#define LRP_VERTEX_CODE \
"attribute vec4 a_Position;" \
"uniform mat4 projectionMatrix;" \
"void main() {gl_Position = a_Position*projectionMatrix;}"
#define LRP_FRAGMENT_CODE \
"precision mediump float;" \
"uniform vec4 a_Color;" \
"void main() {gl_FragColor = a_Color;}"
static GLuint lrpProgram;
static GLuint lrpPosition;
static GLuint lrpColor;
void initLineRectPoint()
{
lrpProgram = createProgram(LRP_VERTEX_CODE, LRP_FRAGMENT_CODE);
setCurrentProgram(lrpProgram);
lrpColor = glGetUniformLocation(lrpProgram, "a_Color");
lrpPosition = glGetAttribLocation(lrpProgram, "a_Position"); // get
handle to vertex shader's vPosition member
glEnableVertexAttribArray(lrpPosition);
}
void glDrawLine(int32 x1, int32 y1, int32 x2, int32 y2, int32 rgb)
{
GLfloat* coords = glcoords;
PixelConv pc;
pc.pixel = rgb;
coords[0] = x1;
coords[1] = y1;
coords[3] = x2;
coords[4] = y2;
coords[2] = coords[5] = 0;
setCurrentProgram(lrpProgram);
glUniform4f(lrpColor, f255[pc.r], f255[pc.g], f255[pc.b], 1); // Set color for drawing the line
glVertexAttribPointer(lrpPosition, COORDS_PER_VERTEX, GL_FLOAT, GL_FALSE, COORDS_PER_VERTEX * sizeof(float), coords); // Prepare the triangle coordinate data
glDrawArrays(GL_LINES, 0,2);
}