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

108 lines
3.9 KiB
C++

/********************************************************************************
* 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 <nanogui/opengl.h>
#include <cassert>
#include <iostream>
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