src/primitives.c

Wed, 15 Nov 2023 22:51:40 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 15 Nov 2023 22:51:40 +0100
changeset 16
c5dde81b6fb2
parent 14
src/ascension/font.h@9dbfc0031887
child 44
b3da4096c607
permissions
-rw-r--r--

add text rendering and demo FPS counter

     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  */
    28 #include "ascension/primitives.h"
    29 #include "ascension/error.h"
    30 #include "ascension/context.h"
    32 #include <string.h>
    33 #include <GL/glew.h>
    35 static void asc_primitives_init_plane(AscMesh *mesh) {
    36     asc_dprintf("Create primitive plane in VBO %u and VAO %u", mesh->vbo, mesh->vao);
    37     mesh->vertices = 4;
    38     float data[8] = {
    39             0.0f, 0.0f, // bottom left
    40             0.0f, 1.0f,    // top left
    41             1.0f, 0.0f, // bottom right
    42             1.0f, 1.0f    // top right
    43     };
    44     glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo);
    45     glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
    46     glBindVertexArray(mesh->vao);
    47     glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
    48     glEnableVertexAttribArray(0);
    49 }
    51 bool asc_primitives_init(AscPrimitives *primitives) {
    52     asc_dprintf("Create primitives for the GL context of active window.");
    53     // TODO: more primitives
    55     GLuint buffers[1];
    56     GLuint arrays[1];
    57     glGenBuffers(1, buffers);
    58     glGenVertexArrays(1, arrays);
    60     AscMesh *plane = &(primitives->plane);
    61     plane->vbo = buffers[0];
    62     plane->vao = arrays[0];
    63     asc_primitives_init_plane(plane);
    65     GLenum error = glGetError();
    66     if (error == GL_NO_ERROR) {
    67         return true;
    68     } else {
    69         asc_error_gl(error, CX_STR("Initialization of primitive meshes failed."));
    70         return false;
    71     }
    72 }
    74 void asc_primitives_destroy(AscPrimitives *primitives) {
    75     asc_dprintf("Destroy primitives in GL context of active window.");
    77     GLuint buffers[1];
    78     GLuint arrays[1];
    80     buffers[0] = primitives->plane.vbo;
    81     arrays[0] = primitives->plane.vao;
    83     glDeleteBuffers(1, buffers);
    84     glDeleteVertexArrays(1, arrays);
    86     memset(primitives, 0, sizeof(AscPrimitives));
    87 }
    89 void asc_primitives_draw_plane(void) {
    90     AscMesh const *mesh = &(asc_context.active_window->primitives.plane);
    91     glBindVertexArray(mesh->vao);
    92     glDrawArrays(GL_TRIANGLE_STRIP, 0, mesh->vertices);
    93 }

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