#include #include #include #include "3rdparty/stb/stb_image.h" #include "shader.h" static const float quad_vertices[] = { // 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[] = { 0, 1, 2, 1, 2, 3 }; 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); 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); 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_grid_shader(Shader shader, int vao, float* transform, float resolution) { use_shader(shader); set_mat4(shader, "transform", transform); set_float(shader, "resolution", resolution); 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); }