Example #1
0
void gfx2d::destroy() {
	if(glIsBuffer(vbo_fullscreen_triangle)) glDeleteBuffers(1, &vbo_fullscreen_triangle);
	if(glIsBuffer(vbo_fullscreen_quad)) glDeleteBuffers(1, &vbo_fullscreen_quad);
	if(glIsBuffer(vbo_primitive)) glDeleteBuffers(1, &vbo_primitive);
	
	floor::get_event()->remove_event_handler(evt_handler);
}
/* Clean up allocated data in a triangleSoup object */
void soupDelete(triangleSoup *soup) {

	if(glIsVertexArray(soup->vao)) {
		glDeleteVertexArrays(1, &(soup->vao));
	}
	soup->vao = 0;

	if(glIsBuffer(soup->vertexbuffer)) {
		glDeleteBuffers(1, &(soup->vertexbuffer));
	}
	soup->vertexbuffer = 0;

	if(glIsBuffer(soup->indexbuffer)) {
		glDeleteBuffers(1, &(soup->indexbuffer));
	}
	soup->indexbuffer = 0;

	if(soup->vertexarray) {
		free((void*)soup->vertexarray);
	}
	if(soup->indexarray) 	{
		free((void*)soup->indexarray);
	}
	soup->nverts = 0;
	soup->ntris = 0;

};
Example #3
0
    void OpenGLMesh::Unload ()
    {
#ifndef SINGLE_VAO
        OPENGL_CHECK_ERROR_NO_THROW;
        if ( glIsVertexArray ( mArray ) )
        {
            OPENGL_CHECK_ERROR_NO_THROW;
            glDeleteVertexArrays ( 1, &mArray );
            OPENGL_CHECK_ERROR_NO_THROW;
            mArray = 0;
        }
#endif
        OPENGL_CHECK_ERROR_NO_THROW;
        if ( glIsBuffer ( mVertexBuffer ) )
        {
            OPENGL_CHECK_ERROR_NO_THROW;
            glDeleteBuffers ( 1, &mVertexBuffer );
            OPENGL_CHECK_ERROR_NO_THROW;
            mVertexBuffer = 0;
        }
        OPENGL_CHECK_ERROR_NO_THROW;
        if ( glIsBuffer ( mIndexBuffer ) )
        {
            OPENGL_CHECK_ERROR_NO_THROW;
            glDeleteBuffers ( 1, &mIndexBuffer );
            OPENGL_CHECK_ERROR_NO_THROW;
            mIndexBuffer = 0;
        }
        OPENGL_CHECK_ERROR_NO_THROW;
    }
Example #4
0
CVertexBuffer::~CVertexBuffer()
{
	if (glIsBuffer(_vert_id)) {
		glDeleteBuffers(1, &_vert_id);
	}	
	if (glIsBuffer(_col_id)) {
		glDeleteBuffers(1, &_col_id);
	}	
}
Example #5
0
	void Buffer::free(GLuint id) {
		if (glIsBuffer(m_buffers[id])) {
			glDeleteBuffers(1, &m_buffers[id]);
		}
		if (glIsBuffer(m_buffersindex[id])) {
			glDeleteBuffers(1, &m_buffersindex[id]);
		}
		std::free(&m_buffers[id]);
		std::free(&m_buffersindex[id]);
	}
Example #6
0
// Destroy GL objects
void Box::Cleanup()
{
	if (glIsBuffer(position_vbo) == GL_TRUE)
		glDeleteBuffers(1, &position_vbo);
	if (glIsBuffer(colour_vbo) == GL_TRUE)
		glDeleteBuffers(1, &colour_vbo);
	if (glIsVertexArray(vao) == GL_TRUE)
		glDeleteVertexArrays(1, &vao);
	_ready = false;
}
Example #7
0
	void Buffer::free(void) {
		// Free up MEM
		for (unsigned int i = 0; i < CENGINE_MAX_BUFFER_SIZE; i++) {
			if (glIsBuffer(m_buffers[i])) {
				glDeleteBuffers(1, &m_buffers[i]);
			}
			if (glIsBuffer(m_buffersindex[i])) {
				glDeleteBuffers(1, &m_buffersindex[i]);
			}
		}
		std::free(m_buffers);
		std::free(m_buffersindex);
	}
Example #8
0
Renderable::~Renderable()
{
	mNumVertices = 0;
	mNumElements = 0;
	mNumIndicesPerElement = 0;
	mVertexSize = 0;

