simplify shader grid drawing and add option to use a texture for the grid

This commit is contained in:
2023-09-08 16:38:14 +02:00
parent 978f60d762
commit 27d6853e3e
11 changed files with 8109 additions and 62 deletions
+63 -21
View File
@@ -1,13 +1,17 @@
#include <glad/gl.h>
#include <stdio.h>
#include <stdbool.h>
#include <glad/gl.h>
#include "3rdparty/stb/stb_image.h"
#include "shader.h"
static const float quad_vertices[] = {
-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
// positions // texture coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right
};
static const int quad_indices[] = {
@@ -15,7 +19,19 @@ static const int quad_indices[] = {
1, 2, 3
};
unsigned int prepare_bg_rect() {
void set_scale_factor(int width, int height, float *x, float *y) {
if (width > height) {
float ratio = (float)height / (float)width;
*x = ratio;
*y = 1.f;
} else {
float ratio = (float)width / (float)height;
*x = 1.f;
*y = ratio;
}
}
unsigned int prepare_bg(bool use_texture) {
unsigned int vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
@@ -29,29 +45,55 @@ unsigned int prepare_bg_rect() {
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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
if (use_texture) {
unsigned int texture;
int tex_width = 0, tex_height = 0;
unsigned char *tex_data = NULL;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0);
if (tex_data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(tex_data);
} else {
printf("[ERROR] could not load texture image\n");
}
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
}
glBindVertexArray(0);
return vao;
}
void draw_bg_rect(Shader shader, unsigned int vao, float* transform) {
use_shader(shader);
set_mat4(shader, "transform", transform);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// TODO: no idea why binding to default (0) breaks the grid shader
/* glBindVertexArray(0); */
}
void draw_bg_lines(Shader shader, float* transform, float resolution) {
void draw_bg_grid_shader(Shader shader, int vao, float* transform, float resolution) {
use_shader(shader);
set_mat4(shader, "transform", transform);
set_float(shader, "resolution", resolution);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
void draw_bg_grid_texture(Shader shader, int vao, float* transform) {
use_shader(shader);
set_mat4(shader, "transform", transform);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}