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