mirror of
https://github.com/libretro/go-nanoarch.git
synced 2024-11-27 02:20:35 +00:00
Move stuff to videoRender
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parent
0bc6f7869b
commit
11b2db122b
34
nanoarch.go
34
nanoarch.go
@ -249,6 +249,19 @@ func coreLoadGame(filename string) {
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}
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}
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var program uint32
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var vao uint32
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var texture uint32
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func videoRender() {
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gl.BindVertexArray(vao)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, texture)
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gl.DrawArrays(gl.TRIANGLES, 0, 1*2*3)
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}
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func main() {
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var corePath = flag.String("L", "", "Path to the libretro core")
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var gamePath = flag.String("G", "", "Path to the game")
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@ -282,7 +295,7 @@ func main() {
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fmt.Println("OpenGL version", version)
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// Configure the vertex and fragment shaders
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program, err := newProgram(vertexShader, fragmentShader)
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program, err = newProgram(vertexShader, fragmentShader)
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if err != nil {
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panic(err)
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}
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@ -295,13 +308,12 @@ func main() {
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gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))
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// Load the texture
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texture, err := newTexture("square.png")
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texture, err = newTexture("square.png")
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if err != nil {
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log.Fatalln(err)
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}
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// Configure the vertex data
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var vao uint32
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gl.GenVertexArrays(1, &vao)
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gl.BindVertexArray(vao)
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@ -322,23 +334,15 @@ func main() {
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gl.ClearColor(1, 0, 0, 1.0)
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for !window.ShouldClose() {
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glfw.PollEvents()
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C.bridge_retro_run(retroRun)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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// Render
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gl.UseProgram(program)
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videoRender()
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gl.BindVertexArray(vao)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, texture)
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gl.DrawArrays(gl.TRIANGLES, 0, 1*2*3)
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// Maintenance
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window.SwapBuffers()
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glfw.PollEvents()
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}
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}
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