Using Linux style VAOs
This commit is contained in:
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-2
@@ -10,8 +10,8 @@ set(CMAKE_C_STANDARD_REQUIRED ON)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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set(DUSK_TARGET_SYSTEM "linux")
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# set(DUSK_TARGET_SYSTEM "linux")
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# set(DUSK_TARGET_SYSTEM "psp")
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set(DUSK_TARGET_SYSTEM "psp")
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endif()
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endif()
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# Prep cache
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# Prep cache
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@@ -11,10 +11,12 @@ target_compile_definitions(${DUSK_TARGET_NAME}
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# Libs
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# Libs
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find_package(SDL2 REQUIRED)
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find_package(SDL2 REQUIRED)
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find_package(OpenGL REQUIRED)
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target_link_libraries(${DUSK_TARGET_NAME}
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target_link_libraries(${DUSK_TARGET_NAME}
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PUBLIC
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PUBLIC
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SDL2::SDL2
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SDL2::SDL2
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OpenGL::GL
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)
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)
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+146
-25
@@ -16,8 +16,37 @@
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SDL_Window *RENDER_WINDOW;
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SDL_Window *RENDER_WINDOW;
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SDL_Renderer *RENDER_RENDERER;
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SDL_Renderer *RENDER_RENDERER;
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SDL_GLContext RENDER_GL_CONTEXT;
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bool_t RENDER_RUNNING;
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bool_t RENDER_RUNNING;
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// Add VAO and VBO handles
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static GLuint TRIANGLE_VAO = 0;
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static GLuint TRIANGLE_VBO = 0;
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// Shader handles
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static GLuint TRIANGLE_SHADER_PROGRAM = 0;
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static GLuint TRIANGLE_VERTEX_SHADER = 0;
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static GLuint TRIANGLE_FRAGMENT_SHADER = 0;
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// Vertex and Fragment shader sources
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static const char* TRIANGLE_VERTEX_SHADER_SRC =
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"#version 130\n"
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"in vec2 position;\n"
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"in vec3 color;\n"
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"out vec3 vColor;\n"
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"void main() {\n"
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" vColor = color;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n";
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static const char* TRIANGLE_FRAGMENT_SHADER_SRC =
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"#version 130\n"
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"in vec3 vColor;\n"
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"out vec4 fragColor;\n"
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"void main() {\n"
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" fragColor = vec4(vColor, 1.0);\n"
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"}\n";
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errorret_t renderInit(void) {
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errorret_t renderInit(void) {
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// Init SDL
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// Init SDL
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uint32_t flags = SDL_INIT_VIDEO;
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uint32_t flags = SDL_INIT_VIDEO;
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@@ -33,35 +62,110 @@ errorret_t renderInit(void) {
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);
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);
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}
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}
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// Create window.
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// Set OpenGL attributes (optional, adjust as needed)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Create window with OpenGL flag.
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RENDER_WINDOW = SDL_CreateWindow(
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RENDER_WINDOW = SDL_CreateWindow(
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"DuskSDL2",
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"DuskSDL2",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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RENDER_WINDOW_WIDTH_DEFAULT,
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RENDER_WINDOW_WIDTH_DEFAULT,
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RENDER_WINDOW_HEIGHT_DEFAULT,
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RENDER_WINDOW_HEIGHT_DEFAULT,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL
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);
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);
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if(!RENDER_WINDOW) {
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if(!RENDER_WINDOW) {
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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}
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}
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// Create renderer
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// Create OpenGL context
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RENDER_RENDERER = SDL_CreateRenderer(
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RENDER_GL_CONTEXT = SDL_GL_CreateContext(RENDER_WINDOW);
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RENDER_WINDOW,
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if(!RENDER_GL_CONTEXT) {
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-1,
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errorThrow("SDL_GL_CreateContext failed: %s", SDL_GetError());
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SDL_RENDERER_ACCELERATED
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);
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if(!RENDER_RENDERER) {
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errorThrow("SDL_CreateRenderer failed: %s", SDL_GetError());
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}
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}
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// Enable VSync (optional)
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SDL_GL_SetSwapInterval(1);
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// No SDL_Renderer needed for OpenGL, set to NULL
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RENDER_RENDERER = NULL;
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// Disable GL crap we don't need
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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// --- Compile and link shaders ---
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GLint success;
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char infoLog[512];
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// Vertex shader
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TRIANGLE_VERTEX_SHADER = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(TRIANGLE_VERTEX_SHADER, 1, &TRIANGLE_VERTEX_SHADER_SRC, NULL);
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glCompileShader(TRIANGLE_VERTEX_SHADER);
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glGetShaderiv(TRIANGLE_VERTEX_SHADER, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(TRIANGLE_VERTEX_SHADER, 512, NULL, infoLog);
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errorThrow("Vertex shader compilation failed: %s", infoLog);
