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cudoku/cudoku.c
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#include <glad/gl.h>
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#include <stdio.h>
#include "shader.h"
static const float quad_vertices[] = {
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-1.0f, 1.0f, 0.0f, // top left
1.0f, 1.0f, 0.0f, // top right
-1.0f, -1.0f, 0.0f, // bottom left
1.0f, -1.0f, 0.0f, // bottom right
};
static const int quad_indices[] = {
0, 1, 2,
1, 2, 3
};
unsigned int prepare_bg_rect() {
unsigned int vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
return vao;
}
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void draw_bg_rect(Shader shader, unsigned int vao, float* transform) {
use_shader(shader);
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set_mat4(shader, "transform", transform);
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glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// TODO: no idea why binding to default (0) breaks the grid shader
/* glBindVertexArray(0); */
}
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void draw_bg_lines(Shader shader, float* transform, float resolution) {
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use_shader(shader);
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set_mat4(shader, "transform", transform);
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set_float(shader, "resolution", resolution);
glDrawArrays(GL_TRIANGLES, 0, 6);
}