    if(glIsBuffer(mVbo))
        glDeleteBuffers(1, &mVbo);

    if(glIsBuffer(mIbo))
        glDeleteBuffers(1, &mIbo);
}
Example #9
0
game::~game() {
	eevt->remove_event_handler(action_handler_fct);
	set_enabled(false);
	t->delete_texture(death_tex);
	// eleminate cubes
	for(size_t i = CUBE_VBO_INDEX_VERT; i < CUBE_VBO_INDEX_MAX__; ++i) {
		if(glIsBuffer(cube_vbo[i])) glDeleteBuffers(1, &cube_vbo[i]);
	}
	if(glIsBuffer(laser_beam_vbo)) glDeleteBuffers(1, &laser_beam_vbo);
	if(glIsBuffer(laser_beam_indices_vbo)) glDeleteBuffers(1, &laser_beam_indices_vbo);
	if(glIsTexture(tex_permutation)) glDeleteTextures(1, &tex_permutation);
	if(glIsTexture(tex_gradient)) glDeleteTextures(1, &tex_gradient);
}
    void HardwareGeometry::cleanUp
    (

    )
    {
        if( glIsBuffer(m_vbo) )
            GLCheck(glDeleteBuffers(1, &m_vbo));

        if( glIsBuffer(m_ibo) )
            GLCheck(glDeleteBuffers(1, &m_ibo));

        if( glIsVertexArray(m_vao) )
            GLCheck(glDeleteVertexArrays(1, &m_vao));
    }
Example #11
0
void Mesh::render() {
    initializeOpenGLFunctions();
    if (glIsVertexArray(vao) == GL_FALSE || glIsBuffer(vbo) == GL_FALSE) {
        return;
    }
    glBindVertexArray(vao);
    if (glIsBuffer(ibo) == GL_TRUE) {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
        glDrawElements(GL_TRIANGLES, indicesCount, GL_UNSIGNED_INT, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    } else {
        glDrawArrays(GL_TRIANGLES, 0, verticesCount);
    }
    glBindVertexArray(0);
}
Example #12
0
void validate(const vbo& VBO)
{
	if(!glIsBuffer(VBO))
	{
		throw vbo_exception("point_vbo is not a buffer!");
	}
}
Example #13
0
void gl_vertex_buffer::load(const void* data, size_t offset, size_t size) {
    assert(glIsBuffer(_buffer_id) == GL_TRUE);
    assert(offset + size <= vertex_buffer::size());
    glBindBuffer(GL_ARRAY_BUFFER, _buffer_id);
    glBufferSubData(GL_ARRAY_BUFFER, offset, size, data);
    GLNOERROR;
}
Example #14
0
map_objects::~map_objects() {
	if(ws_positions != NULL) {
		delete [] ws_positions;
		ws_positions = NULL;
	}
	if(glIsBuffer(vbo_ws_position_id)) { glDeleteBuffers(1, &vbo_ws_position_id); }
}
Example #15
0
void QuadSurfaces::render()
{
  //Update quad index buffer
  clock_t t1,t2;

  //Prepare the Index buffer
  if (!indexvbo)
    glGenBuffers(1, &indexvbo);

  //Always set data size again in case changed
  assert(elements);
  glGenBuffers(1, &indexvbo);
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexvbo);
  GL_Error_Check;
  if (glIsBuffer(indexvbo))
  {
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements * sizeof(GLuint), NULL, GL_DYNAMIC_DRAW);
    //glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements * sizeof(GLuint), NULL, GL_STATIC_DRAW);
    debug_print("  %d byte IBO created for %d indices\n", elements * sizeof(GLuint), elements);
  }
  else
    abort_program("IBO creation failed!\n");
  GL_Error_Check;

  elements = 0;
  int offset = 0;
  int voffset = 0;
  for (unsigned int index = 0; index < geom.size(); index++)
  {
    t1=clock();

    std::vector<Vec3d> normals(geom[index]->count);
    std::vector<GLuint> indices;

