Added Texture class
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1b2ed0cdf5
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e2e15dd98f
13 changed files with 8005 additions and 35 deletions
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@ -2,13 +2,13 @@
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namespace oglu
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{
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AbstractObject::AbstractObject(const AbstractObject& other) :
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AbstractVertexArray::AbstractVertexArray(const AbstractVertexArray& other) :
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VAO(other.VAO), VBO(other.VBO), EBO(other.EBO), count(other.count)
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{
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}
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AbstractObject::~AbstractObject()
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AbstractVertexArray::~AbstractVertexArray()
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{
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &VAO);
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@ -16,13 +16,13 @@ namespace oglu
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glDeleteBuffers(1, &EBO);
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}
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Object MakeObject(const GLfloat* vertices, size_t verticesSize, const GLuint* indices, size_t indicesSize, const VertexAttribute* topology, size_t topologySize)
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VertexArray MakeObject(const GLfloat* vertices, size_t verticesSize, const GLuint* indices, size_t indicesSize, const VertexAttribute* topology, size_t topologySize)
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{
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AbstractObject* obj = new AbstractObject(vertices, verticesSize, indices, indicesSize, topology, topologySize);
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return Object(obj);
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AbstractVertexArray* obj = new AbstractVertexArray(vertices, verticesSize, indices, indicesSize, topology, topologySize);
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return VertexArray(obj);
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}
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AbstractObject::AbstractObject(const GLfloat* vertices, size_t verticesSize,
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AbstractVertexArray::AbstractVertexArray(const GLfloat* vertices, size_t verticesSize,
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const GLuint* indices, size_t indicesSize,
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const VertexAttribute* topology, size_t topologySize) :
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VAO(0), VBO(0), EBO(0), count(0)
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@ -51,29 +51,29 @@ namespace oglu
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count = indicesSize / sizeof(GLuint);
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}
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void AbstractObject::Bind()
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void AbstractVertexArray::Bind()
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{
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glBindVertexArray(VAO);
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}
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void AbstractObject::Unbind()
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void AbstractVertexArray::Unbind()
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{
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glBindVertexArray(0);
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}
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void AbstractObject::Draw()
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void AbstractVertexArray::Draw()
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{
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, (GLvoid*)0);
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}
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void AbstractObject::BindAndDraw()
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void AbstractVertexArray::BindAndDraw()
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{
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, (GLvoid*)0);
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glBindVertexArray(0);
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}
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void AbstractObject::RegisterVertexAttribPointer(GLuint index, const VertexAttribute& topology)
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void AbstractVertexArray::RegisterVertexAttribPointer(GLuint index, const VertexAttribute& topology)
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{
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glVertexAttribPointer(topology.index, topology.size, topology.type, topology.normalized, topology.stride, topology.pointer);
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glEnableVertexAttribArray(index);
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