[win32, surface] Fix auto-selecting surface when first creating one ; checking why smooth resize still doesn't work even though we receive events and draw in a separate thread
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3816e85592
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a4ae1cf214
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set INCLUDES=/I ..\..\src /I ..\..\src\util /I ..\..\src\platform /I ../../ext /I ../../ext/angle_headers /I ..\..\..\..\vcpkg\packages\pthreads_x64-windows\include
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cl /we4013 /Zi /Zc:preprocessor /std:c11 %INCLUDES% main.c /link /LIBPATH:../../bin milepost.dll.lib /LIBPATH:..\..\..\..\vcpkg\packages\pthreads_x64-windows\lib pthreadVC3.lib /out:../../bin/example_smooth_resize.exe
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@ -6,6 +6,7 @@
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* @revision:
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*
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*****************************************************************/
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#include<stdio.h>
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#include<stdlib.h>
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#include<string.h>
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#include<errno.h>
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@ -13,44 +14,54 @@
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#define _USE_MATH_DEFINES //NOTE: necessary for MSVC
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#include<math.h>
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#define MG_INCLUDE_GL_API
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#include"milepost.h"
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#include<pthread.h>
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#define LOG_SUBSYSTEM "Main"
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unsigned int program;
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const char* vshaderSource =
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"#version 430\n"
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"attribute vec4 vPosition;\n"
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"uniform mat4 transform;\n"
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"void main()\n"
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"{\n"
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" gl_Position = transform*vPosition;\n"
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"}\n";
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mg_font create_font()
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const char* fshaderSource =
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"#version 430\n"
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"precision mediump float;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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void compile_shader(GLuint shader, const char* source)
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{
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//NOTE(martin): create font
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str8 fontPath = path_executable_relative(mem_scratch(), STR8("../resources/OpenSansLatinSubset.ttf"));
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char* fontPathCString = str8_to_cstring(mem_scratch(), fontPath);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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FILE* fontFile = fopen(fontPathCString, "r");
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if(!fontFile)
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int err = glGetError();
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if(err)
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{
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log_error("Could not load font file '%s': %s\n", fontPathCString, strerror(errno));
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return(mg_font_nil());
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printf("gl error: %i\n", err);
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}
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unsigned char* fontData = 0;
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fseek(fontFile, 0, SEEK_END);
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u32 fontDataSize = ftell(fontFile);
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rewind(fontFile);
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fontData = (unsigned char*)malloc(fontDataSize);
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fread(fontData, 1, fontDataSize, fontFile);
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fclose(fontFile);
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unicode_range ranges[5] = {UNICODE_RANGE_BASIC_LATIN,
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UNICODE_RANGE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
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UNICODE_RANGE_LATIN_EXTENDED_A,
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UNICODE_RANGE_LATIN_EXTENDED_B,
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UNICODE_RANGE_SPECIALS};
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mg_font font = mg_font_create_from_memory(fontDataSize, fontData, 5, ranges);
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free(fontData);
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return(font);
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int status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(!status)
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{
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char buffer[256];
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int size = 0;
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glGetShaderInfoLog(shader, 256, &size, buffer);
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printf("shader error: %.*s\n", size, buffer);
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}
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}
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GLfloat vertices[] = {
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-0.866/2, -0.5/2, 0, 0.866/2, -0.5/2, 0, 0, 0.5, 0};
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typedef struct app_data
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{
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@ -59,13 +70,7 @@ typedef struct app_data
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mg_canvas canvas;
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mg_font font;
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f32 x;
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f32 y;
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f32 dx;
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f32 dy;
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f32 speed;
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f32 frameTime;
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GLuint vertexBuffer;
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} app_data;
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void process_event(app_data* app, mp_event event)
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@ -79,33 +84,7 @@ void process_event(app_data* app, mp_event event)
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case MP_EVENT_WINDOW_RESIZE:
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{
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mp_rect frame = {0, 0, event.frame.rect.w, event.frame.rect.h};
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mg_surface_set_frame(app->surface, frame);
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} break;
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case MP_EVENT_KEYBOARD_KEY:
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{
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if(event.key.action == MP_KEY_PRESS || event.key.action == MP_KEY_REPEAT)
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{
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f32 factor = (event.key.mods & MP_KEYMOD_SHIFT) ? 10 : 1;
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if(event.key.code == MP_KEY_LEFT)
