Source code
/******************************************************************************
*
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* OpenGLBuffer.h
*
*****************************************************************************/
#pragma once
#include <es++/opengl/OpenGLObject.h>
#include <es++/opengl/OpenGLClientState.h>
namespace Es {
class OpenGLBuffer :public OpenGLObject {
private:
GLuint id;
GLenum target;
GLenum type;
GLsizei byteSize;
GLuint elementCount;
GLuint stride;
public:
OpenGLBuffer(GLenum target= GL_ARRAY_BUFFER) //_ARB)
:OpenGLObject(),
id(0),
target(0),
type(GL_FLOAT),
byteSize(0),
elementCount(0),
stride(0)
{
glGenBuffers(1, &id);
if (glGetError() != GL_NO_ERROR) {
throw IException("Failed to glGenBuffer");
}
this -> target = target;
}
public:
~OpenGLBuffer()
{
glDeleteBuffers(1, &id);
}
void bind()
{
glBindBuffer(this -> target, id);
}
void unbind()
{
glBindBuffer(this -> target, 0);
}
void data(GLsizei sizei, const void* data, GLenum usage=GL_DYNAMIC_DRAW) //_ARB)
{
if (sizei > 0 && data != NULL) {
this -> byteSize = sizei;
glBufferData(this -> target, this->byteSize, data, usage);
}
}
void data(GLsizei byteSize, GLuint elementCount, GLuint stride,
const void* data, GLenum usage=GL_DYNAMIC_DRAW) //_ARB)
{
if (byteSize > 0 && elementCount> 0 && data != NULL) {
this -> byteSize = byteSize;
this -> elementCount = elementCount;
this -> stride = stride;
glBufferData(this -> target, this->byteSize, data, usage);
}
}
void subData(GLint offset, GLsizei sizei, void* data)
{
if (offset > 0 && sizei > 0 && data != NULL) {
glBufferSubData(this ->target, offset, sizei, data);
}
}
void drawArray(GLenum style)
{
bind();
OpenGLClientState state(GL_VERTEX_ARRAY);
state.enable();
GLuint vertexNum = 3;
glVertexPointer(vertexNum, this->type, 0, 0);
int dataNum = this -> byteSize / (vertexNum*sizeof(GLfloat));
glDrawArrays(style, 0 , dataNum);
state.disable();
unbind();
}
void drawArray(OpenGLGC* gc, GLenum style)
{
bind();
OpenGLClientState state(GL_VERTEX_ARRAY);
state.enable();
//GLuint vertexNum = 3;
gc->vertexPointer(this->stride, this->type, 0, 0);
//int dataNum = this -> size / (vertexNum*sizeof(GLfloat));
gc->drawArrays(style, 0 , this->elementCount);
state.disable();
unbind();
}
};
}
Last modified: 4 Apr 2019
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