Add glutil helper for making the post-prosessing shader mesh
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@ -135,3 +135,31 @@ uint generateTexture(const PNGImage& texture) {
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return id;
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}
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uint generatePostQuadBuffer() {
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static const GLfloat post_vertices[] = {
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-1,-1,0.5, 1,-1,0.5, -1,1,0.5,
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-1, 1,0.5, 1,-1,0.5, 1,1,0.5,
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};
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static const uint post_indexes[] = {
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0, 1, 2, 3, 4, 5
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};
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GLuint postVAO;
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glGenVertexArrays(1, &postVAO);
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glBindVertexArray(postVAO);
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GLuint verticeID;
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glGenBuffers(1, &verticeID);
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glBindBuffer(GL_ARRAY_BUFFER, verticeID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(post_vertices), post_vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glEnableVertexAttribArray(0);
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uint indexBufferID;
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glGenBuffers(1, &indexBufferID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(post_indexes), post_indexes, GL_STATIC_DRAW);
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return postVAO;
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}
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@ -9,3 +9,5 @@ unsigned int generateBuffer(const Mesh &mesh, bool doAddTangents=false);
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void addTangents(unsigned int vaoID, const Mesh& mesh);
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unsigned int generateTexture(const PNGImage& texture);
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uint generatePostQuadBuffer();
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