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{
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app->x-=0.3*factor;
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}
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else if(event.key.code == MP_KEY_RIGHT)
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{
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app->x+=0.3*factor;
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}
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else if(event.key.code == MP_KEY_UP)
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{
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app->y-=0.3*factor;
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}
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else if(event.key.code == MP_KEY_DOWN)
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{
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app->y+=0.3*factor;
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}
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}
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log_info("resizing window!\n");
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} break;
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default:
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@ -115,95 +94,89 @@ void process_event(app_data* app, mp_event event)
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void update_and_render(app_data* app)
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{
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mp_rect contentRect = mp_window_get_content_rect(app->window);
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if(app->x-200 < 0)
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{
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app->x = 200;
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app->dx = app->speed;
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}
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if(app->x+200 > contentRect.w)
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{
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app->x = contentRect.w - 200;
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app->dx = -app->speed;
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}
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if(app->y-200 < 0)
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{
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app->y = 200;
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app->dy = app->speed;
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}
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if(app->y+200 > contentRect.h)
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{
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app->y = contentRect.h - 200;
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app->dy = -app->speed;
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}
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app->x += app->dx;
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app->y += app->dy;
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f64 startTime = mp_get_time(MP_CLOCK_MONOTONIC);
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mg_surface_prepare(app->surface);
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// background
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mg_set_color_rgba(0, 1, 1, 1);
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mg_clear();
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glClearColor(0.3, 0.3, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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// head
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mg_set_color_rgba(1, 1, 0, 1);
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static float alpha = 0;
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//f32 aspect = frameSize.x/frameSize.y;
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f32 aspect = 800/(f32)600;
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mg_circle_fill(app->x, app->y, 200);
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GLfloat matrix[] = {cosf(alpha)/aspect, sinf(alpha), 0, 0,
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-sinf(alpha)/aspect, cosf(alpha), 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1};
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// smile
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f32 frown = app->frameTime > 0.033 ? -100 : 0;
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alpha += 2*M_PI/120;
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mg_set_color_rgba(0, 0, 0, 1);
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mg_set_width(20);
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mg_move_to(app->x-100, app->y+100);
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mg_cubic_to(app->x-50, app->y+150+frown, app->x+50, app->y+150+frown, app->x+100, app->y+100);
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mg_stroke();
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glUniformMatrix4fv(0, 1, false, matrix);
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// eyes
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mg_ellipse_fill(app->x-70, app->y-50, 30, 50);
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mg_ellipse_fill(app->x+70, app->y-50, 30, 50);
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// text
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mg_set_color_rgba(0, 0, 1, 1);
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mg_set_font(app->font);
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mg_set_font_size(12);
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mg_move_to(50, 600-50);
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glBindBuffer(GL_ARRAY_BUFFER, app->vertexBuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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str8 text = str8_pushf(mem_scratch(),
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"Milepost vector graphics test program (frame time = %fs, fps = %f)...",
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app->frameTime,
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1./app->frameTime);
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mg_text_outlines(text);
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mg_fill();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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printf("Milepost vector graphics test program (frame time = %fs, fps = %f)...\n",
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app->frameTime,
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1./app->frameTime);
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mg_flush();
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mg_surface_present(app->surface);
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mem_arena_clear(mem_scratch());
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app->frameTime = mp_get_time(MP_CLOCK_MONOTONIC) - startTime;
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}
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void* render(void* user)
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{
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app_data* app = (app_data*)user;
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mg_canvas_prepare(app->canvas);
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//NOTE: init shader and gl state
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mg_surface_prepare(app->surface);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &app->vertexBuffer);
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GLfloat vertices[] = {
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-0.866/2, -0.5/2, 0, 0.866/2, -0.5/2, 0, 0, 0.5, 0};
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glBindBuffer(GL_ARRAY_BUFFER, app->vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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unsigned int vshader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int fshader = glCreateShader(GL_FRAGMENT_SHADER);
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program = glCreateProgram();
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compile_shader(vshader, vshaderSource);
