254 lines
6.8 KiB
C
254 lines
6.8 KiB
C
#define GL_GLEXT_PROTOTYPES
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#include <stdio.h>
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#include <time.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <string.h>
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#include <EGL/egl.h>
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#include <GL/gl.h>
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#include <wayland-client.h>
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#include <wayland-util.h>
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#include <SDL3/SDL.h>
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//int main() {
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// struct wl_display *display = wl_display_connect(NULL);
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// if (!display) {
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// fprintf(stderr, "Failed to connect to Wayland display.\n");
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// return 1;
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// }
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// fprintf(stderr, "Connection established!\n");
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//
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// while (wl_display_dispatch(display) != -1) {
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// }
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//
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// wl_display_disconnect(display);
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//}
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//struct our_state {
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// // ...
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// struct wl_compositor *compositor;
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// // ...
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//};
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//
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//static void
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//registry_handle_global(void *data, struct wl_registry *registry,
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// uint32_t name, const char *interface, uint32_t version)
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//{
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// printf("interface: '%s', version: %d, name: %d\n",
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// interface, version, name);
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//
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// struct our_state *state = data;
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//
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// if (strcmp(interface, wl_compositor_interface.name) == 0) {
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// state->compositor = wl_registry_bind(
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// registry, name, &wl_compositor_interface, 4);
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// }
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//}
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//
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//static void
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//registry_handle_global_remove(void *data, struct wl_registry *registry,
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// uint32_t name)
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//{
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// // This space deliberately left blank
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//}
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//
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//static const struct wl_registry_listener
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//registry_listener = {
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// .global = registry_handle_global,
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// .global_remove = registry_handle_global_remove,
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//};
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//
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//int
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//main(int argc, char *argv[])
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//{
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// struct our_state state = { 0 };
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// struct wl_display *display = wl_display_connect(NULL);
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// struct wl_registry *registry = wl_display_get_registry(display);
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// wl_registry_add_listener(registry, ®istry_listener, &state);
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// wl_display_roundtrip(display);
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// return 0;
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//}
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void checkGlError() {
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const char *err = SDL_GetError();
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if (*err != 0) {
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printf("OpenGL error: %s", err);
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}
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}
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/// returns 0 if failed.
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GLuint compile_shader(GLuint type, const char *src) {
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GLuint id = glCreateShader(type);
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glShaderSource(id, 1, &src, 0);
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glCompileShader(id);
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int result;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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int length;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &result);
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char *message = alloca(length * sizeof(char));
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glGetShaderInfoLog(id, length, &length, message);
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printf("failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
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printf("%s\n", message);
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glDeleteShader(id);
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return 0;
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}
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return id;
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}
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const char *vertex_shader_src =
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"attribute vec4 vPosition; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = vPosition; \n"
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"} \n";
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/// returns 0 if failed.
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GLuint create_shader(const char *fragment_src) {
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GLuint program = glCreateProgram();
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GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
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GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
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if (!((fragment_shader == 0) || (vertex_shader == 0))) {
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glValidateProgram(program);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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} else {
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return 0;
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}
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}
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GLuint load_shader(const char *path) {
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FILE *handle = fopen(path, "r");
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fseek(handle, 0L, SEEK_END);
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long length = ftell(handle);
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fseek(handle, 0L, SEEK_SET);
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char *string = malloc(length * sizeof(char));
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if (!fread(string, sizeof(char), length, handle)) {
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printf("failed to read shader file");
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exit(1);
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}
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fclose(handle);
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GLuint shader = create_shader(string);
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if (shader == 0) {
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// print file
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int line_count = 1;
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printf("%i\t", line_count);
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line_count++;
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for (int i = 0; i < length; i++) {
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printf("%c", string[i]);
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if (string[i] == '\n') {
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printf("%i\t", line_count);
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line_count++;
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}
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}
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printf("\n");
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}
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free(string);
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return shader;
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}
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struct timespec program_start;
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void init_timer() {
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clock_gettime(CLOCK_MONOTONIC, &program_start);
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}
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double time_since_start() {
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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return (now.tv_sec - program_start.tv_sec) +
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(now.tv_nsec - program_start.tv_nsec) / 1e9;
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}
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int main() {
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init_timer();
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printf("Good Morning 🍵\n");
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SDL_Init(SDL_INIT_VIDEO);
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SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_ES);
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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, 0);
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SDL_Window* window = SDL_CreateWindow("SDL3 OpenGL Cube",
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800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (!window) {
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printf("CreateWindow Error: %s\n", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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const char *version = (const char *)glGetString(GL_VERSION);
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const char *renderer = (const char *)glGetString(GL_RENDERER);
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SDL_Log("GL_VERSION: %s", version);
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SDL_Log("GL_RENDERER: %s", renderer);
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if (!glContext) {
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printf("GL Context Error: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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glEnable(GL_DEPTH_TEST);
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SDL_Event e;
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int running = 1;
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GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
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int w, h;
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double time;
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while (running) {
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_EVENT_QUIT) running = false;
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if (e.type == SDL_EVENT_WINDOW_RESIZED) {
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SDL_GetWindowSize(window, &w, &h);
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}
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}
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checkGlError();
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// Rendorrrr
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glViewport(0, 0, w, h);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Shader parameters.
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glUseProgram(shader);
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//int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
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//glUniform2f(uniform_WindowSize, w, h);
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//time = time_since_start();
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//int uniform_time = glGetUniformLocation(shader, "time");
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//glUniform1f(uniform_time, (float)time);
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// Load the vertex data
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GLfloat vVertices[] = {
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0.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f
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};
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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SDL_GL_SwapWindow(window);
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checkGlError();
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}
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checkGlError();
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}
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