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#include "util.h"
void create_vbo(GLuint *vbo, void* buf, int size) {
//tell opengl we want mem for 1 buffer object
glGenBuffers(1, vbo);
// set aray_buffer to above
glBindBuffer(GL_ARRAY_BUFFER, *vbo);
// copy vertex data to gpu memory
glBufferData(GL_ARRAY_BUFFER, size, buf, GL_STATIC_DRAW);
// cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void create_ebo(GLuint *ebo, void* buf, int size) {
//tell opengl we want mem for 1 buffer object
glGenBuffers(1, ebo);
// set aray_buffer to above
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *ebo);
// copy vertex data to gpu memory
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buf, GL_STATIC_DRAW);
// cleanup
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void create_texture(GLuint* tbo, void* buf, vec2 size) {
glGenTextures(1, tbo);
glBindTexture(GL_TEXTURE_2D, *tbo);
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, buf);
glGenerateMipmap(GL_TEXTURE_2D);
// glBindTexture(GL_TEXTURE_2D, 0);
}
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