    //Quad indices
    int quads = (geom[index]->width-1) * (geom[index]->height-1);
    indices.resize(quads*4);
    debug_print("%d x %d grid, quads %d, offset %d\n", geom[index]->width, geom[index]->height, quads, elements);
    calcGridNormals(index, normals);
    calcGridIndices(index, indices, voffset);
    //Vertex index offset
    voffset += geom[index]->count;
    //Index offset
    elements += quads*4;
    //Read new data and continue
    //geom[index]->indices.clear();
    geom[index]->normals.clear();
    //geom[index]->indices.read(indices.size(), &indices[0]);
    geom[index]->normals.read(normals.size(), normals[0].ref());

    t1 = clock();
    int bytes = indices.size()*sizeof(GLuint);
    glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, bytes, &indices[0]);
    t2 = clock();
    debug_print("  %.4lf seconds to upload %d quad indices (%d - %d)\n", (t2-t1)/(double)CLOCKS_PER_SEC, indices.size(), offset, bytes);
    t1 = clock();
    offset += bytes;
    GL_Error_Check;
  }
}
Example #16
0
particle_system::~particle_system() {
	if(glIsBuffer(lights_ubo)) glDeleteBuffers(1, &lights_ubo);
	
#if !defined(FLOOR_NO_OPENCL) && 0 // TODO: update compute stuff
	if(data.ocl_pos_time_buffer != nullptr) ocl->delete_buffer(data.ocl_pos_time_buffer);
	if(data.ocl_dir_buffer != nullptr) ocl->delete_buffer(data.ocl_dir_buffer);
	if(data.ocl_distances != nullptr) ocl->delete_buffer(data.ocl_distances);
	if(data.ocl_indices[0] != nullptr) ocl->delete_buffer(data.ocl_indices[0]);
	if(data.ocl_indices[1] != nullptr) ocl->delete_buffer(data.ocl_indices[1]);
	if(glIsBuffer(data.ocl_gl_pos_time_vbo)) glDeleteBuffers(1, &data.ocl_gl_pos_time_vbo);
	if(glIsBuffer(data.ocl_gl_dir_vbo)) glDeleteBuffers(1, &data.ocl_gl_dir_vbo);
#endif
	
	if(glIsBuffer(data.particle_indices_vbo[0])) glDeleteBuffers(1, &data.particle_indices_vbo[0]);
	if(glIsBuffer(data.particle_indices_vbo[1])) glDeleteBuffers(1, &data.particle_indices_vbo[1]);
}
Example #17
0
void DeleteGlobalVBO()
{
	/*if (glIsBufferARB_p == NULL) return;
	if (glDeleteBuffersARB_p == NULL) return;*/

	if (glIsBuffer(*GlobalVBO)) glDeleteBuffers(1, GlobalVBO);
}
Example #18
0
const bool GPUQuery::isBuffer(const GLuint buffer)
{
    const bool is(glIsBuffer(buffer) == GL_TRUE);
	if(!is)
		glGetError();
	return is;
}
Example #19
0
model_renderer::~model_renderer() {
	// remove from scene
	sce->delete_model(this);
	
	// don't let a2estatic delete these
	this->vertices = nullptr;
	this->tex_coords = nullptr;
	this->indices = nullptr;
	delete [] bindices;
	
	pm->delete_particle_system(ps);
	if(aux_data.ocl_aux_2 != nullptr) ocl->delete_buffer(aux_data.ocl_aux_2);
	
	if(glIsBuffer(bones_ubo)) glDeleteBuffers(1, &bones_ubo);
	
	r->delete_buffer(mesh_fbo);
	// Note: cl_fbos[2] and cl_fbos[3] are handled/deleted in another class
	ocl->delete_buffer(cl_fbos[0]);
	ocl->delete_buffer(cl_fbos[1]);
	
	for(const auto& l : lights) {
		sce->delete_light(l);
		delete l;
	}
	
	delete dummy_mat;
}
Example #20
0
void Texture2D::present(Shader *shader) {
    // One shared mesh for all texture presentation
    static GLuint vao, vbo;
    if (!glIsBuffer(vao)) {
        GLfloat vertices[] = {
            -1.0, -1.0, 0.0,
            1.0, -1.0, 0.0,
            -1.0, 1.0, 0.0,
            1.0, 1.0, 0.0,
        };
        glGenVertexArrays(1, &vao);
        glBindVertexArray(vao);
        glGenBuffers(1, &vbo);

