}
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init_gl :: proc() -> (ok: bool) {
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program_id := OpenGL.load_shaders_source(#load("./vert.glsl"), #load("./frag.glsl")) or_return
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return true
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render :: proc(state: State) {
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OpenGL.Clear(OpenGL.COLOR_BUFFER_BIT)
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OpenGL.UseProgram(state.program)
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defer OpenGL.UseProgram(0)
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OpenGL.EnableVertexAttribArray(state.vertex_pos_location)
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defer OpenGL.DisableVertexAttribArray(state.vertex_pos_location)
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OpenGL.BindBuffer(OpenGL.ARRAY_BUFFER, state.vbo)
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OpenGL.VertexAttribPointer(
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state.vertex_pos_location,
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2,
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OpenGL.FLOAT,
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false,
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2 * size_of(f32),
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0,
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)
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OpenGL.BindBuffer(OpenGL.ELEMENT_ARRAY_BUFFER, state.ibo)
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OpenGL.DrawElements(OpenGL.TRIANGLE_FAN, 4, OpenGL.UNSIGNED_INT, nil)
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}
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// //Get vertex attribute location
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// gVertexPos2DLocation = glGetAttribLocation( gProgramID, "LVertexPos2D" );
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// if( gVertexPos2DLocation == -1 )
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// {
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// SDL_Log( "LVertexPos2D is not a valid glsl program variable!\n" );
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// success = false;
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// }
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// else
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// {
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// //Initialize clear color
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// glClearColor( 0.f, 0.f, 0.f, 1.f );
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//
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// //VBO data
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// GLfloat vertexData[] =
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// {
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// -0.5f, -0.5f,
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// 0.5f, -0.5f,
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// 0.5f, 0.5f,
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// -0.5f, 0.5f
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// };
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//
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// //IBO data
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// GLuint indexData[] = { 0, 1, 2, 3 };
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//
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// //Create VBO
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// glGenBuffers( 1, &gVBO );
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// glBindBuffer( GL_ARRAY_BUFFER, gVBO );
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// glBufferData( GL_ARRAY_BUFFER, 2 * 4 * sizeof(GLfloat), vertexData, GL_STATIC_DRAW );
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//
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// //Create IBO
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// glGenBuffers( 1, &gIBO );
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// glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, gIBO );
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// glBufferData( GL_ELEMENT_ARRAY_BUFFER, 4 * sizeof(GLuint), indexData, GL_STATIC_DRAW );
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// void render()
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// {
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// //Clear color buffer
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// glClear( GL_COLOR_BUFFER_BIT );
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//
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// //Render quad
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// if( gRenderQuad )
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// {
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// //Bind program
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// glUseProgram( gProgramID );
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//
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// //Enable vertex position
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// glEnableVertexAttribArray( gVertexPos2DLocation );
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//
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// //Set vertex data
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// glBindBuffer( GL_ARRAY_BUFFER, gVBO );
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// glVertexAttribPointer( gVertexPos2DLocation, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL );
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//
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// //Set index data and render
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// glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, gIBO );
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// glDrawElements( GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL );
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//
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// //Disable vertex position
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// glDisableVertexAttribArray( gVertexPos2DLocation );
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//
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// //Unbind program
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// glUseProgram( 0 );
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// }
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// }
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close :: proc(state: State) {
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OpenGL.DeleteProgram(state.program)
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sdl3.DestroyWindow(state.window)
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sdl3.Quit()
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}
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// void close()
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// {
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// //Deallocate program
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// glDeleteProgram( gProgramID );
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//
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// //Destroy window
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// SDL_DestroyWindow( gWindow );
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// gWindow = NULL;
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//
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// //Quit SDL subsystems
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// SDL_Quit();
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// }
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//
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// void printProgramLog( GLuint program )
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// {
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// //Make sure name is shader
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// if( glIsProgram( program ) )
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// {
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// //Program log length
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// int infoLogLength = 0;
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// int maxLength = infoLogLength;
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//
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// //Get info string length
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// glGetProgramiv( program, GL_INFO_LOG_LENGTH, &maxLength );
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//
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// //Allocate string
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// char* infoLog = new char[ maxLength ];
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//
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// //Get info log
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// glGetProgramInfoLog( program, maxLength, &infoLogLength, infoLog );
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// if( infoLogLength > 0 )
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// {
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// //Print Log
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// SDL_Log( "%s\n", infoLog );
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// }
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//
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// //Deallocate string
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// delete[] infoLog;
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// }
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// else
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// {
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// SDL_Log( "Name %d is not a program\n", program );
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// }
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// }
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//
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// void printShaderLog( GLuint shader )
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// {
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// //Make sure name is shader
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// if( glIsShader( shader ) )
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// {
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// //Shader log length
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// int infoLogLength = 0;
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// int maxLength = infoLogLength;
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//
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// //Get info string length
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// glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
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//
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// //Allocate string
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// char* infoLog = new char[ maxLength ];
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//
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// //Get info log
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// glGetShaderInfoLog( shader, maxLength, &infoLogLength, infoLog );
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// if( infoLogLength > 0 )
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// {
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// //Print Log
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// SDL_Log( "%s\n", infoLog );
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// }
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//
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// //Deallocate string
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// delete[] infoLog;
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// }
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// else
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// {
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// SDL_Log( "Name %d is not a shader\n", shader );
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// }
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// }
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main :: proc() {
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context.logger = log.create_console_logger()
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log.debug("Starting")
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state, ok := init()
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log.assertf(ok, "Got SDL error: %v", sdl3.GetError())
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defer close(state)
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@ -198,47 +117,11 @@ main :: proc() {
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}
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}
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render(state)
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sdl3.GL_SwapWindow(state.window)
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sdl3.StopTextInput(state.window) or_break
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}
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}
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// //Event handler
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// SDL_Event e;
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//
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// //Enable text input
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// SDL_StartTextInput( gWindow );
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//
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// //While application is running
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// while( !quit )
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// {
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// //Handle events on queue
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// while( SDL_PollEvent( &e ) != 0 )
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// {
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// //User requests quit
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// if( e.type == SDL_EVENT_QUIT )
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// {
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// quit = true;
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// }
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// //Handle keypress
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// else if( e.type == SDL_EVENT_TEXT_INPUT )
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// {
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// handleKeys( e.text.text[ 0 ] );
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// }
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// }
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//
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// //Render quad
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// render();
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//
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// //Update screen
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// SDL_GL_SwapWindow( gWindow );
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// }
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//
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// //Disable text input
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// SDL_StopTextInput( gWindow );
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// }
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//
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// //Free resources and close SDL
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// close();
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//
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// return 0;
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// }
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