reactphysics3d/testbed/opengl-framework/src/VertexArrayObject.h

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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. *
* *
********************************************************************************/
#ifndef VERTEX_ARRAY_OBJECT_H
#define VERTEX_ARRAY_OBJECT_H
// Libraries
#include <nanogui/opengl.h>
#include <cassert>
#include <iostream>
namespace openglframework {
// Class VertexArrayObject
class VertexArrayObject {
private :
// -------------------- Attributes -------------------- //
/// ID of the Vertex Array Object
GLuint mVertexArrayID;
public :
// -------------------- Methods -------------------- //
/// Constructor
VertexArrayObject();
/// Destructor
~VertexArrayObject();
/// Create the vertex buffer object
bool create();
/// Bind the VAO
void bind() const;
/// Unbind the VAO
void unbind() const;
/// Return true if the needed OpenGL extensions are available for VAO
static bool checkOpenGLExtensions();
/// Destroy the VAO
void destroy();
};
// Bind the VAO
inline void VertexArrayObject::bind() const {
assert(mVertexArrayID != 0);
// Bind the VAO
glBindVertexArray(mVertexArrayID);
}
// Unbind the VAO
inline void VertexArrayObject::unbind() const {
assert(mVertexArrayID != 0);
// Unbind the VAO
glBindVertexArray(0);
}
// Return true if the needed OpenGL extensions are available for VAO
inline bool VertexArrayObject::checkOpenGLExtensions() {
// Check that OpenGL version is at least 3.0 or there the vertex array object extension exists
//return (GLEW_VERSION_3_0 || GL_ARB_vertex_array_object);
return true;
}
}
#endif