2015-04-08 18:47:55 +00:00
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/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "VertexBufferObject.h"
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using namespace openglframework;
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// Constructor
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VertexBufferObject::VertexBufferObject(GLenum targetData)
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: mVertexBufferID(0), mTargetData(targetData) {
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}
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// Destructor
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VertexBufferObject::~VertexBufferObject() {
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2015-07-29 16:15:20 +00:00
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destroy();
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2015-04-08 18:47:55 +00:00
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}
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// Create the vertex buffer object
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bool VertexBufferObject::create() {
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// Destroy the current VBO
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destroy();
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// Check that the needed OpenGL extensions are available
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bool isExtensionOK = checkOpenGLExtensions();
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if (!isExtensionOK) {
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std::cerr << "Error : Impossible to use Vertex Buffer Object on this platform" << std::endl;
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assert(false);
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return false;
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}
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// Generate a new VBO
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glGenBuffers(1, &mVertexBufferID);
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assert(mVertexBufferID != 0);
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return true;
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}
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// Copy data into the VBO
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void VertexBufferObject::copyDataIntoVBO(GLsizei size, const void* data, GLenum usage) {
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// Copy the data into the VBO
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glBufferData(mTargetData, size, data, usage);
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}
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// Destroy the VBO
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void VertexBufferObject::destroy() {
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// Delete the vertex buffer object
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2015-07-29 16:15:20 +00:00
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if (mVertexBufferID != 0) {
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2015-04-08 18:47:55 +00:00
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glDeleteFramebuffers(1, &mVertexBufferID);
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mVertexBufferID = 0;
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}
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}
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