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@ -23,7 +23,7 @@ const nds_height = ppu.screen_height;
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pub const Dimensions = struct { width: u32, height: u32 };
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const window_title = "Turbo";
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const window_title = "Turbo (Name Pending)";
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pub const Ui = struct {
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const Self = @This();
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@ -39,7 +39,7 @@ pub const Ui = struct {
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MINOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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const window = SDL.SDL_CreateWindow(
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window_title,
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@ -82,27 +82,28 @@ pub const Ui = struct {
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SDL.SDL_Quit();
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}
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fn glGetProcAddress(_: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
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fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
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_ = ctx;
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return SDL.SDL_GL_GetProcAddress(proc.ptr);
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}
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pub fn run(self: *Self, nds7_group: nds7.Group, nds9_group: nds9.Group) !void {
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// TODO: Sort this out please
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const vao_id = opengl_impl.vao();
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defer gl.deleteVertexArrays(1, &[_]GLuint{vao_id});
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const objects = opengl_impl.createObjects();
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defer gl.deleteBuffers(3, &[_]GLuint{ objects.vao, objects.vbo, objects.ebo });
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const top_tex = opengl_impl.screenTex(nds9_group.bus.ppu.fb.top(.front));
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const btm_tex = opengl_impl.screenTex(nds9_group.bus.ppu.fb.btm(.front));
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const top_out_tex = opengl_impl.outTex();
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const btm_out_tex = opengl_impl.outTex();
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const top_tex = opengl_impl.createScreenTexture(nds9_group.bus.ppu.fb.top(.front));
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const btm_tex = opengl_impl.createScreenTexture(nds9_group.bus.ppu.fb.btm(.front));
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const top_out_tex = opengl_impl.createOutputTexture();
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const btm_out_tex = opengl_impl.createOutputTexture();
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defer gl.deleteTextures(4, &[_]GLuint{ top_tex, top_out_tex, btm_tex, btm_out_tex });
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const top_fbo = try opengl_impl.frameBuffer(top_out_tex);
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const btm_fbo = try opengl_impl.frameBuffer(btm_out_tex);
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const top_fbo = try opengl_impl.createFrameBuffer(top_out_tex);
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const btm_fbo = try opengl_impl.createFrameBuffer(btm_out_tex);
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defer gl.deleteFramebuffers(2, &[_]GLuint{ top_fbo, btm_fbo });
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const prog_id = try opengl_impl.program();
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const prog_id = try opengl_impl.compileShaders();
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defer gl.deleteProgram(prog_id);
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var event: SDL.SDL_Event = undefined;
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@ -174,7 +175,7 @@ pub const Ui = struct {
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(top_tex, prog_id, vao_id, nds9_group.bus.ppu.fb.top(.front));
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opengl_impl.drawScreenTexture(top_tex, prog_id, objects, nds9_group.bus.ppu.fb.top(.front));
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}
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{
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@ -182,7 +183,7 @@ pub const Ui = struct {
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(btm_tex, prog_id, vao_id, nds9_group.bus.ppu.fb.btm(.front));
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opengl_impl.drawScreenTexture(btm_tex, prog_id, objects, nds9_group.bus.ppu.fb.btm(.front));
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}
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const zgui_redraw = imgui.draw(&self.state, top_out_tex, btm_out_tex, nds9_group.cpu);
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@ -212,24 +213,44 @@ fn panic() noreturn {
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}
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const opengl_impl = struct {
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fn drawScreen(tex_id: GLuint, prog_id: GLuint, vao_id: GLuint, buf: []const u8) void {
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// zig fmt: off
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const vertices: [32]f32 = [_]f32{
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// Positions // Colours // Texture Coords
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1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
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1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
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-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
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-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
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};
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const indices: [6]u32 = [_]u32{
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0, 1, 3, // First Triangle
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1, 2, 3, // Second Triangle
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};
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// zig fmt: on
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const Objects = struct { vao: GLuint, vbo: GLuint, ebo: GLuint };
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fn drawScreenTexture(tex_id: GLuint, prog_id: GLuint, ids: Objects, buf: []const u8) void {
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, nds_width, nds_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// Bind VAO
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gl.bindVertexArray(vao_id);
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// Bind VAO, EBO. VBO not bound
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gl.bindVertexArray(ids.vao); // VAO
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.ebo); // EBO
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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// Use compiled frag + vertex shader
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gl.useProgram(prog_id);
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defer gl.useProgram(0);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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}
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fn program() !GLuint {
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fn compileShaders() !GLuint {
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const vert_shader = @embedFile("shader/pixelbuf.vert");
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const frag_shader = @embedFile("shader/pixelbuf.frag");
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@ -249,22 +270,50 @@ const opengl_impl = struct {
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if (!shader.didCompile(fs)) return error.FragmentCompileError;
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const prog = gl.createProgram();
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gl.attachShader(prog, vs);
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gl.attachShader(prog, fs);
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gl.linkProgram(prog);
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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return prog;
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return program;
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}
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fn vao() GLuint {
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// Returns the VAO ID since it's used in run()
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fn createObjects() Objects {
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var vao_id: GLuint = undefined;
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gl.genVertexArrays(1, &vao_id);
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var vbo_id: GLuint = undefined;
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var ebo_id: GLuint = undefined;
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return vao_id;
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gl.genVertexArrays(1, &vao_id);
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gl.genBuffers(1, &vbo_id);
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gl.genBuffers(1, &ebo_id);
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gl.bindVertexArray(vao_id);
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
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defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
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// Position
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gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), null); // lmao
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gl.enableVertexAttribArray(0);
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// Colour
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gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((3 * @sizeOf(f32))));
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gl.enableVertexAttribArray(1);
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// Texture Coord
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gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((6 * @sizeOf(f32))));
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gl.enableVertexAttribArray(2);
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return .{ .vao = vao_id, .vbo = vbo_id, .ebo = ebo_id };
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}
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fn screenTex(buf: []const u8) GLuint {
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fn createScreenTexture(buf: []const u8) GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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@ -279,7 +328,7 @@ const opengl_impl = struct {
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return tex_id;
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}
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fn outTex() GLuint {
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fn createOutputTexture() GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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@ -294,7 +343,7 @@ const opengl_impl = struct {
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return tex_id;
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}
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fn frameBuffer(tex_id: GLuint) !GLuint {
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fn createFrameBuffer(tex_id: GLuint) !GLuint {
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var fbo_id: GLuint = undefined;
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gl.genFramebuffers(1, &fbo_id);
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@ -302,7 +351,9 @@ const opengl_impl = struct {
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
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gl.drawBuffers(1, &@as(GLuint, gl.COLOR_ATTACHMENT0));
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const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
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gl.drawBuffers(1, &draw_buffers);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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return error.FrameBufferObejctInitFailed;
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@ -311,6 +362,7 @@ const opengl_impl = struct {
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}
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const shader = struct {
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const Kind = enum { vertex, fragment };
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const log = std.log.scoped(.shader);
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fn didCompile(id: gl.GLuint) bool {
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