add GLBuffer::bind() and GLProgram::use()
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@ -16,6 +16,7 @@ GLBuffer::~GLBuffer()
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bool GLBuffer::create(GLenum target, GLenum usage, const void *ptr, size_t sz)
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{
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m_target = target;
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glGenBuffers(1, &m_id);
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if (m_id > 0)
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{
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@ -11,8 +11,10 @@ class GLBuffer
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~GLBuffer();
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bool create(GLenum target, GLenum usage, const void *ptr, size_t sz);
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GLuint get_id() { return m_id; }
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void bind() { glBindBuffer(m_target, m_id); }
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protected:
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GLuint m_id;
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GLenum m_target;
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};
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#endif
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@ -19,6 +19,7 @@ class GLProgram
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GLuint get_id() { return m_id; }
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GLint get_uniform_location(const char *name);
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void get_uniform_locations(const char **names, int num, GLint *locs);
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void use() { glUseProgram(m_id); }
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protected:
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GLuint m_id;
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GLShader m_v_shader;
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