SHADER_DEFINE( vg_line_shader,
// VERTEX
- "layout (location=0) in vec3 a_co;"
+ "layout (location=0) in vec2 a_co;"
"layout (location=1) in vec4 a_colour;"
- "uniform mat4 uPv;"
+ "uniform mat3 uPv;"
""
"out vec4 s_colour;"
""
"void main()"
"{"
- " vec4 vert_pos = uPv * vec4( a_co, 1.0 );"
+ " vec4 vert_pos = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
" s_colour = a_colour;"
" gl_Position = vert_pos;"
"}",
{
struct vg_lines_vert
{
- vec3 co;
+ v2f co;
u32 colour;
}
*buffer;
GLuint vao, vbo;
u32 draw_idx, cap, buffer_size;
-
}
vg_lines;
free( vg_lines.buffer );
}
-static void vg_lines_drawall(void)
+static void vg_lines_drawall(float* projection)
{
SHADER_USE( vg_line_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniformMatrix3fv( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, projection );
glBindVertexArray( vg_lines.vao );
glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
vg_lines.draw_idx = 0;
}
-static void vg_line2( vec3 from, vec3 to, u32 fc, u32 tc )
+static void vg_line2( v2f from, v2f to, u32 fc, u32 tc )
{
struct vg_lines_vert *v = vg_lines.buffer + vg_lines.draw_idx;
- glm_vec3_copy( from, v[0].co );
- glm_vec3_copy( to, v[1].co );
+ v2_copy( from, v[0].co );
+ v2_copy( to, v[1].co );
v[0].colour = fc;
v[1].colour = tc;
vg_lines.draw_idx += 2;
}
-static void vg_line( vec3 from, vec3 to, u32 colour )
+static void vg_line( v2f from, v2f to, u32 colour )
{
vg_line2( from, to, colour, colour );
}
+
+static void vg_line_box( v2f min, v2f max, u32 colour )
+{
+ vg_line( min, (v2f){min[0],max[1]}, colour );
+ vg_line( (v2f){min[0],max[1]}, max, colour );
+ vg_line( max, (v2f){max[0],min[1]}, colour );
+ vg_line( (v2f){max[0],min[1]}, min, colour );
+}