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