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Vertex vertex(V3 pos)
{
Vertex v = { pos };
return v;
}
void mesh_init_buffers(Mesh *mesh)
{
Assert(mesh->verts);
Assert(mesh->nverts > 0);
glGenVertexArrays(1, &mesh->vao);
glBindVertexArray(mesh->vao);
glGenBuffers(1, &mesh->vbo);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo);
glBufferData(GL_ARRAY_BUFFER, mesh->nverts*sizeof(Vertex), mesh->verts, GL_STATIC_DRAW);
if (mesh->indices && (mesh->nindices > 0)) {
glGenBuffers(1, &mesh->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->nindices*sizeof(U32), mesh->indices, GL_STATIC_DRAW);
}
glEnableVertexAttribArray(PRGE_SHADER_POS_LOC);
glVertexAttribPointer(PRGE_SHADER_POS_LOC, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glBindVertexArray(0);
}
Mesh *mesh(Arena *arena, Vertex *verts, U32 nverts, U32 *indices, U32 nindices)
{
Mesh *mesh = arena_push(arena, sizeof(Mesh));
mesh->verts = verts;
mesh->nverts = nverts;
mesh->indices = indices;
mesh->nindices = nindices;
mesh_init_buffers(mesh);
return mesh;
}
void mesh_clear(Mesh *mesh)
{
glBindVertexArray(mesh->vao);
glDisableVertexAttribArray(PRGE_SHADER_POS_LOC);
glBindVertexArray(0);
glDeleteVertexArrays(1, &mesh->vao);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &mesh->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &mesh->ebo);
}
void mesh_draw(Mesh mesh)
{
Assert(mesh.vao);
glBindVertexArray(mesh.vao);
if (mesh.ebo)
glDrawElements(GL_TRIANGLES, mesh.nindices, GL_UNSIGNED_INT, 0);
else
glDrawArrays(GL_TRIANGLES, 0, mesh.nverts);
glBindVertexArray(0);
}
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