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@ -12,34 +12,31 @@
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#include <wlr/session.h>
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#include <wlr/session.h>
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#include <wlr/types.h>
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#include <wlr/types.h>
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#include <math.h>
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#include <math.h>
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#include "cat.h"
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static const GLchar vert_src[] =
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static const GLchar vert_src[] =
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"#version 310 es\n"
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"#version 310 es\n"
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"precision mediump float;\n"
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"precision mediump float;\n"
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"layout(location = 0) uniform mat4 transform;\n"
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"layout(location = 0) uniform mat4 transform;\n"
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"layout(location = 0) in vec2 pos;\n"
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"layout(location = 0) in vec2 pos;\n"
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"layout(location = 1) in float angle;\n"
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"layout(location = 1) in vec2 texcoord;\n"
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"out float v_angle;\n"
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"out vec2 v_texcoord;\n"
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"void main() {\n"
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"void main() {\n"
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" v_angle = angle;\n"
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" v_texcoord = texcoord;\n"
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" gl_Position = transform * vec4(pos, 0.0, 1.0);\n"
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" gl_Position = transform * vec4(pos, 0.0, 1.0);\n"
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"}\n";
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"}\n";
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static const GLchar frag_src[] =
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static const GLchar frag_src[] =
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"#version 310 es\n"
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"#version 310 es\n"
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"precision mediump float;\n"
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"precision mediump float;\n"
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"in float v_angle;\n"
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"in vec2 v_texcoord;\n"
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"out vec4 f_color;\n"
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"out vec4 color;\n"
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"uniform sampler2D texture0;\n"
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"void main() {\n"
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"void main() {\n"
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" f_color = vec4(\n"
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" color = texture(texture0, v_texcoord);\n"
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" cos(v_angle) / 2.0 + 0.5,\n"
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" cos(v_angle + 2.0944) / 2.0 + 0.5,\n"
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" cos(v_angle + 4.18879) / 2.0 + 0.5,\n"
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" 1.0);\n"
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"}\n";
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"}\n";
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struct state {
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struct state {
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float angle;
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struct timespec last_frame;
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struct timespec last_frame;
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struct wl_listener output_add;
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struct wl_listener output_add;
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struct wl_listener output_remove;
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struct wl_listener output_remove;
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@ -50,6 +47,8 @@ struct state {
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GLuint prog;
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GLuint prog;
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GLuint vao;
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GLuint vao;
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GLuint vbo;
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GLuint vbo;
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GLuint ebo;
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GLuint tex;
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} gl;
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} gl;
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};
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};
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@ -115,6 +114,25 @@ static void init_gl(struct gl *gl) {
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glDeleteProgram(vert);
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glDeleteProgram(vert);
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glDeleteProgram(frag);
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glDeleteProgram(frag);
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GLfloat verticies[] = {
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1, 1, 1, 1, // bottom right
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1, 0, 1, 0, // top right
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0, 0, 0, 0, // top left
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0, 1, 0, 1, // bottom left
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};
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// Temporary
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for (size_t i = 0; i < sizeof(verticies) / sizeof(verticies[0]); i += 4) {
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verticies[i] *= 128.0f;
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verticies[i + 1] *= 128.0f;
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verticies[i] += 128;
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verticies[i + 1] += 128;
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}
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// End temp
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GLuint indicies[] = {
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0, 1, 3,
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1, 2, 3,
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};
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glGenVertexArrays(1, &gl->vao);
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glGenVertexArrays(1, &gl->vao);
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glGenBuffers(1, &gl->vbo);
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glGenBuffers(1, &gl->vbo);
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@ -123,64 +141,55 @@ static void init_gl(struct gl *gl) {
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
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glGenBuffers(1, &gl->ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl->ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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glGenTextures(1, &gl->tex);
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glBindTexture(GL_TEXTURE_2D, gl->tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, cat_tex.width, cat_tex.height,
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0, GL_RGB, GL_UNSIGNED_BYTE, cat_tex.pixel_data);
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}
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}
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static void cleanup_gl(struct gl *gl) {
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static void cleanup_gl(struct gl *gl) {
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glDeleteProgram(gl->prog);
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glDeleteProgram(gl->prog);
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glDeleteVertexArrays(1, &gl->vao);
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glDeleteVertexArrays(1, &gl->vao);
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glDeleteBuffers(1, &gl->vbo);
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glDeleteBuffers(1, &gl->vbo);
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glDeleteTextures(1, &gl->tex);
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}
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}
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static void output_frame(struct wl_listener *listener, void *data) {
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static void output_frame(struct wl_listener *listener, void *data) {
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struct output_state *ostate = wl_container_of(listener, ostate, frame);
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struct output_state *ostate = wl_container_of(listener, ostate, frame);
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struct state *s = ostate->state;
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struct state *s = ostate->state;
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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int32_t width = ostate->output->width;
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int32_t width = ostate->output->width;
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int32_t height = ostate->output->height;
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int32_t height = ostate->output->height;
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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// All of the odd numbered transformations involve a 90 or 270 degree rotation
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if (ostate->output->transform % 2 == 1) {
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float tmp = width;
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width = height;
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height = tmp;
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}
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int32_t mid_w = width / 2;
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int32_t mid_h = height / 2;
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GLfloat vert_data[] = {
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mid_w - 200, mid_h - 200, s->angle,
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mid_w, mid_h + 200, s->angle + M_PI * 2.0f / 3.0f, // 120 deg
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mid_w + 200, mid_h - 200, s->angle + M_PI * 4.0f / 3.0f, // 240 deg
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};
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glUseProgram(s->gl.prog);
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glUseProgram(s->gl.prog);
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glBindVertexArray(s->gl.vao);
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glBindVertexArray(s->gl.vao);
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glBindBuffer(GL_ARRAY_BUFFER, s->gl.vbo);
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glBindBuffer(GL_ARRAY_BUFFER, s->gl.vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vert_data), vert_data, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->gl.ebo);
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glActiveTexture(GL_TEXTURE0 + 1);
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glBindTexture(GL_TEXTURE_2D, s->gl.tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniformMatrix4fv(0, 1, GL_TRUE, ostate->output->transform_matrix);
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glUniformMatrix4fv(0, 1, GL_TRUE, ostate->output->transform_matrix);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
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struct timespec now;
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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clock_gettime(CLOCK_MONOTONIC, &now);
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long ms = (now.tv_sec - s->last_frame.tv_sec) * 1000 +
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(now.tv_nsec - s->last_frame.tv_nsec) / 1000000;
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s->last_frame = now;
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s->last_frame = now;
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s->angle += ms / 200.0f;
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if (s->angle > 2 * M_PI) {
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s->angle = 0.0f;
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}
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}
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}
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static void output_add(struct wl_listener *listener, void *data) {
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static void output_add(struct wl_listener *listener, void *data) {
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@ -297,7 +306,6 @@ static void parse_args(int argc, char *argv[], struct wl_list *config) {
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int main(int argc, char *argv[]) {
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int main(int argc, char *argv[]) {
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struct state state = {
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struct state state = {
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.angle = 0.0,
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.output_add = { .notify = output_add },
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.output_add = { .notify = output_add },
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.output_remove = { .notify = output_remove }
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.output_remove = { .notify = output_remove }
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};
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};
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