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changed tabs to spaces, docs mention thread safety
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@ -32,8 +32,7 @@
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#include <stdlib.h>
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#include <stdio.h>
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static const struct
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{
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static const struct {
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float x, y;
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float r, g, b;
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} vertices[3] =
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@ -63,19 +62,16 @@ static const char* fragment_shader_text =
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n";
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static void error_callback(int error, const char* description)
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{
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static void error_callback(int error, const char* description) {
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fprintf(stderr, "Error: %s\n", description);
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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int main(void)
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{
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int main(void) {
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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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@ -89,8 +85,7 @@ int main(void)
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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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if (!window)
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{
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if (!window) {
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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@ -98,7 +93,7 @@ int main(void)
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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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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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glfwSwapInterval(1);
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// NOTE: OpenGL error checks have been omitted for brevity
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@ -126,30 +121,29 @@ int main(void)
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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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sizeof(vertices[0]), (void*)0);
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*) (sizeof(float) * 2));
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sizeof(vertices[0]), (void*)(sizeof(float) * 2));
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while (!glfwWindowShouldClose(window))
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{
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while (!glfwWindowShouldClose(window)) {
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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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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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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_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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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*)mvp);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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@ -1554,7 +1554,7 @@ typedef struct GLFWgamepadstate
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* Additional calls to this function after successful initialization but before
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* termination will return `GLFW_TRUE` immediately.
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*
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* To check whether GLFW has been initializd, call @ref glfwIsInit.
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* To check whether GLFW has been initialized, call @ref glfwIsInit.
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*
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* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
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* [error](@ref error_handling) occurred.
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@ -1592,6 +1592,8 @@ GLFWAPI int glfwInit(void);
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* @sa @ref glfwTerminate
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* @since Added in version 3.2.1
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*
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* @thread_safety This function must only be called from the main thread.
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*
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* @ingroup init
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*/
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GLFWAPI int glfwIsInit(void);
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