Removed GLEW dependency (using GLAD instead), axes now use shader, should now work better

This commit is contained in:
2025-09-05 16:37:45 -04:00
parent fa6109cb2e
commit a992661c6a
16 changed files with 25215 additions and 51 deletions

View File

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