#include #include #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 }; 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; } 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) { use_shader(shader); set_mat4(shader, "transform", transform); set_float(shader, "resolution", resolution); glDrawArrays(GL_TRIANGLES, 0, 6); }