Thu, 15 Aug 2024 17:33:42 +0200
define macro for predefined shader
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 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/primitives.h" #include "ascension/error.h" #include "ascension/context.h" #include <string.h> #include <GL/glew.h> static void asc_primitives_init_plane(AscMesh *mesh) { asc_dprintf("Create primitive plane in VBO %u and VAO %u", mesh->vbo, mesh->vao); mesh->vertices = 4; float data[8] = { 0.0f, 0.0f, // bottom left 0.0f, 1.0f, // top left 1.0f, 0.0f, // bottom right 1.0f, 1.0f // top right }; glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindVertexArray(mesh->vao); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(0); } bool asc_primitives_init(AscPrimitives *primitives) { asc_dprintf("Create primitives for the GL context of active window."); // TODO: more primitives GLuint buffers[1]; GLuint arrays[1]; glGenBuffers(1, buffers); glGenVertexArrays(1, arrays); AscMesh *plane = &(primitives->plane); plane->vbo = buffers[0]; plane->vao = arrays[0]; asc_primitives_init_plane(plane); GLenum error = glGetError(); if (error == GL_NO_ERROR) { return true; } else { asc_error_gl(error, CX_STR("Initialization of primitive meshes failed.")); return false; } } void asc_primitives_destroy(AscPrimitives *primitives) { asc_dprintf("Destroy primitives in GL context of active window."); GLuint buffers[1]; GLuint arrays[1]; buffers[0] = primitives->plane.vbo; arrays[0] = primitives->plane.vao; glDeleteBuffers(1, buffers); glDeleteVertexArrays(1, arrays); memset(primitives, 0, sizeof(AscPrimitives)); } void asc_primitives_draw_plane(void) { AscMesh const *mesh = &(asc_active_window->glctx.primitives.plane); glBindVertexArray(mesh->vao); glDrawArrays(GL_TRIANGLE_STRIP, 0, mesh->vertices); }