/******************************************************************************** * 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 #include #include 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