/*
 * Copyright 2014 Google Inc. All Rights Reserved.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
#include "tango-gl/frustum.h"

namespace tango_gl {

static const float float_vertices[] = {
    0.0f,  0.0f,  0.0f,  -1.0f, 1.0f,  -1.0f, 0.0f,  0.0f,  0.0f,  1.0f,
    1.0f,  -1.0f, 0.0f,  0.0f,  0.0f,  -1.0f, -1.0f, -1.0f, 0.0f,  0.0f,
    0.0f,  1.0f,  -1.0f, -1.0f, -1.0f, 1.0f,  -1.0f, 1.0f,  1.0f,  -1.0f,
    1.0f,  1.0f,  -1.0f, 1.0f,  -1.0f, -1.0f, 1.0f,  -1.0f, -1.0f, -1.0f,
    -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f,  -1.0f};

Frustum::Frustum() : Line(3.0f, GL_LINES) {
  SetShader();
  size_t size = sizeof(float_vertices) / sizeof(float);
  for (size_t i = 0; i < size; i += 3) {
    vec_vertices_.push_back(glm::vec3(float_vertices[i], float_vertices[i + 1],
                                      float_vertices[i + 2]));
  }
}
}  // namespace tango_gl
