2023-09-03 00:51:45 +03:00
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#include <glad/gl.h>
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2023-09-08 01:11:35 +02:00
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#include <stdio.h>
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2023-09-03 00:51:45 +03:00
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#include "shader.h"
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static const float quad_vertices[] = {
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2023-09-04 01:57:39 +03:00
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-1.0f, 1.0f, 0.0f, // top left
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1.0f, 1.0f, 0.0f, // top right
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-1.0f, -1.0f, 0.0f, // bottom left
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1.0f, -1.0f, 0.0f, // bottom right
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2023-09-03 00:51:45 +03:00
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};
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static const int quad_indices[] = {
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0, 1, 2,
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1, 2, 3
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};
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unsigned int prepare_bg_rect() {
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unsigned int vbo, vao, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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return vao;
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}
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2023-09-08 01:51:09 +02:00
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void draw_bg_rect(Shader shader, unsigned int vao, float* transform) {
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2023-09-03 00:51:45 +03:00
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use_shader(shader);
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2023-09-08 01:51:09 +02:00
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set_mat4(shader, "transform", transform);
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2023-09-04 01:57:39 +03:00
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2023-09-03 00:51:45 +03:00
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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2023-09-08 01:11:35 +02:00
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// TODO: no idea why binding to default (0) breaks the grid shader
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/* glBindVertexArray(0); */
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}
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2023-09-08 01:51:09 +02:00
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void draw_bg_lines(Shader shader, float* transform, float resolution) {
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2023-09-08 01:11:35 +02:00
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use_shader(shader);
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2023-09-08 01:51:09 +02:00
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set_mat4(shader, "transform", transform);
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2023-09-08 01:11:35 +02:00
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set_float(shader, "resolution", resolution);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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2023-09-03 00:51:45 +03:00
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}
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