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opengl-ren/charmap.ff
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opengl-ren/charmap.ff
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opengl-ren/charmap.png
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opengl-ren/charmap.png
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After Width: | Height: | Size: 1.0 KiB |
@ -1,10 +1,12 @@
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#version 330
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#version 330
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flat in vec4 out_color;
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flat in vec4 out_color;
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in vec2 texture_coord;
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uniform sampler2D texture_sampler;
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out vec4 color;
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out vec4 color;
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void main()
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void main()
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{
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{
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// set the color for each vertex to white
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color = texture(texture_sampler, texture_coord) + out_color;
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color = out_color;
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}
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}
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@ -1,6 +1,8 @@
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#include <stddef.h>
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#define _POSIX_C_SOURCE 200809l
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#define _POSIX_C_SOURCE 200809l
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#include <sys/mman.h>
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#include <sys/mman.h>
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#include <arpa/inet.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdio.h>
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@ -21,16 +23,19 @@
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const int vertindex = 0;
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const int vertindex = 0;
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const int colindex = 1;
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const int colindex = 1;
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const int textindex = 2;
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struct {
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struct {
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SDL_Window *w;
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SDL_Window *w;
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SDL_GLContext *gl;
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SDL_GLContext *gl;
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GLuint gl_vertbuffer;
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GLuint gl_vertbuffer;
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GLuint gl_program;
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GLuint gl_program;
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GLuint font_texture;
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} ren = {0};
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} ren = {0};
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typedef struct PACKED {
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typedef struct PACKED {
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GLfloat x, y;
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union { GLfloat x, u; };
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union { GLfloat y, v; };
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} vec2;
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} vec2;
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typedef struct PACKED {
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typedef struct PACKED {
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@ -42,8 +47,9 @@ typedef struct PACKED {
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// a vertex has a position and a color
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// a vertex has a position and a color
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struct PACKED vertex {
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struct PACKED vertex {
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vec2 pos;
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vec2 pos;
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vec4 col;
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vec2 texture;
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vec4 color;
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};
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};
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@ -62,6 +68,17 @@ int w_width(SDL_Window *);
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//};
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//};
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// this just descrives a farbfeld image
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// https://tools.suckless.org/farbfeld/
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struct PACKED _ff {
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uint8_t magic[8];
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uint32_t w, h;
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uint64_t bytes[];
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};
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const int gw = 7, gh = 9;
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unsigned int fw, fh;
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struct {
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struct {
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struct vertex *v;
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struct vertex *v;
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int size, idx;
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int size, idx;
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@ -78,7 +95,7 @@ void grow_stack(int step)
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}
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}
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int vstack_push_quad(int x, int y, int w, int h, vec4 color)
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int vstack_push_quad_c(int x, int y, int w, int h, vec4 color)
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{
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{
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if (vstack.idx <= vstack.size)
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if (vstack.idx <= vstack.size)
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grow_stack(6);
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grow_stack(6);
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@ -106,18 +123,64 @@ int vstack_push_quad(int x, int y, int w, int h, vec4 color)
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y4 = y3 = (float)(hh - y) / hh;
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y4 = y3 = (float)(hh - y) / hh;
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y1 = y2 = (float)(hh - y-h) / hh;
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y1 = y2 = (float)(hh - y-h) / hh;
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printf("x1=%.3f x2=%.3f, y1=%.3f y4=%.3f\n", x1, x2, y1, y4);
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x1, .pos.y=y1, .color=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x2, .pos.y=y2, .color=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x1, .pos.y=y1, .col=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x3, .pos.y=y3, .color=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x2, .pos.y=y2, .col=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x1, .pos.y=y1, .color=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x3, .pos.y=y3, .col=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x3, .pos.y=y3, .color=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x1, .pos.y=y1, .col=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x4, .pos.y=y4, .color=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x3, .pos.y=y3, .col=color };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x4, .pos.y=y4, .col=color };
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return 0;
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return 0;
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}
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}
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int vstack_push_quad_t(int x, int y, int w, int h, int u, int v)
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{
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if (vstack.idx <= vstack.size)
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grow_stack(6);
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// x4,y4 x3,y3
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// +-------------+
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// |(x,y) /|
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// | / |
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// | 2 / |
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// | / |
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// | / |
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// | / 1 |
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// |/ |
