Convert cursor test to GL2
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0090ce3df7
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@ -42,8 +42,24 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include "linmath.h"
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#define CURSOR_FRAME_COUNT 60
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static const char* vertex_shader_text =
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"uniform mat4 MVP;\n"
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"attribute vec2 vPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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"}\n";
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static const char* fragment_shader_text =
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0);\n"
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"}\n";
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static double cursor_x;
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static double cursor_y;
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static int swap_interval = 1;
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@ -196,6 +212,8 @@ int main(void)
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GLFWwindow* window;
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GLFWcursor* star_cursors[CURSOR_FRAME_COUNT];
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GLFWcursor* current_frame = NULL;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location;
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glfwSetErrorCallback(error_callback);
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@ -231,6 +249,9 @@ int main(void)
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}
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(640, 480, "Cursor Test", NULL, NULL);
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if (!window)
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{
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@ -241,6 +262,30 @@ int main(void)
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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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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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vec2), (void*) 0);
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glUseProgram(program);
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glfwGetCursorPos(window, &cursor_x, &cursor_y);
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printf("Cursor position: %f %f\n", cursor_x, cursor_y);
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@ -255,24 +300,33 @@ int main(void)
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{
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int wnd_width, wnd_height, fb_width, fb_height;
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float scale;
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vec2 vertices[4];
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mat4x4 mvp;
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glfwGetWindowSize(window, &wnd_width, &wnd_height);
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glfwGetFramebufferSize(window, &fb_width, &fb_height);
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scale = (float) fb_width / (float) wnd_width;
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glViewport(0, 0, fb_width, fb_height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.f, fb_width, 0.f, fb_height, 0.f, 1.f);
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scale = (float) fb_width / (float) wnd_width;
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vertices[0][0] = 0.f;
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vertices[0][1] = fb_height - cursor_y * scale;
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vertices[1][0] = (float) fb_width;
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vertices[1][1] = fb_height - cursor_y * scale;
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vertices[2][0] = cursor_x * scale;
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vertices[2][1] = 0.f;
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vertices[3][0] = cursor_x * scale;
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vertices[3][1] = (float) fb_height;
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glBegin(GL_LINES);
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glVertex2f(0.f, (GLfloat) (fb_height - cursor_y * scale));
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glVertex2f((GLfloat) fb_width, (GLfloat) (fb_height - cursor_y * scale));
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glVertex2f((GLfloat) cursor_x * scale, 0.f);
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glVertex2f((GLfloat) cursor_x * scale, (GLfloat) fb_height);
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glEnd();
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glBufferData(GL_ARRAY_BUFFER,
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sizeof(vertices),
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vertices,
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GL_STREAM_DRAW);
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mat4x4_ortho(mvp, 0.f, fb_width, 0.f, fb_height, 0.f, 1.f);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_LINES, 0, 4);
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}
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glfwSwapBuffers(window);
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