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Convert tearing test to GL2
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commit
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@ -35,8 +35,34 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <math.h>
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#include "linmath.h"
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#include "getopt.h"
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#include "getopt.h"
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static const struct
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{
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float x, y;
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} vertices[4] =
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{
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{ -0.25f, -1.f },
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{ 0.25f, -1.f },
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{ 0.25f, 1.f },
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{ -0.25f, 1.f }
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};
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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 int swap_tear;
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static int swap_tear;
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static int swap_interval;
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static int swap_interval;
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static double frame_rate;
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static double frame_rate;
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@ -122,6 +148,8 @@ int main(int argc, char** argv)
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int fullscreen = GLFW_FALSE;
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int fullscreen = GLFW_FALSE;
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GLFWmonitor* monitor = NULL;
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GLFWmonitor* monitor = NULL;
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GLFWwindow* window;
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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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while ((ch = getopt(argc, argv, "fh")) != -1)
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while ((ch = getopt(argc, argv, "fh")) != -1)
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{
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{
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@ -163,6 +191,9 @@ 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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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(width, height, "", monitor, NULL);
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window = glfwCreateWindow(width, height, "", 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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@ -182,16 +213,44 @@ int main(int argc, char** argv)
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwSetKeyCallback(window, key_callback);
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glMatrixMode(GL_PROJECTION);
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glGenBuffers(1, &vertex_buffer);
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glOrtho(-1.f, 1.f, -1.f, 1.f, 1.f, -1.f);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glMatrixMode(GL_MODELVIEW);
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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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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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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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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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mat4x4 m, p, mvp;
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float position = cosf((float) glfwGetTime() * 4.f) * 0.75f;
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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position = cosf((float) glfwGetTime() * 4.f) * 0.75f;
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mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f);
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glRectf(position - 0.25f, -1.f, position + 0.25f, 1.f);
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mat4x4_translate(m, position, 0.f, 0.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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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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