441 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			441 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			V
		
	
	
// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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module gg
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import stbi
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import glm
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import gl
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import gx
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import os
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import glfw
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struct Vec2 {
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pub:
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	x int
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	y int
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}
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pub fn vec2(x, y int) Vec2 {
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	res := Vec2 {
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		x: x
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		y: y
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	}
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	return res
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}
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pub fn init() {
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	glfw.init()
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	println(gl.TEXT_VERT)
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	gl.init_glad()
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}
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struct Cfg {
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pub:
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	width     int
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	height    int
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	use_ortho bool
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	retina    bool
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	font_size int
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	font_path string
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	create_window bool
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	window_user_ptr voidptr
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	window_title string
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	always_on_top bool
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	scale int
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}
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struct GG {
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	shader    gl.Shader
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	// use_ortho bool
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	width     int
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	height    int
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	vao       u32
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	rect_vao  u32
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	rect_vbo  u32
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	line_vao  u32
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	line_vbo  u32
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	vbo       u32
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	scale     int // retina = 2 , normal = 1
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pub mut:
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	window *glfw.Window
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	render_fn fn()
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}
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// fn new_context(width, height int, use_ortho bool, font_size int) *GG {
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pub fn new_context(cfg Cfg) *GG {
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	mut window := &glfw.Window{!}
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	if cfg.create_window {
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		window = glfw.create_window(glfw.WinCfg{
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			title: cfg.window_title
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			width: cfg.width
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			height: cfg.height
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			ptr: cfg.window_user_ptr
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			always_on_top: cfg.always_on_top
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		})
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		window.make_context_current()
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		init()
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	}
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	shader := gl.new_shader('simple')
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	shader.use()
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	if cfg.use_ortho {
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		projection := glm.ortho(0, cfg.width, cfg.height, 0)
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		shader.set_mat4('projection', projection)
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	}
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	else {
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		// TODO move to function (allow volt functions to return arrrays without allocations)
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		// i := glm.identity3()
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		shader.set_mat4('projection', glm.identity())
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	}
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	vao := gl.gen_vertex_array()
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	//println('new gg context VAO=$VAO')
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	vbo := gl.gen_buffer()
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	mut scale := 1
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	if cfg.retina {
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		scale = 2
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	}
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	//gl.enable(GL_BLEND)
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	//# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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	//println('new gg text context VAO=$VAO')
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	//gl.bind_vao(VAO)
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	//gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
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	//gl.enable_vertex_attrib_array(0)
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	//gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
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	todo_remove_me(cfg, scale)
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	return &GG {
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		shader: shader
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		width: cfg.width
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		height: cfg.height
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		vao: vao
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		vbo: vbo
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		window: window
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		// /line_vao: gl.gen_vertex_array()
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		// /line_vbo: gl.gen_buffer()
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		//text_ctx: new_context_text(cfg, scale),
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		scale: scale
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		// use_ortho: use_ortho
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	}
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	// ctx.init_rect_vao()
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	//return ctx
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}
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/*
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pub fn (gg &GG) render_loop() bool {
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	for !gg.window.show_close() {
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		gg.render_fn()
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		gg.window.swap_buffers()
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		glfw.wait_events()
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	}
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}
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*/
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pub fn clear(color gx.Color) {
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	gl.clear()
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	gl.clear_color(255, 255, 255, 255)
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}
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pub fn (gg &GG) render() {
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	gg.window.swap_buffers()
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	glfw.wait_events()
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}
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pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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	// println('draw_triangle $x1,$y1 $x2,$y2 $x3,$y3')
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	ctx.shader.use()
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	ctx.shader.set_color('color', c)
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	vertices := [
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	x1, y1, 0,
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	x2, y2, 0,
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	x3, y3, 0,
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	] !
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	// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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	// and then configure vertex attributes(s).
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	gl.bind_vao(ctx.vao)
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	gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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	gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
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	gl.enable_vertex_attrib_array(0)
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	// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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	// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO,
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	// but this rarely happens. Modifying other
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	// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs
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	// (nor VBOs) when it's not directly necessary.
