reactphysics3d/testbed/opengl-framework/src/VertexBufferObject.cpp

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