244 lines
7 KiB
C
244 lines
7 KiB
C
#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <argp.h>
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#include <fcntl.h>
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#include <stdlib.h>
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#include <sys/inotify.h>
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#include "io.h"
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#include "log.h"
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#include "renderer.h"
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#include "shaders.h"
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 800
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const char *argp_program_version = "0.1";
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const char *argp_program_bug_address =
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"https://github.com/dlozeve/ShaderTool/issues";
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static char doc[] =
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"ShaderTool -- Live tool for developing OpenGL shaders interactively";
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static char args_doc[] = "SHADER\v"
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"Compile and render the SHADER.";
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static struct argp_option options[] = {
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{"verbose", 'v', 0, 0, "Produce verbose output", 0},
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{"silent", 's', 0, 0, "Don't produce any output", 0},
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{"quiet", 'q', 0, OPTION_ALIAS, 0, 0},
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{"auto-reload", 'r', 0, 0, "Automatically reload on save", 0},
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{"buffer", 'b', "FILE", 0, "Source file of the buffer fragment shader", 0},
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{0},
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};
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struct arguments {
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char *shader_file;
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bool verbose;
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bool silent;
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bool autoreload;
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char *buffer_file;
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};
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static error_t parse_opt(int key, char *arg, struct argp_state *state) {
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struct arguments *arguments = state->input;
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switch (key) {
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case 'v':
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arguments->verbose = true;
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break;
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case 's':
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case 'q':
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arguments->silent = true;
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break;
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case 'r':
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arguments->autoreload = true;
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break;
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case 'b':
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arguments->buffer_file = arg;
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break;
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case ARGP_KEY_ARG:
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if (state->arg_num >= 1) {
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/* Too many arguments */
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argp_usage(state);
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}
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arguments->shader_file = arg;
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break;
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case ARGP_KEY_END:
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if (state->arg_num < 1) {
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/* Not enough arguments */
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argp_usage(state);
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}
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break;
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default:
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return ARGP_ERR_UNKNOWN;
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}
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return 0;
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}
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static struct argp argp_parser = {
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.options = options, .parser = parse_opt, .args_doc = args_doc, .doc = doc};
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int main(int argc, char *argv[]) {
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struct arguments arguments = {0};
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/* Default values */
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arguments.verbose = false;
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arguments.silent = false;
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arguments.autoreload = false;
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arguments.buffer_file = 0;
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argp_parse(&argp_parser, argc, argv, 0, 0, &arguments);
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if (arguments.silent) {
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log_set_level(LOG_ERROR);
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} else if (arguments.verbose) {
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log_set_level(LOG_DEBUG);
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} else {
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log_set_level(LOG_INFO);
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}
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struct renderer_state state = {0};
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if (arguments.autoreload) {
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/* Create inotify instance */
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state.inotify_fd = inotify_init();
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if (state.inotify_fd == -1) {
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log_warn("[inotify] Cannot initialize inotify");
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perror("inotify_init");
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} else {
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/* Set the inotify file descriptor to be non-blocking */
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if (!fcntl(state.inotify_fd, F_SETFL, O_NONBLOCK)) {
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log_debug("[inotify] Initialized successfully");
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}
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}
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} else {
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state.inotify_fd = -1;
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}
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initialize_shaders(&state, arguments.shader_file, arguments.buffer_file);
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state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
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if (state.window == NULL) {
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glfwTerminate();
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return EXIT_FAILURE;
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}
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unsigned int VAO = initialize_vertices();
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state.screen_shader.program = glCreateProgram();
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if (!state.screen_shader.program) {
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log_error("Could not create screen shader program");
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glfwDestroyWindow(state.window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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compile_shaders(&state.screen_shader.program, state.screen_shader.filename);
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glUseProgram(state.screen_shader.program);
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glUniform1i(glGetUniformLocation(state.screen_shader.program, "u_texture"),
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0);
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unsigned int framebuffer = 0;
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unsigned int texture_color_buffer = 0;
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if (state.buffer_shader.filename) {
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state.buffer_shader.program = glCreateProgram();
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if (!state.buffer_shader.program) {
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log_error("Could not create buffer shader program");
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glfwDestroyWindow(state.window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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compile_shaders(&state.buffer_shader.program, state.buffer_shader.filename);
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glUseProgram(state.buffer_shader.program);
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glUniform1i(glGetUniformLocation(state.buffer_shader.program, "u_texture"),
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0);
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if (initialize_framebuffer(&framebuffer, &texture_color_buffer,
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WINDOW_WIDTH, WINDOW_HEIGHT)) {
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glfwDestroyWindow(state.window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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}
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/* Drawing loop */
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glfwSetTime(0.0);
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while (!glfwWindowShouldClose(state.window)) {
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process_input(&state);
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/* data required for uniforms */
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state.time = glfwGetTime();
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int viewport[4] = {0};
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glGetIntegerv(GL_VIEWPORT, viewport);
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double mouse_x = 0, mouse_y = 0;
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glfwGetCursorPos(state.window, &mouse_x, &mouse_y);
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if (state.time - state.prev_time >= 1.0) {
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double fps = (state.frame_count - state.prev_frame_count) /
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(state.time - state.prev_time);
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log_info("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)",
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state.frame_count, state.time, fps, viewport[2], viewport[3]);
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state.prev_frame_count = state.frame_count;
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state.prev_time = state.time;
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}
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if (state.buffer_shader.filename) {
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/* bind the framebuffer and draw to it */
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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/* Background */
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Setup uniforms */
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glUseProgram(state.buffer_shader.program);
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glUniform1ui(glGetUniformLocation(state.buffer_shader.program, "u_frame"),
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state.frame_count);
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glUniform1f(glGetUniformLocation(state.buffer_shader.program, "u_time"),
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state.time);
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glUniform2f(
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glGetUniformLocation(state.buffer_shader.program, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(state.buffer_shader.program, "u_mouse"),
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mouse_x, mouse_y);
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/* Draw the vertices */
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glBindVertexArray(VAO);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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/* bind back to default framebuffer */
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Setup uniforms */
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glUseProgram(state.screen_shader.program);
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glUniform1ui(glGetUniformLocation(state.screen_shader.program, "u_frame"),
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state.frame_count);
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glUniform1f(glGetUniformLocation(state.screen_shader.program, "u_time"),
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state.time);
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glUniform2f(
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glGetUniformLocation(state.screen_shader.program, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(state.screen_shader.program, "u_mouse"),
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mouse_x, mouse_y);
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/* Draw the vertices */
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glBindVertexArray(VAO);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glfwSwapBuffers(state.window);
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glfwPollEvents();
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state.frame_count++;
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}
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glfwDestroyWindow(state.window);
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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