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96944fcaa9
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65c6de85ba
@ -1,38 +0,0 @@
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name: Make PNG
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run-name: ${{ gitea.actor }} is recording the PNG output.
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on: push
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jobs:
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build-app:
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runs-on: linux_amd64
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steps:
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- name: Checkout current
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uses: actions/checkout@v4
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with:
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path: curr
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submodules: recursive
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- name: Checkout previous
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uses: actions/checkout@v4
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with:
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path: prev
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fetch-depth: 2
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submodules: recursive
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- run: cd prev && git checkout HEAD^
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- name: Build current
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run: cmake -S curr -B curr/build -DGLERMINAL_TEST=ON && cmake --build curr/build
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- name: Build previous
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run: cmake -S prev -B prev/build -DGLERMINAL_TEST=ON && cmake --build prev/build
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- name: Generate PNG file for current
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run: cd curr/build/tests && XDG_RUNTIME_DIR=$PWD xvfb-run -a -s="-screen 0 1280x800x24" ./test-basic
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- name: Generate PNG file for previous
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run: cd prev/build/tests && XDG_RUNTIME_DIR=$PWD xvfb-run -a -s="-screen 0 1280x800x24" ./test-basic
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- name: Upload current PNG
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uses: actions/upload-artifact@v3
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with:
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name: basic
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path: |
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curr/build/tests/image.png
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prev/build/tests/image.png
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- name: Compare PNG files
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run: diff curr/build/tests/image.png prev/build/tests/image.png
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@ -529,7 +529,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
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throw std::runtime_error("Could not compile vertex shader.");
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throw std::runtime_error("");
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}
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}
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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@ -543,7 +543,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader.");
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log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader.");
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log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
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throw std::runtime_error("Could not compile geometry shader.");
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throw std::runtime_error("");
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}
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}
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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@ -557,7 +557,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
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throw std::runtime_error("Could not compile fragment shader.");
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throw std::runtime_error("");
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}
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}
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// link
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// link
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@ -584,7 +584,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program.");
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log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program.");
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log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
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throw std::runtime_error("Could not link shader program.");
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throw std::runtime_error("");
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}
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}
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// setup uniforms
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// setup uniforms
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@ -613,7 +613,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
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throw std::runtime_error("Could not compile screen vertex shader.");
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throw std::runtime_error("");
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}
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}
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glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
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@ -626,7 +626,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
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throw std::runtime_error("Could not compile screen fragment shader.");
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throw std::runtime_error("");
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}
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}
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// link
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// link
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@ -645,7 +645,7 @@ namespace glerminal
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log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program.");
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log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program.");
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log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
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log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
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throw std::runtime_error("Could not link screen shader program.");
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throw std::runtime_error("");
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}
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}
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// setup uniforms for screen shader
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// setup uniforms for screen shader
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@ -8,7 +8,7 @@
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namespace
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namespace
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{
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{
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unsigned char pixels[(GRID_WIDTH * CELL_SCALE * 8) * (GRID_HEIGHT * CELL_SCALE * 8) * 3];
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unsigned char pixels[1280 * 800 * 3];
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}
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}
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void glerminal_test_save_image()
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void glerminal_test_save_image()
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@ -21,5 +21,5 @@ void glerminal_test_save_image()
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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stbi_flip_vertically_on_write(true);
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stbi_flip_vertically_on_write(true);
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stbi_write_png("image.png", GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, 3, pixels, GRID_WIDTH * CELL_SCALE * 8 * 3);
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stbi_write_png("image.png", GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, 3, pixels, 1280 * 3);
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}
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}
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