reactphysics3d/testbed/opengl-framework/src/VertexArrayObject.cpp
2015-07-29 18:15:20 +02:00

71 lines
2.9 KiB
C++

/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2015 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 "VertexArrayObject.h"
using namespace openglframework;
// Constructor
VertexArrayObject::VertexArrayObject() : mVertexArrayID(0) {
}
// Destructor
VertexArrayObject::~VertexArrayObject() {
destroy();
}
// Create the vertex buffer object
bool VertexArrayObject::create() {
// Destroy the current VAO
destroy();
// Check that the needed OpenGL extensions are available
bool isExtensionOK = checkOpenGLExtensions();
if (!isExtensionOK) {
std::cerr << "Error : Impossible to use Vertex Array Object on this platform" << std::endl;
assert(false);
return false;
}
// Generate a new VAO
glGenVertexArrays(1, &mVertexArrayID);
assert(mVertexArrayID != 0);
return true;
}
// Destroy the VAO
void VertexArrayObject::destroy() {
// Delete the vertex buffer object
if (mVertexArrayID != 0) {
glDeleteVertexArrays(1, &mVertexArrayID);
mVertexArrayID = 0;
}
}