252 lines
8.1 KiB
C
252 lines
8.1 KiB
C
#include "epoxy/gl.h"
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#include "gtk/gtk.h"
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#include "../core/raster.h"
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#include "src/core/primitives.h"
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#include "uicontroller.h"
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#include "vektorcanvas.h"
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#include <epoxy/gl_generated.h>
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#define VKTR_CANVAS_WIDTH 400
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#define VKTR_CANVAS_HEIGHT 400
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#define VKTR_CANVAS_SIZE (VKTR_CANVAS_WIDTH * VKTR_CANVAS_HEIGHT * 4)
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char* read_file(const char* path) {
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FILE* f = fopen(path, "rb");
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if (!f)
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return NULL;
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fseek(f, 0, SEEK_END);
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long size = ftell(f);
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fseek(f, 0, SEEK_SET);
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char* buffer = malloc(size + 1);
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fread(buffer, 1, size, f);
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buffer[size] = '\0'; // null-terminate
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fclose(f);
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return buffer;
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}
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static GLuint shader_program;
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static GLuint vao;
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VertexBuffer vb;
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static GLuint compile_shader(GLenum type, const char* src) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char info[512];
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glGetShaderInfoLog(shader, 512, NULL, info);
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g_error("Shader compile failed: %s", info);
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}
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return shader;
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}
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static void init_shader(void) {
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char* vert_src = read_file("./shaders/triangle.vert.glsl");
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char* frag_src = read_file("./shaders/triangle.frag.glsl");
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if (!vert_src || !frag_src)
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g_error("Failed to load shader files");
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GLuint vertex = compile_shader(GL_VERTEX_SHADER, vert_src);
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GLuint fragment = compile_shader(GL_FRAGMENT_SHADER, frag_src);
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printf("%s\n", vert_src);
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printf("%s\n", frag_src);
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shader_program = glCreateProgram();
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glAttachShader(shader_program, vertex);
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glAttachShader(shader_program, fragment);
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glLinkProgram(shader_program);
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GLint success;
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glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
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if (!success) {
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char info[512];
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glGetProgramInfoLog(shader_program, 512, NULL, info);
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g_error("Shader link failed: %s", info);
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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static void init_geometry(void) {
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// V2 vs[3] = {(V2){-0.5, -0.5}, (V2){0.5, -0.5}, (V2){0.0, 0.5}};
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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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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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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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GLuint uColorLoc = glGetUniformLocation(shader_program, "uColor");
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float projectionMatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 1, 0, 0, 0, 0, 1};
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glUniformMatrix4fv(uProjectionLoc, 1, GL_FALSE, projectionMatrix);
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glUniform4f(uColorLoc, 1.0, 0.0, 1.0, 1.0); // magenta
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glBindVertexArray(vao);
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glDisable(GL_CULL_FACE);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, vb.count);
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GLenum err = glGetError();
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printf("OpenGL error: %x\n", err);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glUseProgram(0);
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return TRUE;
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}
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static void dump_gl_info(GtkGLArea* area) {
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gtk_gl_area_make_current(area);
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if (gtk_gl_area_get_error(area)) {
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g_warning("Failed to make GL context current");
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return;
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}
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const GLubyte* renderer = glGetString(GL_RENDERER);
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const GLubyte* vendor = glGetString(GL_VENDOR);
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const GLubyte* version = glGetString(GL_VERSION);
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const GLubyte* shading = glGetString(GL_SHADING_LANGUAGE_VERSION);
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g_debug("GL Vendor : %s", vendor);
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g_debug("GL Renderer : %s", renderer);
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g_debug("GL Version : %s", version);
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g_debug("GLSL Version : %s", shading);
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GLint n;
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glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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g_debug("Supported extensions (%d):", n);
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for (GLint i = 0; i < n; ++i) {
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g_debug(" %s", glGetStringi(GL_EXTENSIONS, i));
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}
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}
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static void realize(GtkGLArea* area, gpointer user_data) {
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gtk_gl_area_make_current(area);
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if (gtk_gl_area_get_error(area) != NULL)
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return; // context creation failed
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glEnable(GL_DEBUG_OUTPUT);
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dump_gl_info(area);
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init_shader();
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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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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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canvasOut->canvasPixels = g_malloc0(VKTR_CANVAS_SIZE);
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canvasOut->canvasPixelBytes =
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g_bytes_new(canvasOut->canvasPixels, VKTR_CANVAS_SIZE);
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canvasOut->canvasTexture = gdk_memory_texture_new(
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VKTR_CANVAS_WIDTH, VKTR_CANVAS_HEIGHT, GDK_MEMORY_R8G8B8A8,
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canvasOut->canvasPixelBytes, VKTR_CANVAS_WIDTH * 4);
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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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// 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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// GTK_CONTENT_FIT_CONTAIN);
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// g_object_unref(bytes);
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}
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/* Generate new texture based on canvasPixels*/
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void vektor_canvas_update(VektorCanvas* canvas) {
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g_bytes_unref(canvas->canvasPixelBytes);
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canvas->canvasPixelBytes =
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g_bytes_new(canvas->canvasPixels, VKTR_CANVAS_SIZE);
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g_object_unref(canvas->canvasTexture);
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canvas->canvasTexture = gdk_memory_texture_new(
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canvas->width, canvas->height, GDK_MEMORY_R8G8B8A8,
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canvas->canvasPixelBytes, canvas->width * 4);
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// gtk_picture_set_paintable(canvas->canvasWidget,
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// GDK_PAINTABLE(canvas->canvasTexture));
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}
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void vektor_canvas_fill(VektorCanvas* canvas, VektorColor color) {
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for (int x = 0; x < VKTR_CANVAS_WIDTH; x++) {
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for (int y = 0; y < VKTR_CANVAS_HEIGHT; y++) {
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int i = (y * VKTR_CANVAS_WIDTH + x) * 4;
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canvas->canvasPixels[i + 0] = color.r;
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canvas->canvasPixels[i + 1] = color.g;
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canvas->canvasPixels[i + 2] = color.b;
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canvas->canvasPixels[i + 3] = color.a;
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}
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}
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}
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void vektor_canvas_drawfrom(VektorFramebuffer* fb, VektorCanvas* target) {
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for (int x = 0; x < fb->width; x++) {
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for (int y = 0; y < fb->height; y++) {
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int i = (y * fb->width + x) * 4;
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target->canvasPixels[i + 0] = (guchar)fb->pixels[i + 0];
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target->canvasPixels[i + 1] = (guchar)fb->pixels[i + 1];
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target->canvasPixels[i + 2] = (guchar)fb->pixels[i + 2];
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target->canvasPixels[i + 3] = (guchar)fb->pixels[i + 3];
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}
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}
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} |