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	// gl.bind_vertex_array(uint(0))
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	// gl.bind_vertex_array(ctx.VAO)
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	gl.draw_arrays(C.GL_TRIANGLES, 0, 3)
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}
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pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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	ctx.shader.use()
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	ctx.shader.set_color('color', c)
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	ctx.shader.set_int('has_texture', 1)
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	vertices := [
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	x1, y1, 0, 0, 0, 0, 1, 1,
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	x2, y2, 0, 0, 0, 0, 1, 0,
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	x3, y3, 0, 0, 0, 0, 0, 0,
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	] !
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	gl.bind_vao(ctx.vao)
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	gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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	// position attribute
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	gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
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	gl.enable_vertex_attrib_array(0)
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	// color attribute
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	gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
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	gl.enable_vertex_attrib_array(1)
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	// texture attribute
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	gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
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	gl.enable_vertex_attrib_array(2)
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	// /
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	// gl.draw_arrays(GL_TRIANGLES, 0, 3)
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	gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
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}
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pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
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	// println('gg.draw_rect($x,$y,$w,$h)')
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	// wrong order
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	// // ctx.draw_triangle(x, y, x + w, y, x + w, y + h, c)
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	// // ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
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	// good order. counter clock wise
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	// ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
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	// ctx.draw_triangle(x, y, x + w, y + h, x + w, y, c)
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	ctx.draw_rect2(x, y, w, h, c)
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}
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/*
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fn (ctx mut GG) init_rect_vao() {
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	ctx.rect_vao = gl.gen_vertex_array()
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	ctx.rect_vbo = gl.gen_buffer()
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	vertices := [
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	x + w, y, 0,
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	x + w, y + h, 0,
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	x, y + h, 0,
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	x, y, 0,
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	] !
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	indices := [
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	0, 1, 3,// first triangle
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	1, 2, 3// second triangle
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	] !
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	gl.bind_vao(ctx.rect_vao)
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	gl.set_vbo(ctx.rect_vbo, vertices, C.GL_STATIC_DRAW)
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	ebo := gl.gen_buffer()
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	// ///////
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	gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
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}
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*/
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pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
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	C.glDeleteBuffers(1, &ctx.vao)
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	C.glDeleteBuffers(1, &ctx.vbo)
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	ctx.shader.use()
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	ctx.shader.set_color('color', c)
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	ctx.shader.set_int('has_texture', 0)
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	// 4--1
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	// 3--2
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	$if linux {
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	// y += h
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	}
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	vertices := [
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	x + w, y, 0,
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	x + w, y + h, 0,
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	x, y + h, 0,
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	x, y, 0,
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	] !
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	indices := [
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	0, 1, 3,// first triangle
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	1, 2, 3// second triangle
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	] !
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	gl.bind_vao(ctx.vao)
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	gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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	ebo := gl.gen_buffer()
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	// ///////
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	gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)// !!! LEAKS
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	// /////
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	gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
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	gl.enable_vertex_attrib_array(0)
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	// gl.bind_vao(ctx.rect_vao)
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	gl.bind_vao(ctx.vao)
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	gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
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	C.glDeleteBuffers(1, &ebo)
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}
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fn todo_remove_me(cfg Cfg, scale int) {
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	// Can only have text in ortho mode
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	if !cfg.use_ortho {
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		return
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	}
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	mut width := cfg.width * scale
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	mut height := cfg.height * scale
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	font_size := cfg.font_size * scale
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	gl.enable(C.GL_BLEND)
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	//# glBlendFunc(C.GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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	shader := gl.new_shader('text')
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	shader.use()
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	projection := glm.ortho(0, width, 0, height)// 0 at BOT
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	// projection_new := ortho(0, width, 0, height)// 0 at BOT
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	// projection := gl.ortho(0, width,height,0)  // 0 at TOP
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	shader.set_mat4('projection', projection)
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	vao := gl.gen_vertex_array()
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	//println('new gg text context VAO=$VAO')
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	vbo := gl.gen_buffer()
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	gl.bind_vao(vao)
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	gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
