feat: hook up canvas input to renderer
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@@ -29,6 +29,7 @@ char* read_file(const char* path) {
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static GLuint shader_program;
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static GLuint vao;
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// VektorPrimitiveBuffer prims = {0};
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VertexBuffer vb;
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static GLuint compile_shader(GLenum type, const char* src) {
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@@ -81,50 +82,45 @@ static void init_geometry(void) {
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// VertexBuffer vb =
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// (VertexBuffer){.count = 3, .capacity = 3, .vertices = &vs[0]};
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VektorPolygon triangle = *vektor_polygon_new();
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vektor_polygon_add_point(&triangle, (V2){-0.5f, -0.5f}); // bottom-left
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vektor_polygon_add_point(&triangle, (V2){0.5f, -0.5f}); // bottom-right
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vektor_polygon_add_point(&triangle, (V2){0.0f, 0.5f}); // top-center
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// VektorPolygon* triangle = vektor_polygon_new();
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// vektor_polygon_add_point(triangle, (V2){-0.5f, -0.5f}); // bottom-left
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// vektor_polygon_add_point(triangle, (V2){0.5f, -0.5f}); // bottom-right
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// vektor_polygon_add_point(triangle, (V2){0.0f, 0.5f}); // top-center
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VektorPrimitiveBuffer prims = {0};
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vektor_primitivebuffer_add_primitive(
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&prims,
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(VektorPrimitive){.kind = VEKTOR_POLYGON, .polygon = &triangle});
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// vektor_primitivebuffer_add_primitive(
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// &prims, (VektorPrimitive){.kind = VEKTOR_POLYGON, .polygon =
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// triangle});
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vb = vektor_rasterize(&prims);
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// for (size_t i = 0; i < vb.count; i++) {
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// printf("Vertex %zu: x=%f, y=%f\n", i, vb.vertices[i].x,
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// vb.vertices[i].y);
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// }
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GLuint vbo;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V2), (void*)0);
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glBindVertexArray(0);
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}
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static gboolean render(GtkGLArea* area, GdkGLContext* context,
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VektorPrimitiveBuffer* prims) {
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vb = vektor_rasterize(prims);
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for (size_t i = 0; i < vb.count; i++) {
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printf("Vertex %zu: x=%f, y=%f\n", i, vb.vertices[i].x,
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vb.vertices[i].y);
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}
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GLuint vbo;
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// 1. Create VAO
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// 2. Create VBO
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// 3. Upload your vertices (V2 = 2 floats per vertex)
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glBufferData(GL_ARRAY_BUFFER, vb.count * sizeof(V2), vb.vertices,
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GL_STATIC_DRAW);
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// 4. Tell GL about the vertex layout
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, // layout location 0 in shader
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2, // 2 components per vertex (x, y)
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GL_FLOAT, // type
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GL_FALSE, // do not normalize
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sizeof(V2), // stride (size of one vertex)
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(void*)0 // offset
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);
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glBindVertexArray(0);
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}
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static gboolean render(GtkGLArea* area, GdkGLContext* context) {
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glUseProgram(shader_program);
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GLuint uProjectionLoc = glGetUniformLocation(shader_program, "uProjection");
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@@ -188,7 +184,8 @@ static void realize(GtkGLArea* area, gpointer user_data) {
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init_geometry();
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}
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void vektor_canvas_init(VektorWidgetState* state, VektorCanvas* canvasOut) {
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void vektor_canvas_init(VektorWidgetState* state, VektorCanvas* canvasOut,
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VektorPrimitiveBuffer* prims) {
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canvasOut->canvasWidget = state->workspaceCanvas;
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canvasOut->width = VKTR_CANVAS_WIDTH;
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canvasOut->height = VKTR_CANVAS_HEIGHT;
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@@ -203,7 +200,7 @@ void vektor_canvas_init(VektorWidgetState* state, VektorCanvas* canvasOut) {
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g_signal_connect(canvasOut->canvasWidget, "realize", G_CALLBACK(realize),
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NULL);
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g_signal_connect(canvasOut->canvasWidget, "render", G_CALLBACK(render),
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NULL);
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prims);
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// gtk_picture_set_paintable(canvasOut->canvasWidget,
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// GDK_PAINTABLE(canvasOut->canvasTexture));
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// gtk_picture_set_content_fit(GTK_PICTURE(canvasOut->canvasWidget),
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