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https://github.com/glfw/glfw.git
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Convert reopen test to GL2
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parent
dfd1c85916
commit
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141
tests/reopen.c
141
tests/reopen.c
@ -40,16 +40,35 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include "linmath.h"
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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 const vec2 vertices[4] =
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{
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{ -0.5f, -0.5f },
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{ 0.5f, -0.5f },
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{ 0.5f, 0.5f },
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{ -0.5f, 0.5f }
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};
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static void error_callback(int error, const char* description)
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static void error_callback(int error, const char* description)
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{
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{
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fprintf(stderr, "Error: %s\n", description);
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fprintf(stderr, "Error: %s\n", description);
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}
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}
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static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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static void window_close_callback(GLFWwindow* window)
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static void window_close_callback(GLFWwindow* window)
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{
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{
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printf("Close callback triggered\n");
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printf("Close callback triggered\n");
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@ -69,40 +88,6 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
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}
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}
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}
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}
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static GLFWwindow* open_window(int width, int height, GLFWmonitor* monitor)
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{
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double base;
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GLFWwindow* window;
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base = glfwGetTime();
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window = glfwCreateWindow(width, height, "Window Re-opener", monitor, NULL);
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if (!window)
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return NULL;
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetWindowCloseCallback(window, window_close_callback);
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glfwSetKeyCallback(window, key_callback);
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if (monitor)
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{
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printf("Opening full screen window on monitor %s took %0.3f seconds\n",
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glfwGetMonitorName(monitor),
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glfwGetTime() - base);
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}
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else
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{
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printf("Opening regular window took %0.3f seconds\n",
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glfwGetTime() - base);
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}
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return window;
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}
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static void close_window(GLFWwindow* window)
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static void close_window(GLFWwindow* window)
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{
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{
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double base = glfwGetTime();
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double base = glfwGetTime();
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@ -113,6 +98,7 @@ static void close_window(GLFWwindow* window)
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int main(int argc, char** argv)
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int main(int argc, char** argv)
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{
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{
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int count = 0;
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int count = 0;
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double base;
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GLFWwindow* window;
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GLFWwindow* window;
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srand((unsigned int) time(NULL));
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srand((unsigned int) time(NULL));
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@ -122,12 +108,17 @@ int main(int argc, char** argv)
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if (!glfwInit())
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if (!glfwInit())
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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for (;;)
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for (;;)
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{
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{
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int width, height;
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int width, height;
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GLFWmonitor* monitor = NULL;
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GLFWmonitor* monitor = NULL;
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GLuint vertex_shader, fragment_shader, program, vertex_buffer;
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GLint mvp_location, vpos_location;
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if (count % 2 == 0)
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if (count & 1)
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{
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{
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int monitorCount;
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int monitorCount;
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GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
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GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
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@ -146,27 +137,81 @@ int main(int argc, char** argv)
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height = 480;
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height = 480;
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}
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}
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window = open_window(width, height, monitor);
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base = glfwGetTime();
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window = glfwCreateWindow(width, height, "Window Re-opener", monitor, NULL);
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if (!window)
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if (!window)
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{
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{
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glfwTerminate();
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glfwTerminate();
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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}
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}
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glMatrixMode(GL_PROJECTION);
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if (monitor)
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glOrtho(-1.f, 1.f, -1.f, 1.f, 1.f, -1.f);
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{
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glMatrixMode(GL_MODELVIEW);
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printf("Opening full screen window on monitor %s took %0.3f seconds\n",
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glfwGetMonitorName(monitor),
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glfwGetTime() - base);
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}
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else
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{
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printf("Opening regular window took %0.3f seconds\n",
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glfwGetTime() - base);
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}
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glfwSetWindowCloseCallback(window, window_close_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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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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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*) 0);
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glfwSetTime(0.0);
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glfwSetTime(0.0);
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while (glfwGetTime() < 5.0)
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while (glfwGetTime() < 5.0)
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{
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{
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float ratio;
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int width, height;
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mat4x4 m, p, mvp;
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glfwGetFramebufferSize(window, &width, &height);
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glPushMatrix();
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
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glRotatef((GLfloat) glfwGetTime() * 100.f, 0.f, 0.f, 1.f);
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glRectf(-0.5f, -0.5f, 1.f, 1.f);
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mat4x4_identity(m);
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glPopMatrix();
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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