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Copy pathVertexBuffer.cpp
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116 lines (93 loc) · 2.26 KB
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Copy pathVertexBuffer.cpp
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116 lines (93 loc) · 2.26 KB
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#ifndef GLEW_STATIC
#define GLEW_STATIC
#endif
#ifndef FREEGLUT_STATIC
#define FREEGLUT_STATIC
#endif
#include <gl/glew.h>
#include <gl/gl.h>
#include <GL/glut.h>
#include <cassert>
#include "VertexBuffer.h"
VertexBuffer::VertexBuffer()
{
size = 0;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
GLuint Ids[ 3 ];
glGenBuffers( 3, Ids );
if( Ids[ 0 ] == 0 || Ids[ 1 ] == 0 || Ids[ 2 ] == 0 )
assert( false );
vId = Ids[ 0 ];
tId = Ids[ 1 ];
nId = Ids[ 2 ];
glBindBuffer( GL_ARRAY_BUFFER, vId );
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, 0 );
glBindBuffer( GL_ARRAY_BUFFER, tId );
glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 0, 0 );
glBindBuffer( GL_ARRAY_BUFFER, nId );
glVertexAttribPointer( 2, 3, GL_FLOAT, GL_FALSE, 0, 0 );
glBindVertexArray( 0 );
vBuffered = false;
tBuffered = false;
nBuffered = false;
}
VertexBuffer::~VertexBuffer()
{
GLuint Ids[ 3 ];
Ids[ 0 ] = vId;
Ids[ 1 ] = tId;
Ids[ 2 ] = nId;
glDeleteBuffers( 3, Ids );
glDeleteVertexArrays( 1, &vao );
}
void VertexBuffer::buffer( unsigned long nVertices, void *vertices, void *texCoords, void *normals )
{
if( vertices != NULL )
{
glBindBuffer( GL_ARRAY_BUFFER, vId );
glBufferData( GL_ARRAY_BUFFER, nVertices * 3 * sizeof( GLfloat ), vertices, GL_STATIC_DRAW );
vBuffered = true;
}
if( texCoords != NULL )
{
glBindBuffer( GL_ARRAY_BUFFER, tId );
glBufferData( GL_ARRAY_BUFFER, nVertices * 2 * sizeof( GLfloat ), texCoords, GL_STATIC_DRAW );
tBuffered = true;
}
if( normals != NULL )
{
glBindBuffer( GL_ARRAY_BUFFER, nId );
glBufferData( GL_ARRAY_BUFFER, nVertices * 3 * sizeof( GLfloat ), normals, GL_STATIC_DRAW );
nBuffered = true;
}
size = nVertices;
}
void VertexBuffer::draw( unsigned int primitive )
{
if( primitive == 0 )
primitive = GL_TRIANGLES;
if( !vBuffered && !tBuffered && !nBuffered )
assert( false );
glBindVertexArray( vao );
if( vBuffered )
{
glEnableVertexAttribArray( 0 );
}
if( tBuffered )
{
glEnableVertexAttribArray( 1 );
}
if( nBuffered )
{
glEnableVertexAttribArray( 2 );
}
glDrawArrays( primitive, 0, size );
if( vBuffered )
glDisableVertexAttribArray( 0 );
if( tBuffered )
glDisableVertexAttribArray( 1 );
if( nBuffered )
glDisableVertexAttribArray( 2 );
glBindVertexArray( 0 );
}