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/*
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* This file is automaticaly generated, Please dont edit this file!
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*/
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#include <engine/renderPasses/renderPassTesselation.h>
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char * tesselation_textFromNumber( tesselation * this, int i ) {
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char * fileName = malloc( sizeof( char ) * 100 );
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sprintf( fileName, "%d", i );
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return fileName;
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}
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void tesselation_prepare( tesselation * this ) {
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shader * vertexShader = shader_newPointer( GL_VERTEX_SHADER );
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shader_loadFromFile( vertexShader, "assets/shaders/quadScale.vertex" );
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shader * fragmentShader = shader_newPointer( GL_FRAGMENT_SHADER );
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shader_loadFromFile( fragmentShader, "assets/shaders/color.fragment" );
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shader * geometryShader = shader_newPointer( GL_GEOMETRY_SHADER );
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shader_loadFromFile( geometryShader, "assets/shaders/tesselation.geometry.shader" );
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shader * tesselationControlShader = shader_newPointer( GL_TESS_CONTROL_SHADER );
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shader_loadFromFile( tesselationControlShader, "assets/shaders/tesselation.triangle.tsc.shader" );
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shader * tesselationEvaluationShader = shader_newPointer( GL_TESS_EVALUATION_SHADER );
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shader_loadFromFile( tesselationEvaluationShader, "assets/shaders/tesselation.triangle.shader" );
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this->program = program_newPointer();
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program_addShader( this->program, vertexShader );
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program_addShader( this->program, fragmentShader );
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program_create( this->program );
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this->mesh = mesh_newPointer();
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mesh_setProgram( this->mesh, this->program );
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mesh_createBuffers( this->mesh );
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glUseProgram( this->program->glProgram );
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}
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void tesselation_render( tesselation * this ) {
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glUseProgram( this->program->glProgram );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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int numItems = 12;
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glBindVertexArray( this->mesh->vertexArrayObject );
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glDrawElements( GL_LINE_STRIP, numItems, GL_UNSIGNED_INT, ( void * ) 0 );
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}
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tesselation tesselation_new() {
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tesselation instance;
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instance.font = fontRenderer_newPointer();
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return instance;
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}
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tesselation * tesselation_newPointer() {
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struct tesselation * pointer = malloc( sizeof ( struct tesselation ) );
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pointer->font = fontRenderer_newPointer();
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return pointer;
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}
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