mirror of
https://github.com/open-goal/jak-project
synced 2026-06-04 02:47:17 -04:00
215 lines
7.3 KiB
C++
215 lines
7.3 KiB
C++
#include "OpenGLRenderer.h"
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#include "common/log/log.h"
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#include "game/graphics/pipelines/opengl.h"
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#include "game/graphics/opengl_renderer/DirectRenderer.h"
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#include "third-party/imgui/imgui.h"
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// for the vif callback
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#include "game/kernel/kmachine.h"
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/*!
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* OpenGL Error callback. If we do something invalid, this will be called.
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*/
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void GLAPIENTRY opengl_error_callback(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei /*length*/,
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const GLchar* message,
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const void* /*userParam*/) {
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if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) {
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return;
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} else if (severity == GL_DEBUG_SEVERITY_LOW) {
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lg::info("OpenGL message 0x{:X} S{:X} T{:X}: {}", id, source, type, message);
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} else if (severity == GL_DEBUG_SEVERITY_MEDIUM) {
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lg::warn("OpenGL warn 0x{:X} S{:X} T{:X}: {}", id, source, type, message);
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} else if (severity == GL_DEBUG_SEVERITY_HIGH) {
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lg::error("OpenGL error 0x{:X} S{:X} T{:X}: {}", id, source, type, message);
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}
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}
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OpenGLRenderer::OpenGLRenderer(std::shared_ptr<TexturePool> texture_pool)
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: m_render_state(texture_pool) {
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// setup OpenGL errors
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// disable specific errors
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const GLuint l_gl_error_ignores[1] = {
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0x64 // [API-PERFORMANCE] glDrawArrays uses non-native input attribute type
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};
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(opengl_error_callback, nullptr);
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// filter
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glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_PERFORMANCE, GL_DONT_CARE, 1,
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&l_gl_error_ignores[0], GL_FALSE);
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// initialize all renderers
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init_bucket_renderers();
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}
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/*!
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* Construct bucket renderers. We can specify different renderers for different buckets
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*/
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void OpenGLRenderer::init_bucket_renderers() {
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// For example, set up bucket 0:
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init_bucket_renderer<EmptyBucketRenderer>("bucket0", BucketId::BUCKET0);
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// TODO what the heck is drawing to debug-draw-0 on init?
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init_bucket_renderer<DirectRenderer>("sprite", BucketId::SPRITE, 102);
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init_bucket_renderer<DirectRenderer>("debug-draw-0", BucketId::DEBUG_DRAW_0, 102);
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init_bucket_renderer<DirectRenderer>("debug-draw-1", BucketId::DEBUG_DRAW_1, 102);
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// for now, for any unset renderers, just set them to an EmptyBucketRenderer.
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for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
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if (!m_bucket_renderers[i]) {
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init_bucket_renderer<EmptyBucketRenderer>(fmt::format("bucket{}", i), (BucketId)i);
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}
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}
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}
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/*!
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* Main render function. This is called from the gfx loop with the chain passed from the game.
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*/
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void OpenGLRenderer::render(DmaFollower dma, int window_width_px, int window_height_px) {
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setup_frame(window_width_px, window_height_px);
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// draw_test_triangle();
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// render the buckets!
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dispatch_buckets(dma);
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draw_renderer_selection_window();
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// add a profile bar for the imgui stuff
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vif_interrupt_callback();
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}
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void OpenGLRenderer::draw_renderer_selection_window() {
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ImGui::Begin("Renderer Debug");
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for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
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auto renderer = m_bucket_renderers[i].get();
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if (renderer && !renderer->empty()) {
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ImGui::PushID(i);
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if (ImGui::CollapsingHeader(renderer->name_and_id().c_str())) {
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ImGui::Checkbox("Enable", &renderer->enabled());
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renderer->draw_debug_window();
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}
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ImGui::PopID();
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}
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}
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if (ImGui::CollapsingHeader("Texture Pool")) {
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m_render_state.texture_pool->draw_debug_window();
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}
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ImGui::End();
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}
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/*!
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* Pre-render frame setup.
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*/
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void OpenGLRenderer::setup_frame(int window_width_px, int window_height_px) {
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glViewport(0, 0, window_width_px, window_height_px);
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glClearColor(0.5, 0.5, 0.5, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_BLEND);
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}
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/*!
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* This function finds buckets and dispatches them to the appropriate part.
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*/
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void OpenGLRenderer::dispatch_buckets(DmaFollower dma) {
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// The first thing the DMA chain should be a call to a common default-registers chain.
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// this chain resets the state of the GS. After this is buckets
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m_render_state.buckets_base =
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dma.current_tag_offset() + 16; // offset by 1 qw for the initial call
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m_render_state.next_bucket = m_render_state.buckets_base;
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// Find the default regs buffer
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auto initial_call_tag = dma.current_tag();
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assert(initial_call_tag.kind == DmaTag::Kind::CALL);
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auto initial_call_default_regs = dma.read_and_advance();
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assert(initial_call_default_regs.transferred_tag == 0); // should be a nop.
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m_render_state.default_regs_buffer = dma.current_tag_offset();
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auto default_regs_tag = dma.current_tag();
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assert(default_regs_tag.kind == DmaTag::Kind::CNT);
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assert(default_regs_tag.qwc == 10);
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// TODO verify data in here.
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dma.read_and_advance();
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auto default_ret_tag = dma.current_tag();
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assert(default_ret_tag.qwc == 0);
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assert(default_ret_tag.kind == DmaTag::Kind::RET);
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dma.read_and_advance();
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// now we should point to the first bucket!
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assert(dma.current_tag_offset() == m_render_state.next_bucket);
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m_render_state.next_bucket += 16;
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// loop over the buckets!
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for (int bucket_id = 0; bucket_id < (int)BucketId::MAX_BUCKETS; bucket_id++) {
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auto& renderer = m_bucket_renderers[bucket_id];
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// fmt::print("render bucket {} with {}\n", bucket_id, renderer->name_and_id());
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renderer->render(dma, &m_render_state);
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// should have ended at the start of the next chain
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assert(dma.current_tag_offset() == m_render_state.next_bucket);
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m_render_state.next_bucket += 16;
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vif_interrupt_callback();
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}
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// TODO ending data.
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}
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void OpenGLRenderer::draw_test_triangle() {
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// just remembering how to use opengl here.
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//////////
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// Setup
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//////////
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// create "buffer object names"
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GLuint vertex_buffer, color_buffer, vao;
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glGenBuffers(1, &vertex_buffer);
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glGenBuffers(1, &color_buffer);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// set vertex data
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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const float verts[9] = {0.0, 0.8, 0, -0.5, -0.5 * .866, 0, 0.5, -0.5 * .866, 0};
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glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), verts, GL_STATIC_DRAW);
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// set color data
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glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
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const float colors[12] = {1., 0, 0., 1., 0., 1., 0., 1., 0., 0., 1., 1.};
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glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), colors, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//////////
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// Draw!
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//////////
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m_render_state.shaders[ShaderId::TEST_SHADER].activate();
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// location 0: the vertices
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, // location 0 in the shader
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3, // 3 floats per vert
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GL_FLOAT, // floats
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GL_FALSE, // normalized, ignored,
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0, // tightly packed
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0 // offset in array (why is is this a pointer...)
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);
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glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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////////////
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// Clean Up
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////////////
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// delete buffer
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glDeleteBuffers(1, &color_buffer);
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glDeleteBuffers(1, &vertex_buffer);
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glDeleteVertexArrays(1, &vao);
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}
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