101 lines
3.4 KiB
C++
101 lines
3.4 KiB
C++
/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef VERTEX_ARRAY_OBJECT_H
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#define VERTEX_ARRAY_OBJECT_H
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// Libraries
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#include <nanogui/opengl.h>
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#include <cassert>
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#include <iostream>
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namespace openglframework {
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// Class VertexArrayObject
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class VertexArrayObject {
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private :
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// -------------------- Attributes -------------------- //
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/// ID of the Vertex Array Object
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GLuint mVertexArrayID;
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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VertexArrayObject();
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/// Destructor
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~VertexArrayObject();
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/// Create the vertex buffer object
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bool create();
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/// Bind the VAO
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void bind() const;
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/// Unbind the VAO
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void unbind() const;
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/// Return true if the needed OpenGL extensions are available for VAO
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static bool checkOpenGLExtensions();
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/// Destroy the VAO
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void destroy();
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};
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// Bind the VAO
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inline void VertexArrayObject::bind() const {
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assert(mVertexArrayID != 0);
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// Bind the VAO
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glBindVertexArray(mVertexArrayID);
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}
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// Unbind the VAO
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inline void VertexArrayObject::unbind() const {
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assert(mVertexArrayID != 0);
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// Unbind the VAO
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glBindVertexArray(0);
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}
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// Return true if the needed OpenGL extensions are available for VAO
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inline bool VertexArrayObject::checkOpenGLExtensions() {
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// Check that OpenGL version is at least 3.0 or there the vertex array object extension exists
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//return (GLEW_VERSION_3_0 || GL_ARB_vertex_array_object);
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return true;
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}
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}
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#endif
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