| 1 /* |
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| 2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. |
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| 3 * Copyright 2023 Mike Becker. All rights reserved. |
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| 4 * |
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| 5 * Redistribution and use in source and binary forms, with or without |
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| 6 * modification, are permitted provided that the following conditions are met: |
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| 7 * |
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| 8 * 1. Redistributions of source code must retain the above copyright |
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| 9 * notice, this list of conditions and the following disclaimer. |
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| 10 * |
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| 11 * 2. Redistributions in binary form must reproduce the above copyright |
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| 12 * notice, this list of conditions and the following disclaimer in the |
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| 13 * documentation and/or other materials provided with the distribution. |
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| 14 * |
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| 15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
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| 16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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| 17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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| 18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
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| 19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
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| 20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
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| 21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
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| 22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
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| 23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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| 24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
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| 25 * POSSIBILITY OF SUCH DAMAGE. |
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| 26 */ |
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| 27 |
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| 28 #include "ascension/primitives.h" |
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| 29 #include "ascension/error.h" |
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| 30 |
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| 31 #include <GL/glew.h> |
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| 32 |
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| 33 void asc_primitives_init_plane(AscMesh *mesh) { |
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| 34 if (mesh->vbo == 0) { |
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| 35 if (mesh->vao > 0) { |
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| 36 asc_dprintf("!!! Mesh with VAO %u has no VBO - this is most likely a programming error !!!", mesh->vao); |
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| 37 } |
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| 38 asc_mesh_allocate_buffers(mesh, 1); |
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| 39 } |
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| 40 asc_dprintf("Create plane in VBO %u and VAO %u", mesh->vbo, mesh->vao); |
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| 41 mesh->vertices = 4; |
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| 42 float data[8] = { |
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| 43 0.0f, 0.0f, // bottom left |
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| 44 0.0f, 1.0f, // top left |
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| 45 1.0f, 0.0f, // bottom right |
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| 46 1.0f, 1.0f // top right |
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| 47 }; |
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| 48 glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo); |
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| 49 glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); |
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| 50 glBindVertexArray(mesh->vao); |
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| 51 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
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| 52 glEnableVertexAttribArray(0); |
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| 53 } |
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