diff options
Diffstat (limited to 'src/render/gl_2d.cpp')
| -rw-r--r-- | src/render/gl_2d.cpp | 24 |
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 ); } |
