/******************************************************************************
*
* 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.
*
*
* OpenGLDisplayList.h
*
*****************************************************************************/
#pragma once
#include <oz++/opengl/OpenGLObject.h>
#include <oz++/Exception.h>
namespace OZ {
class OpenGLList :public OpenGLObject {
private:
GLuint list;
GLenum mode;
public:
OpenGLList(GLuint list, GLenum mode)
:list(list),
mode(mode)
{
if (list <= 0) {
throw IException("Invalid list id:%d", list);
}
if (glIsList(list) == GL_TRUE) {
throw IException("Already used id:%d", list);
}
if (mode == GL_COMPILE || mode == GL_COMPILE_AND_EXECUTE) {
glNewList(list, mode);
} else {
throw IException("Invalid mode:%d", mode);
}
}
OpenGLList(GLuint list)
:list(list),
mode(0)
{
if (list <= 0) {
throw IException("Invalid list id:%d", list);
}
//Play displaylist
}
~OpenGLList()
{
if (mode != 0) {
save();
}
}
void save()
{
glEndList();
}
void call()
{
if (mode == 0) {
glCallList(list);
}
}
};
}