add GLBuffer::bind() and GLProgram::use()

This commit is contained in:
Josh Holtrop 2012-09-11 19:05:18 -04:00
parent 386d012ff7
commit 8d0d11bc3b
3 changed files with 4 additions and 0 deletions

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@ -16,6 +16,7 @@ GLBuffer::~GLBuffer()
bool GLBuffer::create(GLenum target, GLenum usage, const void *ptr, size_t sz) bool GLBuffer::create(GLenum target, GLenum usage, const void *ptr, size_t sz)
{ {
m_target = target;
glGenBuffers(1, &m_id); glGenBuffers(1, &m_id);
if (m_id > 0) if (m_id > 0)
{ {

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@ -11,8 +11,10 @@ class GLBuffer
~GLBuffer(); ~GLBuffer();
bool create(GLenum target, GLenum usage, const void *ptr, size_t sz); bool create(GLenum target, GLenum usage, const void *ptr, size_t sz);
GLuint get_id() { return m_id; } GLuint get_id() { return m_id; }
void bind() { glBindBuffer(m_target, m_id); }
protected: protected:
GLuint m_id; GLuint m_id;
GLenum m_target;
}; };
#endif #endif

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@ -19,6 +19,7 @@ class GLProgram
GLuint get_id() { return m_id; } GLuint get_id() { return m_id; }
GLint get_uniform_location(const char *name); GLint get_uniform_location(const char *name);
void get_uniform_locations(const char **names, int num, GLint *locs); void get_uniform_locations(const char **names, int num, GLint *locs);
void use() { glUseProgram(m_id); }
protected: protected:
GLuint m_id; GLuint m_id;
GLShader m_v_shader; GLShader m_v_shader;