1 /*
2  * The MIT License (MIT)
3  *
4  * Copyright (c) 2014 Devisualization (Richard Andrew Cattermole)
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a copy
7  * of this software and associated documentation files (the "Software"), to deal
8  * in the Software without restriction, including without limitation the rights
9  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10  * copies of the Software, and to permit persons to whom the Software is
11  * furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included in all
14  * copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  */
24 module devisualization.util.opengl.vertexarray;
25 import devisualization.util.opengl.buffers;
26 import devisualization.util.opengl.shaders;
27 import glINCOMPLETE = derelict.opengl3.gl3;
28 import devisualization.util.opengl.function_wrappers;
29 public import devisualization.util.opengl.function_wrappers : BindBufferTargets;
30 deprecated("de_util:opengl is going to die"):
31 
32 class VertexArray {
33     private {
34         uint id_;
35     }
36     
37     this() {
38         glINCOMPLETE.glGenVertexArrays(1, cast(uint*)&id_);
39         glINCOMPLETE.glBindVertexArray(id_);
40     }
41     
42     ~this() {
43         glINCOMPLETE.glDeleteVertexArrays(1, cast(uint*)&id_);
44     }
45     
46     uint opCast(T:uint)() {
47         return id_;
48     }
49     
50     void bind() {
51         gl.glBindVertexArray(id_);
52     }
53 
54     void bindAttribute(ShaderProgram program, string attribute, IBuffer buffer, AttribPointerType type, uint count) {
55         buffer.bind();
56         bindAttribute(program, attribute, type, count);
57     }
58     
59     void bindAttribute(ShaderProgram program, string attribute, AttribPointerType type, uint count) {
60         uint attrib = program.getAttribute(attribute);
61         gl.glEnableVertexAttribArray(attrib);
62         gl.glVertexAttribPointer(attrib, count, type, false, 0, null);
63     }
64 }