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compile_shader(fshader, fshaderSource);
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glAttachShader(program, vshader);
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glAttachShader(program, fshader);
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glLinkProgram(program);
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int status = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if(!status)
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{
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char buffer[256];
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int size = 0;
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glGetProgramInfoLog(program, 256, &size, buffer);
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printf("link error: %.*s\n", size, buffer);
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}
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glUseProgram(program);
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while(!mp_should_quit())
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{
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mp_event event = {0};
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while(mp_next_event(&event))
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mp_event* event = 0;
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while((event = mp_next_event(mem_scratch())) != 0)
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{
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process_event(app, event);
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process_event(app, *event);
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}
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update_and_render(app);
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mem_arena_clear(mem_scratch());
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}
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return(0);
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@ -211,8 +184,6 @@ void* render(void* user)
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int main()
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{
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LogLevel(LOG_LEVEL_WARNING);
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mp_init();
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mp_clock_init(); //TODO put that in mp_init()?
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mp_window window = mp_window_create(windowRect, "test", 0);
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//NOTE: create surface
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mg_surface surface = mg_surface_create_for_window(window, MG_BACKEND_DEFAULT);
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mg_surface_swap_interval(surface, 0);
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//TODO: create canvas
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mg_canvas canvas = mg_canvas_create(surface);
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if(mg_canvas_is_nil(canvas))
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mg_surface surface = mg_surface_create_for_window(window, MG_GL);
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if(mg_surface_is_nil(surface))
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{
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printf("Error: couldn't create canvas\n");
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printf("Error: couldn't create surface\n");
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return(-1);
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}
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mg_font font = create_font();
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mg_surface_swap_interval(surface, 1);
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mg_surface_deselect();
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// start app
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mp_window_bring_to_front(window);
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//TODO: start thread
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app_data app = {.window = window,
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.surface = surface,
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.canvas = canvas,
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.font = font,
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.x = 400,
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.y = 300,
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.dx = 0,
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.dy = 0};
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.surface = surface};
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pthread_t renderThread;
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pthread_create(&renderThread, 0, render, &app);
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while(!mp_should_quit())
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{
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mp_pump_events(0);
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/*
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mp_event event = {0};
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while(mp_next_event(&event))
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{
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process_event(&app, event);
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}
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update_and_render(&app);
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//*/
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}
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void* res;
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pthread_join(renderThread, &res);
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mg_font_destroy(font);
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mg_canvas_destroy(canvas);
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mg_surface_destroy(surface);
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mp_window_destroy(window);
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@ -1258,10 +1258,6 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
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mg_gl_canvas_resize(backend, viewportSize);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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//TODO: the surface's frame and the underlying window/view rect are not necessarily the same.
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// we should set the viewport to cover the whole surface's frame, so it might not start at (0, 0)
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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glViewport(0, 0, viewportSize.x, viewportSize.y);
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//NOTE: clear screen and reset input buffer offsets
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@ -147,6 +147,7 @@ mg_surface mg_surface_create_for_window(mp_window window, mg_surface_api api)
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if(surface)
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{
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surfaceHandle = mg_surface_handle_alloc(surface);
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mg_surface_prepare(surfaceHandle);
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}
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return(surfaceHandle);
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}
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@ -174,6 +175,7 @@ mg_surface mg_surface_create_remote(u32 width, u32 height, mg_surface_api api)
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if(surface)
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{
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surfaceHandle = mg_surface_handle_alloc(surface);
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mg_surface_prepare(surfaceHandle);
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}
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return(surfaceHandle);
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}
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