From e2366afb57d69f3952bbb4d1894d82293cd1cb9d Mon Sep 17 00:00:00 2001 From: Kasullian Date: Wed, 10 Sep 2025 07:16:42 -0400 Subject: remove unnecessary code --- src/render/gl.cpp | 2 -- src/render/gl_2d.cpp | 24 ------------------------ src/render/gl_2d_font.cpp | 6 ------ src/render/gl_3d.cpp | 3 --- src/render/gl_batch.h | 2 -- 5 files changed, 37 deletions(-) (limited to 'src/render') diff --git a/src/render/gl.cpp b/src/render/gl.cpp index c084db0..382d81e 100644 --- a/src/render/gl.cpp +++ b/src/render/gl.cpp @@ -102,8 +102,6 @@ void gl_gen_buffers( GL_DATA* gl ) { glBindBuffer( GL_ARRAY_BUFFER, gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, 8192, 0, GL_STATIC_DRAW ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); - - glBindVertexArray( 0 ); } void gl_destroy( GL_DATA *gl ) { 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 ); } diff --git a/src/render/gl_2d_font.cpp b/src/render/gl_2d_font.cpp index 329f0be..10ae71a 100644 --- a/src/render/gl_2d_font.cpp +++ b/src/render/gl_2d_font.cpp @@ -207,7 +207,6 @@ void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 origin, const gl_font_calc_vertices_uvs( font, origin, text, _scale, vertices, indices, coords, clr ); glUseProgram( shader->id ); - glBindVertexArray( shader->gl->vao ); glBindBuffer( GL_ARRAY_BUFFER, shader->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(VERTEX) * 6 * len, vertices, GL_STATIC_DRAW ); @@ -244,8 +243,6 @@ void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 origin, const free( vertices ); free( indices ); free( coords ); - - glBindVertexArray( 0 ); } void gl_font_textured( @@ -280,7 +277,6 @@ void gl_font_textured( } glUseProgram( shader->id ); - glBindVertexArray( shader->gl->vao ); glBindBuffer( GL_ARRAY_BUFFER, shader->gl->vbuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(FONT_CUSTOM_VERTEX) * 6 * len, custom_vertices, GL_STATIC_DRAW ); @@ -312,8 +308,6 @@ void gl_font_textured( free( indices ); free( coords ); free( custom_vertices ); - - glBindVertexArray( 0 ); } diff --git a/src/render/gl_3d.cpp b/src/render/gl_3d.cpp index 7209f61..40162e8 100644 --- a/src/render/gl_3d.cpp +++ b/src/render/gl_3d.cpp @@ -69,7 +69,6 @@ void gl_3d_polygon( GL_TEX2D* tex ) { glUseProgram( gl3d->id ); - glBindVertexArray( gl3d->gl->vao ); if( !!tex ) { glActiveTexture( GL_TEXTURE0 ); @@ -100,8 +99,6 @@ void gl_3d_polygon( glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDrawElements( GL_TRIANGLE_FAN, vertices_count, GL_UNSIGNED_SHORT, order ); - - glBindVertexArray( 0 ); } void gl_3d_polygon_fan( diff --git a/src/render/gl_batch.h b/src/render/gl_batch.h index 7ca9fe3..944521f 100644 --- a/src/render/gl_batch.h +++ b/src/render/gl_batch.h @@ -91,7 +91,6 @@ inline void gl_batch_empty( GL_BATCH* batch ) { template inline void gl_batch_draw( GL_BATCH* batch ) { glUseProgram( batch->shader->id ); - glBindVertexArray( batch->gl->vao ); VEC2 vp_start, vp_dim, clip_start, clip_dim; gl_get_viewport( batch->gl, &vp_start, &vp_dim ); @@ -118,7 +117,6 @@ inline void gl_batch_draw( GL_BATCH* batch ) { gl_set_viewport( batch->gl, vp_start, vp_dim ); gl_set_clip( batch->gl, clip_start, clip_dim ); - glBindVertexArray( 0 ); } template -- cgit v1.2.3