renderer2d work
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parent
3ea92c4618
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@ -3,20 +3,45 @@
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@ -1,5 +1,5 @@
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<component name="ProjectCodeStyleConfiguration">
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<state>
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<option name="USE_PER_PROJECT_SETTINGS" value="true" />
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<option name="PREFERRED_PROJECT_CODE_STYLE" value="Default" />
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</state>
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</component>
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@ -2,12 +2,19 @@
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#define GUARD_2B56918289975E8AA8711D6E080ED4B9
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#include "shader.h"
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#include "types.h"
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#include "vec2f.h"
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#include "vec4f.h"
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#include "vertex_buffer.h"
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struct sw_renderer;
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struct sw_renderer2d {
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struct sw_shaderprogram shader;
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struct sw_renderer *renderer;
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struct sw_vertex_buffer *vertex_buffer;
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struct sw_vec4f color;
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u32 vao, vbo;
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};
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struct sw_renderer2d *sw_renderer2d_create();
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@ -22,6 +29,17 @@ struct sw_renderer2d *sw_renderer2d_create();
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- draw "sprite" (quad of same size as texture)
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- draw line
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- transform matrix stack
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- coordinate style, match pixel coordinates, vs 1.f full vertical range
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*/
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void sw_renderer2d_draw_quad(
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struct sw_renderer2d *renderer,
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struct sw_vec2f a,
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struct sw_vec2f b,
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struct sw_vec2f c,
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struct sw_vec2f d
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);
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void sw_renderer2d_set_color(struct sw_renderer2d *ren, struct sw_vec4f color);
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#endif /* GUARD_2B56918289975E8AA8711D6E080ED4B9 */
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@ -11,10 +11,14 @@ struct sw_vertex_buffer {
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};
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struct sw_vertex_buffer *sw_vertex_buffer_create(u32 elem_size);
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void sw_vertex_buffer_destroy(struct sw_vertex_buffer *vb);
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/* copies elem data */
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void sw_vertex_buffer_add(struct sw_vertex_buffer *vb, void *elem);
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void sw_vertex_buffer_clear(struct sw_vertex_buffer *vb);
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void sw_vertex_buffer_send(struct sw_vertex_buffer *vb);
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#endif /* GUARD_B3E8DB670A75ACCB1082192FB0485037 */
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20
src/gsa.c
20
src/gsa.c
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@ -10,7 +10,9 @@
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#include "window.h"
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#include <gl/gl.h>
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#include <string.h>
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#define GSA_NOMAIN
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#include "gsa.h"
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#include "gsa_input.h"
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@ -34,6 +36,7 @@ static u32 tex;
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#define GSA_LOOP_STACK_SIZE 16
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static bool (*loop_stack[GSA_LOOP_STACK_SIZE])();
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static i8 loop_stack_i;
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static struct sw_vertex_buffer *vertex_buffer;
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@ -70,7 +73,12 @@ int gsa_main(int argc, char *argv[]) {
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frag_data = sw_skip_get_string(sw_skip_self, "gsa_frag.glsl");
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vert_data = sw_skip_get_string(sw_skip_self, "gsa_vert.glsl");
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program =
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sw_shaderprogram_create((u8 *)vert_data, 0, (u8 *)frag_data, 0, false);
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sw_shaderprogram_create((u8 *) vert_data,
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0,
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(u8 *) frag_data,
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0,
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false
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);
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memcpy(palette, gfx->palette, sizeof(gfx->palette));
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glGenTextures(1, &tex);
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@ -113,7 +121,8 @@ int gsa_main(int argc, char *argv[]) {
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(void *) (2 * sizeof(float))
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);
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "pos"));
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "tex_coord")
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glEnableVertexAttribArray(
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glGetAttribLocation(program._program, "tex_coord")
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);
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glBindVertexArray(0);
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@ -246,12 +255,7 @@ static void gsa_tick() {
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glUniform4fv(
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glGetUniformLocation(program._program, "palette"), 256, palette_gl
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);
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glBufferData(
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GL_ARRAY_BUFFER,
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(i64)(sizeof(struct render_vert) * vertex_buffer->elem_count),
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vertex_buffer->data,
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GL_DYNAMIC_DRAW
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);
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sw_vertex_buffer_send(vertex_buffer);
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glDrawArrays(GL_TRIANGLES, 0, (i32) vertex_buffer->elem_count);
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glBindVertexArray(0);
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/* glEnd(); */
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@ -8,10 +8,12 @@
