/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* gl.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: charles +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/05/11 01:31:10 by charles #+# #+# */ /* Updated: 2020/05/11 10:42:42 by charles ### ########.fr */ /* */ /* ************************************************************************** */ #include "scop.h" int gl_state_init(t_gl_state *state, t_object *object) { if ((state->shader = shader_new()) == 0) return (-1); GL_CALL(glGenBuffers(1, &state->vertex_buf)); GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, state->vertex_buf)); GL_CALL(glBufferData(GL_ARRAY_BUFFER, sizeof(float) * object->vertices_len, object->vertices, GL_STATIC_DRAW)); GL_CALL(glGenBuffers(1, &state->index_buf)); GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state->index_buf)); GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(float) * object->indices_len, object->indices, GL_STATIC_DRAW)); GL_CALL(glGenVertexArrays(1, &state->vertex_array)); GL_CALL(glBindVertexArray(state->vertex_array)); GL_CALL(glEnableVertexAttribArray(0)); GL_CALL(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (const void*)0)); return (0); } void gl_state_quit(t_gl_state *state, t_object *object) { GL_CALL(glDeleteVertexArrays(1, &state->vertex_array)); GL_CALL(glDeleteBuffers(1, &state->vertex_buf)); GL_CALL(glDeleteBuffers(1, &state->index_buf)); GL_CALL(glDeleteProgram(state->shader)); free(object->vertices); free(object->indices); }