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}
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// Fragment shader
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TRIANGLE_FRAGMENT_SHADER = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(TRIANGLE_FRAGMENT_SHADER, 1, &TRIANGLE_FRAGMENT_SHADER_SRC, NULL);
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glCompileShader(TRIANGLE_FRAGMENT_SHADER);
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glGetShaderiv(TRIANGLE_FRAGMENT_SHADER, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(TRIANGLE_FRAGMENT_SHADER, 512, NULL, infoLog);
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errorThrow("Fragment shader compilation failed: %s", infoLog);
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}
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// Shader program
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TRIANGLE_SHADER_PROGRAM = glCreateProgram();
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glAttachShader(TRIANGLE_SHADER_PROGRAM, TRIANGLE_VERTEX_SHADER);
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glAttachShader(TRIANGLE_SHADER_PROGRAM, TRIANGLE_FRAGMENT_SHADER);
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glBindAttribLocation(TRIANGLE_SHADER_PROGRAM, 0, "position");
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glBindAttribLocation(TRIANGLE_SHADER_PROGRAM, 1, "color");
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glLinkProgram(TRIANGLE_SHADER_PROGRAM);
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glGetProgramiv(TRIANGLE_SHADER_PROGRAM, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(TRIANGLE_SHADER_PROGRAM, 512, NULL, infoLog);
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errorThrow("Shader program linking failed: %s", infoLog);
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}
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// --- VAO/VBO Setup for Triangle ---
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GLfloat triangleVertices[] = {
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// Positions // Colors
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-0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // Red
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // Green
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0.0f, 0.5f, 0.0f, 0.0f, 1.0f // Blue
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};
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glGenVertexArrays(1, &TRIANGLE_VAO);
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glGenBuffers(1, &TRIANGLE_VBO);
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glBindVertexArray(TRIANGLE_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, TRIANGLE_VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
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// Attribute pointers
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glEnableVertexAttribArray(0); // position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1); // color
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// Create back buffer.
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// Create back buffer.
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renderBackBufferInit();
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// renderBackBufferInit();
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// Init other things
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// Init other things
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renderTextInit();
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// renderTextInit();
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renderSceneInit();
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// renderSceneInit();
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// Mark ready.
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// Mark ready.
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RENDER_RUNNING = true;
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RENDER_RUNNING = true;
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@@ -83,31 +187,48 @@ errorret_t renderDraw(void) {
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}
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}
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// Bind the backbuffer
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// Bind the backbuffer
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renderBackBufferBind();
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// renderBackBufferBind();
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// Draw everything
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// Draw everything
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renderSceneDraw();
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// renderSceneDraw();
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renderConsoleDraw();
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// renderConsoleDraw();
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// Unbind the backbuffer
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// Unbind the backbuffer
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renderBackBufferUnbind();
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// renderBackBufferUnbind();
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renderBackBufferDraw();
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// renderBackBufferDraw();
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// Draw things that render above the back buffer quad.
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glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Present the renderer
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// --- Draw Triangle using VAO/VBO and shader ---
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SDL_RenderPresent(RENDER_RENDERER);
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glUseProgram(TRIANGLE_SHADER_PROGRAM);
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glBindVertexArray(TRIANGLE_VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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glUseProgram(0);
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// Present the renderer (swap OpenGL buffers)
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SDL_GL_SwapWindow(RENDER_WINDOW);
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errorOk();
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errorOk();
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}
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}
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errorret_t renderDispose(void) {
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errorret_t renderDispose(void) {
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renderTextDispose();
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// renderTextDispose();
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renderSceneDispose();
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// renderSceneDispose();
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// renderBackBufferDispose();
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renderBackBufferDispose();
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// Delete shader program and shaders
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if(TRIANGLE_SHADER_PROGRAM) glDeleteProgram(TRIANGLE_SHADER_PROGRAM);
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if(TRIANGLE_VERTEX_SHADER) glDeleteShader(TRIANGLE_VERTEX_SHADER);
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if(TRIANGLE_FRAGMENT_SHADER) glDeleteShader(TRIANGLE_FRAGMENT_SHADER);
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SDL_DestroyRenderer(RENDER_RENDERER);
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// Delete VAO and VBO
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if(TRIANGLE_VBO) glDeleteBuffers(1, &TRIANGLE_VBO);
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if(TRIANGLE_VAO) glDeleteVertexArrays(1, &TRIANGLE_VAO);
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// Destroy OpenGL context
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SDL_GL_DeleteContext(RENDER_GL_CONTEXT);
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SDL_DestroyWindow(RENDER_WINDOW);
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SDL_DestroyWindow(RENDER_WINDOW);
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SDL_Quit();
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SDL_Quit();
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@@ -8,3 +8,8 @@
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#pragma once
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#pragma once
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#include "dusk.h"
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#include "dusk.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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