SOL9 2.0 Class: OpenGLBufferedShape

 SOL9 C++ Class Library  SOL9 Samples  SOL9 Tutorial  SOL9 FAQ  SOL9 ClassTree  SOL9 ClassList 

Source code

/******************************************************************************
 *
 * Copyright (c) 2016 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.
 *
 *
 *  OpenGLBufferedShape.h
 *
 *****************************************************************************/

#pragma once

#include <sol/opengl/OpenGLGC.h>

#include <sol/opengl/OpenGLIndexedVertices.h>
#include <sol/openglarb/OpenGLVertexBufferARB.h>
#include <sol/openglarb/OpenGLIndexBufferARB.h>
#include <sol/opengl/OpenGLMateria.h>

namespace SOL {

class OpenGLBufferedShape : OpenGLObject {
private:
  OpenGLIndexedVertices*          vertices;
  OpenGLMateria                    materia;
  SmartPtr<OpenGLVertexBufferARB> vertexBuffer;
  SmartPtr<OpenGLIndexBufferARB>  indexBuffer;
  
public:
  OpenGLBufferedShape(OpenGLIndexedVertices* vertices1)
  :OpenGLObject(),
  vertices(vertices1)
  {
    if (vertices) {
      vertexBuffer = new OpenGLVertexBufferARB();
      vertexBuffer -> bind();
      vertexBuffer -> data(vertices->getVerticesDataSize(),  vertices->getVertices(), GL_STATIC_DRAW_ARB);
      vertexBuffer -> unbind();
              
      indexBuffer   = new OpenGLIndexBufferARB();
      indexBuffer  -> bind();
      indexBuffer  -> data(vertices->getIndicesDataSize(), vertices->getIndices(), GL_STATIC_DRAW_ARB);
      indexBuffer  -> unbind();
    } else {
      throw IException("Invalid vertices parameter.");
    }
  }

public:
  OpenGLBufferedShape(OpenGLIndexedVertices* vertices1, OpenGLMateria materia1)
  :OpenGLObject(),
  vertices(vertices1),
  materia(materia1)
  {
    if (vertices) {
      vertexBuffer = new OpenGLVertexBufferARB();
      vertexBuffer -> bind();
      vertexBuffer -> data(vertices->getVerticesDataSize(),  vertices->getVertices(), GL_STATIC_DRAW_ARB);
      vertexBuffer -> unbind();
              
      indexBuffer   = new OpenGLIndexBufferARB();
      indexBuffer  -> bind();
      indexBuffer  -> data(vertices->getIndicesDataSize(), vertices->getIndices(), GL_STATIC_DRAW_ARB);
      indexBuffer  -> unbind();
    } else {
      throw IException("Invalid vertices parameter.");
    }
  }

  ~OpenGLBufferedShape()
  {
  }
  
  void draw(OpenGLGC* gc) 
  {
    vertexBuffer -> bind();
    indexBuffer  -> bind();
    materia.materialize(gc);
    vertices      -> draw(gc);
   
    vertexBuffer -> unbind();
    indexBuffer  -> unbind();
  }

  void draw(OpenGLGC* gc, GLfloat x, GLfloat y, GLfloat z) 
  {
    gc->pushMatrix();
    vertexBuffer -> bind();
    indexBuffer  -> bind();
   
    gc->translate(x, y, z);
    materia.materialize(gc);
    vertices      -> draw(gc);
   
    vertexBuffer -> unbind();
    indexBuffer  -> unbind();
    gc->popMatrix();
  }

};
  
}


Last modified: 5 May 2019

Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.