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Convert OpenGL triangle example to C99
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c415c71947
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@ -76,10 +76,6 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
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int main(void)
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int main(void)
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{
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{
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GLFWwindow* window;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location, vcol_location;
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glfwSetErrorCallback(error_callback);
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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if (!glfwInit())
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@ -88,7 +84,7 @@ int main(void)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(640, 480, "Simple example", NULL, 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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@ -103,26 +99,27 @@ int main(void)
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// NOTE: OpenGL error checks have been omitted for brevity
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// NOTE: OpenGL error checks have been omitted for brevity
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GLuint vertex_buffer;
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glGenBuffers(1, &vertex_buffer);
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, 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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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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const GLuint program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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const GLint mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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const GLint vpos_location = glGetAttribLocation(program, "vPos");
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vcol_location = glGetAttribLocation(program, "vCol");
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const GLint vcol_location = glGetAttribLocation(program, "vCol");
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glEnableVertexAttribArray(vpos_location);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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@ -133,16 +130,14 @@ int main(void)
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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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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int width, height;
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mat4x4 m, p, mvp;
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetFramebufferSize(window, &width, &height);
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ratio = width / (float) height;
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const float ratio = width / (float) height;
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glViewport(0, 0, width, 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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mat4x4 m, p, mvp;
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mat4x4_identity(m);
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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