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#include <GL/glew.h>
#include "mesh.h"
void mesh_init(Mesh *mesh, int vertex_count)
{
glGenVertexArrays(1, &mesh->vao);
mesh->vbos_count = 0;
mesh->vertex_count = vertex_count;
glBindVertexArray(mesh->vao);
}
static void mesh_store(Mesh *mesh, void *data, int data_len, int dimensions, GLenum type)
{
GLuint vbo;
GLint index = mesh->vbos_count;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data_len, data, GL_STATIC_DRAW);
glEnableVertexAttribArray(index);
if (type == GL_FLOAT)
glVertexAttribPointer(index, dimensions, type, GL_FALSE, 0, 0);
else
glVertexAttribIPointer(index, dimensions, type, 0, 0);
mesh->vbos[mesh->vbos_count++] = vbo;
}
void mesh_storef(Mesh *mesh, float *data, int data_len, int dimensions)
{
mesh_store(mesh, data, data_len * sizeof(float), dimensions, GL_FLOAT);
}
void mesh_storei(Mesh *mesh, int *data, int data_len, int dimensions)
{
mesh_store(mesh, data, data_len * sizeof(int), dimensions, GL_INT);
}
void mesh_storeu(Mesh *mesh, unsigned int *data, int data_len, int dimensions)
{
mesh_store(mesh, data, data_len * sizeof(unsigned int), dimensions,
GL_UNSIGNED_INT);
}
void mesh_storeb(Mesh *mesh, unsigned char *data, int data_len, int dimensions)
{
mesh_store(mesh, data, data_len * sizeof(unsigned char), dimensions,
GL_UNSIGNED_BYTE);
}
void mesh_finish(void)
{
glBindVertexArray(0);
}
void mesh_bind(Mesh *mesh)
{
glBindVertexArray(mesh->vao);
for (int i = 0; i < mesh->vbos_count; i++)
glEnableVertexAttribArray(i);
}
void mesh_unbind(Mesh *mesh)
{
for (int i = 0; i < mesh->vbos_count; i++)
glDisableVertexAttribArray(i);
glBindVertexArray(0);
}
void mesh_draw(Mesh *mesh)
{
glDrawArrays(GL_TRIANGLES, 0, mesh->vertex_count);
}
void mesh_free(Mesh *mesh)
{
glDeleteBuffers(mesh->vbos_count, mesh->vbos);
glDeleteVertexArrays(1, &mesh->vao);
}
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