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 }