Sat, 19 Apr 2025 19:30:46 +0200
skip sprite rendering when there are no sprites in the scene
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2025 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include "ascension/mesh.h" #include "ascension/error.h" #include <GL/glew.h> void asc_mesh_allocate_buffers(AscMesh *mesh, unsigned count) { asc_dprintf("Allocate mesh buffers for %u meshes.", count); GLuint buffers[count]; GLuint arrays[count]; glGenBuffers(count, buffers); glGenVertexArrays(count, arrays); for (unsigned i = 0; i < count; i++) { mesh[i].vbo = buffers[i]; mesh[i].vao = arrays[i]; } asc_error_catch_all_gl(); } void asc_mesh_free_buffers(AscMesh *mesh, unsigned count) { asc_dprintf("Free mesh buffers for %u meshes.", count); if (count > 32) { asc_error("Trying to free more than 32 mesh buffers at once."); count = 32; } GLuint buffers[count]; GLuint arrays[count]; for (unsigned i = 0; i < count; i++) { buffers[i] = mesh[i].vbo; arrays[i] = mesh[i].vao; mesh[i].vbo = 0; mesh[i].vao = 0; } glDeleteBuffers(count, buffers); glDeleteVertexArrays(count, arrays); asc_error_catch_all_gl(); } void asc_mesh_draw_triangle_strip(AscMesh *mesh) { glBindVertexArray(mesh->vao); glDrawArrays(GL_TRIANGLE_STRIP, 0, mesh->vertices); #ifndef NDEBUG // only unbind in debug mode to detect accidental re-use of the wrong VAO glBindVertexArray(0); #endif }