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	gl.enable_vertex_attrib_array(0)
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	gl.vertex_attrib_pointer(0, 4, C.GL_FLOAT, false, 4, 0)
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}
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fn update() {
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	// # ui__post_empty_event();
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}
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pub fn post_empty_event() {
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	glfw.post_empty_event()
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}
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pub fn (c GG) circle(x, y, r int) {
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}
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fn (c GG) fill_color(color gx.Color) {
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}
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fn (c GG) fill() {
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}
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fn (c GG) move_to(x, y int) {
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}
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fn (c GG) line_to(x, y int) {
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}
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fn (c GG) stroke_width(size int) {
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}
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fn (c GG) stroke_color(color gx.Color) {
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}
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fn (c GG) stroke() {
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}
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fn (c GG) save() {
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}
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fn (c GG) restore() {
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}
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fn (c GG) intersect_scissor(x, y, w, h int) {
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}
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fn (c GG) translate(x, y int) {
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}
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fn (c GG) create_font(name, file string) int {
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	return 0
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}
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fn (c GG) text(x, y int, text string) {
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}
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fn (c GG) text_box(x, y, max int, text string) {
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}
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fn (c GG) font_face(f string) {
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}
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fn (c GG) font_size(size int) {
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}
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fn (c GG) text_align(a int) {
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}
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pub fn create_image(file string) u32 {
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	println('gg create image "$file"')
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	if file.contains('twitch') {
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		return u32(0)// TODO
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	}
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	if !os.file_exists(file) {
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		println('gg create image no such file "$file"')
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		return u32(0)
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	}
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	texture := gl.gen_texture()
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	img := stbi.load(file)
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	gl.bind_2d_texture(texture)
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	img.tex_image_2d()
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	gl.generate_mipmap(C.GL_TEXTURE_2D)
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	img.free()
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	// println('gg end')
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	return texture
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}
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pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) {
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	C.glDeleteBuffers(1, &ctx.vao)
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	C.glDeleteBuffers(1, &ctx.vbo)
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	ctx.shader.use()
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	ctx.shader.set_color('color', color)
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	vertices := [f32(x), f32(y), f32(x2), f32(y2)] !
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	gl.bind_vao(ctx.vao)
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	gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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	gl.vertex_attrib_pointer(0, 2, C.GL_FLOAT, false, 2, 0)
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	gl.enable_vertex_attrib_array(0)
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	gl.bind_vao(ctx.vao)
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	gl.draw_arrays(C.GL_LINES, 0, 2)
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}
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pub fn (c &GG) draw_line(x, y, x2, y2 f32) {
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	c.draw_line_c(x, y, x2, y2, gx.Gray)
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}
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pub fn (c &GG) draw_vertical(x, y, height int) {
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	c.draw_line(x, y, x, y + height)
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}
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//ctx.gg.draw_line(center + prev_x, center+prev_y, center + x*10.0, center+y)
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// fn (ctx &GG) draw_image(x, y, w, h f32, img stbi.Image) {
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pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
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	// println('DRAW IMAGE $x $y $w $h $tex_id')
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	ctx.shader.use()
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	// ctx.shader.set_color('color', c)
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	ctx.shader.set_int('has_texture', 1)
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	// 4--1
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	// |  |
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	// 3--2
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	vertices := [
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	x + w, y, 0, 1, 0, 0, 1, 1,
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	x + w, y + h, 0, 0, 1, 0, 1, 0,
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	x, y + h, 0, 0, 0, 1, 0, 0,
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	x, y, 0, 1, 1, 0, 0, 1,
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	] !
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	indices := [
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	0, 1, 3,// first triangle
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	1, 2, 3// second triangle
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	] !
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	// VAO := gl.gen_vertex_array()
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	// VBO := gl.gen_buffer()
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	gl.bind_vao(ctx.vao)
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	gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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	ebo := gl.gen_buffer()
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	gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
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	gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 8, 0)
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	gl.enable_vertex_attrib_array(0)
 | 
						|
	gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
 | 
						|
	gl.enable_vertex_attrib_array(1)
 | 
						|
	gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
 | 
						|
	gl.enable_vertex_attrib_array(2)
 | 
						|
	gl.bind_2d_texture(u32(tex_id))
 | 
						|
	gl.bind_vao(ctx.vao)
 | 
						|
	gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
 | 
						|
}
 | 
						|
 | 
						|
pub fn (c &GG) draw_empty_rect(x, y, w, h int, color gx.Color) {
 | 
						|
	c.draw_line_c(x, y, x + w, y, color)
 | 
						|
	c.draw_line_c(x, y, x, y + h, color)
 | 
						|
	c.draw_line_c(x, y + h, x + w, y + h, color)
 | 
						|
	c.draw_line_c(x + w, y, x + w, y + h, color)
 | 
						|
}
 | 
						|
 |