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#include "gl.h"
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struct vert {
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f32 x, y, z;
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struct sw_vec2f pos;
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struct sw_vec4f color;
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};
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static void r_enter(struct sw_window *win, void *data);
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static void r_exit(struct sw_window *win, void *data);
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struct sw_renderer2d *sw_renderer2d_create() {
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vert = sw_skip_get_string(sw_skip_self, "renderer2d_vert.glsl");
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ren->shader = sw_shaderprogram_create((u8 *) vert, 0, (u8 *) frag, 0, 0);
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ren->vertex_buffer = sw_vertex_buffer_create(sizeof(struct vert));
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ren->color = sw_vec4f(1.f, 1.f, 1.f, 1.f);
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glGenVertexArrays(1, &ren->vao);
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glBindVertexArray(ren->vao);
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glGenBuffers(1, &ren->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, ren->vbo);
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/* todo: vertex attrib thingies */
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glVertexAttribPointer(
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0, 2, GL_FLOAT, GL_FALSE, sizeof(struct vert), 0
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);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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return ren;
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}
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void sw_renderer2d_draw_quad(
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struct sw_renderer2d *ren,
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struct sw_vec2f a,
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struct sw_vec2f b,
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struct sw_vec2f c,
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struct sw_vec2f d
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) {
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struct vert vert;
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vert.color = ren->color;
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vert.pos = a;
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sw_vertex_buffer_add(ren->vertex_buffer, &vert);
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vert.pos = b;
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sw_vertex_buffer_add(ren->vertex_buffer, &vert);
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vert.pos = c;
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sw_vertex_buffer_add(ren->vertex_buffer, &vert);
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vert.pos = b;
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sw_vertex_buffer_add(ren->vertex_buffer, &vert);
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vert.pos = d;
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sw_vertex_buffer_add(ren->vertex_buffer, &vert);
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vert.pos = c;
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sw_vertex_buffer_add(ren->vertex_buffer, &vert);
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}
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void sw_renderer2d_set_color(struct sw_renderer2d *ren, struct sw_vec4f color) {
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ren->color = color;
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}
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static void r_enter(struct sw_window *win, void *data) {
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struct sw_renderer2d *ren;
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(void) win;
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ren = data;
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sw_vertex_buffer_clear(ren->vertex_buffer);
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sw_renderer2d_draw_quad(
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ren,
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sw_vec2f(-0.5f, -0.5f),
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sw_vec2f(0.5f, -0.5f),
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sw_vec2f(-0.5f, 0.5f),
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sw_vec2f(0.5f, 0.5f));
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glBindVertexArray(ren->vao);
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sw_shaderprogram_use(ren->shader);
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glBegin(GL_TRIANGLES);
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glVertex2i(0, 0);
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glVertex2i(1, 0);
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glVertex2i(0, 1);
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glEnd();
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sw_vertex_buffer_send(ren->vertex_buffer);
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glDrawArrays(GL_TRIANGLES, 0, (i32) ren->vertex_buffer->elem_count);
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glBindVertexArray(0);
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}
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static void r_exit(struct sw_window *win, void *data) {
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(void) win;
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(void) data;
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}
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#version 460
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layout(location = 0) in vec3 pos;
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layout(location = 0) in vec2 pos;
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void main() {
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gl_Position = vec4(pos, 1.0);
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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#include "vertex_buffer.h"
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#include "skunkworks.h"
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#include "gl.h"
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#include <stdlib.h>
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#include <string.h>
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/* keep capacity */
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vb->elem_count = 0;
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}
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void sw_vertex_buffer_send(struct sw_vertex_buffer *vb) {
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glBufferData(
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GL_ARRAY_BUFFER,
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vb->elem_size * vb->elem_count,
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vb->data,
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GL_DYNAMIC_DRAW
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);
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}
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prefix=C:/Program Files (x86)/glew
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prefix=C:/Program Files (x86)/skunkworks_c
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exec_prefix=${prefix}
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libdir=C:/Program Files (x86)/glew/lib
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libdir=C:/Program Files (x86)/skunkworks_c/lib
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includedir=${prefix}/include
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Name: glew
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