/******************************************************************************** * 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_BUFFER_OBJECT_H #define VERTEX_BUFFER_OBJECT_H // Libraries #include #include #include namespace openglframework { // Class VertexBufferObject class VertexBufferObject { private : // -------------------- Attributes -------------------- // /// ID of the Vertex Buffer Object GLuint mVertexBufferID; /// Target data. This variable must be GL_ARRAY_BUFFER if the VBO contains vertex /// data (vertex coordinates, texture coordinates, normals, colors) or must be /// GL_ELEMENT_ARRAY_BUFFER if the VBO contains index data (index array). GLenum mTargetData; public : // -------------------- Methods -------------------- // /// Constructor VertexBufferObject(GLenum targetData); /// Destructor ~VertexBufferObject(); /// Create the vertex buffer object bool create(); /// Copy data into the VBO void copyDataIntoVBO(GLsizei size, const void* data, GLenum usage); /// Bind the VBO void bind() const; /// Unbind the VBO void unbind() const; /// Return true if the needed OpenGL extensions are available for VBO static bool checkOpenGLExtensions(); /// Destroy the VBO void destroy(); }; // Bind the VBO inline void VertexBufferObject::bind() const { assert(mVertexBufferID != 0); // Bind the VBO glBindBuffer(mTargetData, mVertexBufferID); } // Unbind the VBO inline void VertexBufferObject::unbind() const { assert(mVertexBufferID != 0); // Unbind the VBO glBindBuffer(mTargetData, 0); } // Return true if the needed OpenGL extensions are available for VBO inline bool VertexBufferObject::checkOpenGLExtensions() { // Check that OpenGL version is at least 1.5 or there the vertex buffer object extension exists //return (GLEW_VERSION_1_5 || GL_ARB_vertex_buffer_object); return true; } } #endif