// //--------------------------------------------------------------------------- // // Copyright(C) 2018 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_uniformbuffer.cpp ** Uniform buffer abstraction class. ** **/ #include "gl_load/gl_system.h" #include "gl_load/gl_interface.h" #include "gl_uniformbuffer.h" //========================================================================== // // // //========================================================================== GLUniformBuffer::GLUniformBuffer(size_t size, bool staticdraw) : IUniformBuffer(size), mStaticDraw(staticdraw) { glGenBuffers(1, &mBufferId); } //========================================================================== // // // //========================================================================== GLUniformBuffer::~GLUniformBuffer() { if (mBufferId != 0) { glDeleteBuffers(1, &mBufferId); } } //========================================================================== // // // //========================================================================== void GLUniformBuffer::SetData(const void *data) { if (mBufferId != 0) { glBindBuffer(GL_UNIFORM_BUFFER, mBufferId); glBufferData(GL_UNIFORM_BUFFER, mSize, data, mStaticDraw? GL_STATIC_DRAW : GL_STREAM_DRAW); } } //========================================================================== // // This needs to go away later. // //========================================================================== void GLUniformBuffer::Bind(int bindingpoint) { glBindBufferBase(GL_UNIFORM_BUFFER, bindingpoint, mBufferId); }