Removed GLEW dependency (using GLAD instead), axes now use shader, should now work better
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@@ -33,7 +33,7 @@ void canvas_init(Canvas* self, const ivec2& size)
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glBufferData(GL_ARRAY_BUFFER, sizeof(CANVAS_AXIS_VERTICES), CANVAS_AXIS_VERTICES, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
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glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, sizeof(f32), (void*)0);
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// Grid
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glGenVertexArrays(1, &self->gridVAO);
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@@ -96,6 +96,8 @@ void canvas_init(Canvas* self, const ivec2& size)
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glGenFramebuffers(1, &self->fbo);
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glGenRenderbuffers(1, &self->rbo);
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_canvas_framebuffer_set(self, size);
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self->isInit = true;
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}
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mat4 canvas_transform_get(Canvas* self, vec2 pan, f32 zoom, OriginType origin)
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@@ -197,11 +199,17 @@ void canvas_rect_draw(Canvas* self, const GLuint& shader, const mat4& transform,
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void canvas_axes_draw(Canvas* self, GLuint& shader, mat4& transform, vec4& color)
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{
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vec4 originNDC = transform * vec4(0.0f, 0.0f, 0.0f, 1.0f);
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originNDC /= originNDC.w;
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glUseProgram(shader);
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glBindVertexArray(self->axisVAO);
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glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
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glUniform4f(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), color.r, color.g, color.b, color.a);
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glDrawArrays(GL_LINES, 0, 4);
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glUniform4fv(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), 1, value_ptr(color));
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glUniform2f(glGetUniformLocation(shader, SHADER_UNIFORM_ORIGIN_NDC), originNDC.x, originNDC.y);
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glUniform1i(glGetUniformLocation(shader, SHADER_UNIFORM_AXIS), 0);
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glDrawArrays(GL_LINES, 0, 2);
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glUniform1i(glGetUniformLocation(shader, SHADER_UNIFORM_AXIS), 1);
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glDrawArrays(GL_LINES, 0, 2);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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@@ -218,6 +226,8 @@ void canvas_unbind(void)
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void canvas_free(Canvas* self)
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{
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if (!self->isInit) return;
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glDeleteFramebuffers(1, &self->fbo);
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glDeleteRenderbuffers(1, &self->rbo);
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glDeleteTextures(1, &self->framebuffer);
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