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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* gl.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: charles <charles.cabergs@gmail.com> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/05/11 01:31:10 by charles #+# #+# */
/* Updated: 2020/05/12 18:46:49 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(state->view_location = glGetUniformLocation(state->shader, "u_view"));
if (state->view_location == -1)
return (-1);
GL_CALL(state->model_location = glGetUniformLocation(state->shader, "u_model"));
if (state->model_location == -1)
return (-1);
GL_CALL(state->proj_location = glGetUniformLocation(state->shader, "u_proj"));
if (state->proj_location == -1)
return (-1);
GL_CALL(glGenVertexArrays(1, &state->vertex_array));
GL_CALL(glGenBuffers(1, &state->vertex_buf));
GL_CALL(glGenBuffers(1, &state->index_buf));
GL_CALL(glBindVertexArray(state->vertex_array));
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(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state->index_buf));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * object->indices_len,
object->indices, GL_STATIC_DRAW));
GL_CALL(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0));
GL_CALL(glEnableVertexAttribArray(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);
}
void gl_state_set_mvp(t_gl_state *state, t_ftmmat4 *model, t_ftmmat4 *view, t_ftmmat4 *proj)
{
if (model != NULL)
{
GL_CALL(glUniformMatrix4fv(state->model_location, 1, GL_TRUE, model->m));
}
if (view != NULL)
{
GL_CALL(glUniformMatrix4fv(state->view_location, 1, GL_TRUE, view->m));
}
if (proj != NULL)
{
GL_CALL(glUniformMatrix4fv(state->proj_location, 1, GL_TRUE, proj->m));
}
}
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