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authorKasullian <tomkasull@gmail.com>2025-09-10 07:16:42 -0400
committerKasullian <tomkasull@gmail.com>2025-09-10 07:16:42 -0400
commite2366afb57d69f3952bbb4d1894d82293cd1cb9d (patch)
treec0c36fb3596bbea73dbfcf11707a3aaf7b1e76f5 /src/render/gl_2d.cpp
parent496e2bbc68aaaaf99d935233ce3ba0636f1bf0cf (diff)
remove unnecessary code
Diffstat (limited to 'src/render/gl_2d.cpp')
-rw-r--r--src/render/gl_2d.cpp24
1 files changed, 0 insertions, 24 deletions
diff --git a/src/render/gl_2d.cpp b/src/render/gl_2d.cpp
index ca3a338..1803eb5 100644
--- a/src/render/gl_2d.cpp
+++ b/src/render/gl_2d.cpp
@@ -30,7 +30,6 @@ 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 },
@@ -48,15 +47,12 @@ void gl_2d_line( GL_SHADER_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_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 },
@@ -77,15 +73,12 @@ void gl_2d_rect( GL_SHADER_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_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 },
@@ -133,15 +126,12 @@ void gl_2d_textured_frect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, GL_TE
glDrawElements( GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, order );
glBindTexture( GL_TEXTURE_2D, 0 );
-
- glBindVertexArray( 0 );
}
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 },
@@ -174,8 +164,6 @@ void gl_2d_frect( GL_SHADER_PROGRAM* gl2d, VEC2 origin, VEC2 dim, CLR col ) {
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glDrawElements( GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, order );
-
- glBindVertexArray( 0 ); // Unbind VAO
}
void gl_2d_circle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) {
@@ -183,7 +171,6 @@ void gl_2d_circle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U3
const F32 step = 360.f / (F32)res;
glUseProgram( gl2d->id );
- glBindVertexArray( gl2d->gl->vao );
if( !order ) {
order = (U16*)malloc( sizeof( U16 ) * (res + 1) );
@@ -218,8 +205,6 @@ void gl_2d_circle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U3
glDrawElements( GL_LINE_STRIP, res + 1, GL_UNSIGNED_SHORT, order );
free( vertices );
-
- glBindVertexArray( 0 );
}
void gl_2d_fcircle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U32 res ) {
@@ -227,7 +212,6 @@ void gl_2d_fcircle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U
const F32 step = 360.f / (F32)res;
glUseProgram( gl2d->id );
- glBindVertexArray( gl2d->gl->vao );
if( !order ) {
order = (U16*)malloc( sizeof( U16 ) * (res * 2) );
@@ -274,13 +258,10 @@ void gl_2d_fcircle( GL_SHADER_PROGRAM* gl2d, VEC2 origin, F32 radius, CLR col, U
glDrawElements( GL_TRIANGLE_STRIP, res + 2, GL_UNSIGNED_SHORT, order );
free( vertices );
-
- glBindVertexArray( 0 );
}
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 );
@@ -302,8 +283,6 @@ void gl_polygon( GL_SHADER_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(
@@ -313,7 +292,6 @@ void gl_textured_polygon(
GL_TEX2D *tex
) {
glUseProgram( gl2d->id );
- glBindVertexArray( gl2d->gl->vao );
for( U32 i = 0; i < vertices_count; ++i )
vertices[i].sampler = 0;
@@ -345,6 +323,4 @@ void gl_textured_polygon(
order[i] = i;
glDrawElements( GL_TRIANGLE_FAN, vertices_count, GL_UNSIGNED_SHORT, order );
-
- glBindVertexArray( 0 );
}