-#define VERTEX_STANDARD_ATTRIBUTES \
- "layout (location=0) in vec3 a_co;" \
- "layout (location=1) in vec3 a_norm;" \
- "layout (location=2) in vec4 a_colour;" \
- "layout (location=3) in vec2 a_uv;"
-
-static void mesh_upload( glmesh *mesh,
- model_vert *verts, u32 vert_count,
- u32 *indices, u32 indice_count )
-{
- glGenVertexArrays( 1, &mesh->vao );
- glGenBuffers( 1, &mesh->vbo );
- glGenBuffers( 1, &mesh->ebo );
- glBindVertexArray( mesh->vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
- glBufferData( GL_ARRAY_BUFFER, vert_count*sizeof(model_vert),
- verts, GL_STATIC_DRAW );
-
- glBindVertexArray( mesh->vao );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
- indices, GL_STATIC_DRAW );
-
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, norm) );
- glEnableVertexAttribArray( 1 );
-
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, colour) );
- glEnableVertexAttribArray( 2 );
-
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, uv) );
- glEnableVertexAttribArray( 3 );
-
- VG_CHECK_GL();
- mesh->indice_count = indice_count;
-}