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// +-------------+
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// x1,y1 x2,y2
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int hw = w_width(ren.w)/2;
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int hh = w_width(ren.w)/2;
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float x1, x2, x3, x4;
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float y1, y2, y3, y4;
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x1 = x4 = (float)(x - hw) / hw;
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x2 = x3 = (float)(x+w - hw) / hw;
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y1 = y2 = (float)(hh - y-h) / hh;
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y3 = y4 = (float)(hh - y) / hh;
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float u1, u2, u3, u4;
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float v1, v2, v3, v4;
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u1 = u4 = (float)(u) / fw;
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u2 = u3 = (float)(u+gw) / fw;
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v1 = v2 = (float)(v+gh) / fh;
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v3 = v4 = (float)(v) / fh;
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x1, .pos.y=y1, .texture.x=u1, .texture.y=v1 };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x2, .pos.y=y2, .texture.x=u2, .texture.y=v2 };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x3, .pos.y=y3, .texture.x=u3, .texture.y=v3 };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x1, .pos.y=y1, .texture.x=u1, .texture.y=v1 };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x3, .pos.y=y3, .texture.x=u3, .texture.y=v3 };
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vstack.v[vstack.idx++] = (struct vertex){ .pos.x=x4, .pos.y=y4, .texture.x=u4, .texture.y=v4 };
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return 0;
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}
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void vstack_clear(void)
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void vstack_clear(void)
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{
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{
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vstack.idx = 0;
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vstack.idx = 0;
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@ -149,7 +212,10 @@ void ren_initvertbuffer()
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// always referred to by index and not by pointer or other manners, indices
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// always referred to by index and not by pointer or other manners, indices
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// go from 0 to 15
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// go from 0 to 15
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glEnableVertexAttribArray(colindex);
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glEnableVertexAttribArray(colindex);
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glVertexAttribPointer(colindex, 4, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)sizeof(vec2));
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glVertexAttribPointer(colindex, 4, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)(2*sizeof(vec2)));
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// texture uv data
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glEnableVertexAttribArray(textindex);
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glVertexAttribPointer(textindex, 2, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)sizeof(vec2));
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// reset the object bind so not to create errors
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// reset the object bind so not to create errors
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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}
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}
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void import_font(const char *path)
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{
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const char *map;
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int size;
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const struct _ff *img;
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map_file(&map, &size, path);
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img = (const struct _ff *)map;
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fw = ntohl(img->w);
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fh = ntohl(img->h);
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glGenTextures(1, &ren.font_texture);
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glBindTexture(GL_TEXTURE_2D, ren.font_texture);
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// farbfeld image
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_SHORT, img->bytes);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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munmap((void *)map, size);
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}
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void push_text(int x, int y, const char *s)
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{
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for (; *s; s++) {
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int u, v;
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int idx = *s - ' ';
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u = idx % (fw / gw);
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v = (idx / (fw / gw)) % (fh / gh);
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vstack_push_quad_t(x, y, gw*2, gh*2, u*gw, v*gh);
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x += gw*2;
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if (*s == '\n')
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y += gh;
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}
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}
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int main (void)
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int main (void)
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{
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{
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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err(-1, "Failed to initialize GLEW: %s", glewGetErrorString(glew_err));
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err(-1, "Failed to initialize GLEW: %s", glewGetErrorString(glew_err));
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ren_initshaders();
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ren_initshaders();
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import_font("./charmap.ff");
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vec4 magenta = {.r=1.0, .g=0.0, .b=1.0, .a=1.0};
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vec4 magenta = {.r=1.0, .g=0.0, .b=1.0, .a=1.0};
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vstack_push_quad(0, 0, 100, 100, magenta);
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vstack_push_quad_c(0, 0, 100, 100, magenta);
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vstack_push_quad(200, 0, 10, 10, magenta);
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vstack_push_quad_c(200, 0, 10, 10, magenta);
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vstack_push_quad(10, 150, 100, 100, magenta);
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vstack_push_quad_c(10, 150, 100, 100, magenta);
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push_text(250, 250, "ò Ciao Victoria <3");
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ren_initvertbuffer();
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ren_initvertbuffer();
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// event loop and drawing
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// event loop and drawing
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// use the input ("in") vertices from index zero
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// use the input ("in") vertices from index zero
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layout(location = 0) in vec2 position;
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec4 color;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 uv;
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flat out vec4 out_color;
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flat out vec4 out_color;
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out vec2 texture_coord;
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void main()
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void main()
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{
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{
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// simply copy teh output position
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// simply copy teh output position
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gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
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gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
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out_color = color;
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out_color = color;
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texture_coord = uv;
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}
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}
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