diff options
| author | Kasullian <tomkasull@gmail.com> | 2025-09-08 23:20:06 -0400 |
|---|---|---|
| committer | Kasullian <tomkasull@gmail.com> | 2025-09-08 23:20:06 -0400 |
| commit | ba6d14a7737ef7cd02b61586e39ca2162df3018d (patch) | |
| tree | bfca13d4e4dd539fc357583ebc0347ec0c1144d0 /src/render/gl_2d.cpp | |
| parent | f8b92ce3aa08b1445c9f956d8166830946562d12 (diff) | |
glew, map parsing for windows
Diffstat (limited to 'src/render/gl_2d.cpp')
| -rw-r--r-- | src/render/gl_2d.cpp | 68 |
1 files changed, 52 insertions, 16 deletions
diff --git a/src/render/gl_2d.cpp b/src/render/gl_2d.cpp index 44e7e00..ca3a338 100644 --- a/src/render/gl_2d.cpp +++ b/src/render/gl_2d.cpp @@ -1,8 +1,8 @@ #include "gl_2d.h" #include "../util.h" -GL_PROGRAM* gl_2d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { - GL_PROGRAM* program = gl_program_create( gl, shadername ); +GL_SHADER_PROGRAM* gl_2d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { + GL_SHADER_PROGRAM* program = gl_program_create( gl, shadername ); if( !OK( gl_program_compile( gl, program ) ) ) dlog( "gl_2d_init() : error compiling shader %s\n", shadername ); @@ -26,10 +26,11 @@ GL_PROGRAM* gl_2d_init( GL_DATA* gl, VEC2 screensize, const char* shadername ) { return program; } -void gl_2d_line( GL_PROGRAM* gl2d, VEC2 start, VEC2 end, CLR col ) { +void gl_2d_line( GL_SHADER_PROGRAM* gl2d, VEC2 start, VEC2 end, CLR col ) { static const U16 order[] = { 0, 1 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); VERTEX vertices[] = { { .pos = { start.x, start.y }, .clr = col }, @@ -47,12 +48,15 @@ void gl_2d_line( GL_PROGRAM* gl2d, VEC2 start, VEC2 end, CLR col ) { glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_LINES, 2, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } -void gl_2d_rect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { +void gl_2d_rect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { static const U16 order[] = { 0, 1, 2, 3, 4 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); VERTEX vertices[] = { { .pos = { origin.x , origin.y }, .clr = col }, @@ -73,12 +77,16 @@ void gl_2d_rect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_LINE_STRIP, 5, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } -void gl_2d_textured_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, GL_TEX2D* texture, CLR col, VEC2* uv, F32 rotation ) { +void gl_2d_textured_frect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, GL_TEX2D* texture, CLR col, VEC2* uv, F32 rotation ) { static const U16 order[] = { 0, 1, 2, 3 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); + VERTEX vertices[] = { { { origin.x, origin.y }, uv? uv[0] : VEC2{ 0.f, 0.f }, col, 0 }, { { origin.x + dim.x, origin.y }, uv? uv[1] : VEC2{ 1.f, 0.f }, col, 0 }, @@ -125,12 +133,16 @@ void gl_2d_textured_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, GL_TEX2D* te glDrawElements( GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, order ); glBindTexture( GL_TEXTURE_2D, 0 ); + + glBindVertexArray( 0 ); } -void gl_2d_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { +void gl_2d_frect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { static const U16 order[] = { 0, 1, 2, 3 }; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); + VERTEX vertices[] = { { .pos = { origin.x, origin.y }, .uv = { 0.f, 0.f }, .clr = col }, { .pos = { origin.x + dim.x, origin.y }, .uv = { 1.f, 0.f }, .clr = col }, @@ -140,25 +152,38 @@ void gl_2d_frect( GL_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) { glBindBuffer( GL_ARRAY_BUFFER, gl2d->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_DYNAMIC_DRAW ); + I32 position = glGetAttribLocation( gl2d->id, "in_pos" ); - glEnableVertexAttribArray( position ); - glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), 0 ); I32 color = glGetAttribLocation( gl2d->id, "in_col" ); - glEnableVertexAttribArray( color ); - glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr ); + + if (position >= 0) { + glEnableVertexAttribArray( position ); + glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), 0 ); + } + + if (color >= 0) { + glEnableVertexAttribArray( color ); + glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr ); + } + I32 texcoord = glGetAttribLocation( gl2d->id, "in_texcoord" ); - glEnableVertexAttribArray( texcoord ); - glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv ); + if (texcoord >= 0) { + glEnableVertexAttribArray( texcoord ); + glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv ); + } glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); // Unbind VAO } -void gl_2d_circle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { +void gl_2d_circle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { static U16* order = 0; const F32 step = 360.f / (F32)res; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); if( !order ) { order = (U16*)malloc( sizeof( U16 ) * (res + 1) ); @@ -193,13 +218,16 @@ void gl_2d_circle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) glDrawElements( GL_LINE_STRIP, res + 1, GL_UNSIGNED_SHORT, order ); free( vertices ); + + glBindVertexArray( 0 ); } -void gl_2d_fcircle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { +void gl_2d_fcircle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) { static U16* order = 0; const F32 step = 360.f / (F32)res; glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); if( !order ) { order = (U16*)malloc( sizeof( U16 ) * (res * 2) ); @@ -246,10 +274,13 @@ void gl_2d_fcircle( GL_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res glDrawElements( GL_TRIANGLE_STRIP, res + 2, GL_UNSIGNED_SHORT, order ); free( vertices ); + + glBindVertexArray( 0 ); } -void gl_polygon( GL_PROGRAM* gl2d, VERTEX* vertices, U32 vertices_count ) { +void gl_polygon( GL_SHADER_PROGRAM* gl2d, VERTEX* vertices, U32 vertices_count ) { glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); glBindBuffer( GL_ARRAY_BUFFER, gl2d->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(VERTEX) * vertices_count, vertices, GL_STATIC_DRAW ); @@ -271,15 +302,18 @@ void gl_polygon( GL_PROGRAM* gl2d, VERTEX* vertices, U32 vertices_count ) { order[i] = i; glDrawElements( GL_TRIANGLE_FAN, vertices_count, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } void gl_textured_polygon( - GL_PROGRAM *gl2d, + GL_SHADER_PROGRAM *gl2d, VERTEX *vertices, U32 vertices_count, GL_TEX2D *tex ) { glUseProgram( gl2d->id ); + glBindVertexArray( gl2d->gl->vao ); for( U32 i = 0; i < vertices_count; ++i ) vertices[i].sampler = 0; @@ -311,4 +345,6 @@ void gl_textured_polygon( order[i] = i; glDrawElements( GL_TRIANGLE_FAN, vertices_count, GL_UNSIGNED_SHORT, order ); + + glBindVertexArray( 0 ); } |
