chore(platform): update opengl impl fns to versions in paoda/turbo
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d097dcc2f5
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@ -175,7 +175,7 @@ pub fn draw(state: *State, win_dim: Dimensions, tex_id: GLuint, cpu: *Arm7tdmi)
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_ = zgui.begin(window_title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } });
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_ = zgui.begin(window_title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } });
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defer zgui.end();
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defer zgui.end();
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zgui.image(@ptrFromInt(tex_id), .{ .w = w, .h = h, .uv0 = .{ 0, 1 }, .uv1 = .{ 1, 0 } });
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zgui.image(@ptrFromInt(tex_id), .{ .w = w, .h = h });
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}
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}
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// TODO: Any other steps to respect the copyright of the libraries I use?
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// TODO: Any other steps to respect the copyright of the libraries I use?
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101
src/platform.zig
101
src/platform.zig
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@ -108,18 +108,17 @@ pub const Gui = struct {
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const bus_ptr: *Bus = @ptrCast(@alignCast(cpu.bus.ptr));
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const bus_ptr: *Bus = @ptrCast(@alignCast(cpu.bus.ptr));
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const objects = opengl_impl.createObjects();
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const vao_id = opengl_impl.vao();
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defer gl.deleteBuffers(3, @as(*const [3]GLuint, &.{ objects.vao, objects.vbo, objects.ebo }));
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defer gl.deleteVertexArrays(1, &[_]GLuint{vao_id});
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const emu_tex = opengl_impl.createScreenTexture(bus_ptr.ppu.framebuf.get(.Renderer));
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const emu_tex = opengl_impl.screenTex(bus_ptr.ppu.framebuf.get(.Renderer));
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const out_tex = opengl_impl.createOutputTexture();
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const out_tex = opengl_impl.outTex();
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defer gl.deleteTextures(2, &[_]GLuint{ emu_tex, out_tex });
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defer gl.deleteTextures(2, &[_]GLuint{ emu_tex, out_tex });
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const fbo_id = try opengl_impl.createFrameBuffer(out_tex);
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const fbo_id = try opengl_impl.frameBuffer(out_tex);
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defer gl.deleteFramebuffers(1, &fbo_id);
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defer gl.deleteFramebuffers(1, &fbo_id);
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// TODO: Support dynamically switching shaders?
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const prog_id = try opengl_impl.program(); // Dynamic Shaders?
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const prog_id = try opengl_impl.compileShaders();
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defer gl.deleteProgram(prog_id);
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defer gl.deleteProgram(prog_id);
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var win_dim: Dimensions = default_dim;
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var win_dim: Dimensions = default_dim;
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@ -231,9 +230,8 @@ pub const Gui = struct {
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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const buf = bus_ptr.ppu.framebuf.get(.Renderer);
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gl.viewport(0, 0, gba_width, gba_height);
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gl.viewport(0, 0, gba_width, gba_height);
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opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf);
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opengl_impl.drawScreen(emu_tex, prog_id, vao_id, bus_ptr.ppu.framebuf.get(.Renderer));
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}
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}
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// FIXME: We only really care about locking the audio device (and therefore writing silence)
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// FIXME: We only really care about locking the audio device (and therefore writing silence)
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@ -312,44 +310,24 @@ fn panic() noreturn {
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}
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}
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const opengl_impl = struct {
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const opengl_impl = struct {
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// zig fmt: off
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fn drawScreen(tex_id: GLuint, prog_id: GLuint, vao_id: GLuint, buf: []const u8) void {
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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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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// Bind VAO, EBO. VBO not bound
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// Bind VAO
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gl.bindVertexArray(ids.vao); // VAO
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gl.bindVertexArray(vao_id);
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defer gl.bindVertexArray(0);
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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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// Use compiled frag + vertex shader
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gl.useProgram(prog_id);
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gl.useProgram(prog_id);
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defer gl.useProgram(0);
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defer gl.useProgram(0);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
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}
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}
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fn compileShaders() !GLuint {
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fn program() !GLuint {
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const vert_shader = @embedFile("shader/pixelbuf.vert");
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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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const frag_shader = @embedFile("shader/pixelbuf.frag");
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@ -369,50 +347,22 @@ const opengl_impl = struct {
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if (!shader.didCompile(fs)) return error.FragmentCompileError;
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if (!shader.didCompile(fs)) return error.FragmentCompileError;
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const program = gl.createProgram();
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const prog = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(prog, vs);
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gl.attachShader(program, fs);
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gl.attachShader(prog, fs);
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gl.linkProgram(program);
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gl.linkProgram(prog);
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return program;
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return prog;
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}
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}
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// Returns the VAO ID since it's used in run()
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fn vao() GLuint {
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fn createObjects() Objects {
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var vao_id: GLuint = undefined;
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var vao_id: GLuint = undefined;
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var vbo_id: GLuint = undefined;
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var ebo_id: GLuint = undefined;
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gl.genVertexArrays(1, &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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return 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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}
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fn createScreenTexture(buf: []const u8) GLuint {
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fn screenTex(buf: []const u8) GLuint {
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var tex_id: GLuint = undefined;
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.genTextures(1, &tex_id);
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@ -427,7 +377,7 @@ const opengl_impl = struct {
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return tex_id;
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return tex_id;
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}
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}
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fn createOutputTexture() GLuint {
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fn outTex() GLuint {
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var tex_id: GLuint = undefined;
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.genTextures(1, &tex_id);
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@ -442,7 +392,7 @@ const opengl_impl = struct {
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return tex_id;
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return tex_id;
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}
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}
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fn createFrameBuffer(tex_id: GLuint) !GLuint {
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fn frameBuffer(tex_id: GLuint) !GLuint {
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var fbo_id: GLuint = undefined;
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var fbo_id: GLuint = undefined;
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gl.genFramebuffers(1, &fbo_id);
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gl.genFramebuffers(1, &fbo_id);
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@ -450,9 +400,7 @@ const opengl_impl = struct {
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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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.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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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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return error.FrameBufferObejctInitFailed;
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return error.FrameBufferObejctInitFailed;
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@ -461,8 +409,7 @@ const opengl_impl = struct {
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}
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}
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const shader = struct {
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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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const log = std.log.scoped(.Shader);
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fn didCompile(id: gl.GLuint) bool {
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fn didCompile(id: gl.GLuint) bool {
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var success: gl.GLint = undefined;
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var success: gl.GLint = undefined;
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@ -1,7 +1,6 @@
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#version 330 core
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#version 330 core
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out vec4 frag_color;
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out vec4 frag_color;
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in vec3 color;
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in vec2 uv;
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in vec2 uv;
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uniform sampler2D screen;
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uniform sampler2D screen;
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@ -1,13 +1,10 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 in_color;
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layout (location = 2) in vec2 in_uv;
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out vec3 color;
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out vec2 uv;
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out vec2 uv;
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const vec2 pos[3] = vec2[3](vec2(-1.0f, -1.0f), vec2(-1.0f, 3.0f), vec2(3.0f, -1.0f));
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const vec2 uvs[3] = vec2[3](vec2( 0.0f, 0.0f), vec2( 0.0f, 2.0f), vec2(2.0f, 0.0f));
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void main() {
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void main() {
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color = in_color;
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uv = uvs[gl_VertexID];
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uv = in_uv;
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gl_Position = vec4(pos[gl_VertexID], 0.0, 1.0);
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gl_Position = vec4(pos, 1.0);
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}
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}
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