        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER, 48, vertices, GL_STATIC_DRAW);
        GLint loc = shader->getAttribLocation("vPosition");
        glEnableVertexAttribArray(loc);
        glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    }
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glBlendFunc(GL_ONE, GL_ZERO);
    glBindVertexArray(vao);

    shader->use();
    GLint texLoc = shader->getUniformLocation("texture0");
    glUniform1i(texLoc, 0);
    bindToUnit(GL_TEXTURE0);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    unbind();
}
Example #21
0
void menuBox::clean() {
	if (glIsVertexArray(vao)) {
		glDeleteVertexArrays(1, &vao);
	}
	vao = 0;

	if (glIsBuffer(vertexbuffer)) {
		glDeleteBuffers(1, &vertexbuffer);
	}
	vertexbuffer = 0;

	if (glIsBuffer(indexbuffer)) {
		glDeleteBuffers(1, &indexbuffer);
	}
	indexbuffer = 0;
}
Example #22
0
	void FrameBufferObject::DrawBind() {
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this->ID);
		if (!glIsBuffer(this->ID)) {
			throw Exception(DSGL_FBO_DOESNT_EXIST, DSGL_MSG_CANNOT_CREATE_FBO);
		}
		glViewport(0,0,this->width,this->height);
	}
Example #23
0
void shutdown()
{
	// unregister buffer to cuda
	cudaGraphicsUnregisterResource(cuVboResource);
	cudaGraphicsUnregisterResource(cuIboResource);

	if(glIsBuffer(clothVBO))
		glDeleteBuffers(1, &clothVBO);

	if (glIsBuffer(clothIBO))
		glDeleteBuffers(1, &clothIBO);

	SAFE_DELETE(camera);
	SAFE_DELETE(volcanoShaderProgram);
	SAFE_DELETE(fireShaderProgram);
}
Example #24
0
	MeshRenderer::~MeshRenderer()
	{
		if (glIsBuffer(m_vbo))
			glDeleteBuffers(1, &m_vbo);
		if (glIsVertexArray(m_vao))
			glDeleteVertexArrays(1, &m_vao);
	}
Example #25
0
TGEnv::~TGEnv()
{
    if(glIsBuffer(myBuffers[0]))
        glDeleteBuffers(3, myBuffers);
    if(glIsTexture(myTexture))
        glDeleteTextures(1, &myTexture);
}
Example #26
0
static void freeBuffer(GLuint* idholder)
{
    if (glIsBuffer(*idholder))
    {
        glDeleteBuffers(1, idholder);
    }
    // printGLError();
}
Example #27
0
GC3Dboolean GraphicsContext3D::isBuffer(Platform3DObject buffer)
{
    if (!buffer)
        return GL_FALSE;
    
    makeContextCurrent();
    return glIsBuffer(buffer);
}
Example #28
0
static enum piglit_result
test(void)
{
   GLuint buffers[2];

   if (glIsBuffer(0)) {
      printf("%s: glIsBuffer(0) returned true instead of false.\n", TestName);
      return PIGLIT_FAIL;
   }

   glGenBuffers(2, buffers);
   if (buffers[0] == 0 ||
       buffers[1] == 0 ||
       buffers[0] == buffers[1]) {
      printf("%s: glGenBuffers failed\n", TestName);
      return PIGLIT_FAIL;
   }

   if (piglit_is_extension_supported("GL_EXT_pixel_buffer_object")) {
      glBindBuffer(GL_PIXEL_PACK_BUFFER_EXT, buffers[0]);
      if (glGetError()) {
         printf("%s: glBindBuffer failed\n", TestName);
         return PIGLIT_FAIL;
      }

      if (!glIsBuffer(buffers[0])) {
         printf("%s: glIsBuffer(%u) returned false instead of true.\n",
                TestName, buffers[0]);
         return PIGLIT_FAIL;
      }
   }

   /*
    * The GL spec is vague here.  But the GL man pages say glIsBuffer should
    * return false in this case.  Mesa and NVIDIA's driver return true.
    * Generate a warning, not an error, if the driver doesn't follow the
    * GL docs here.
    */
   if (glIsBuffer(buffers[1])) {
      printf("%s: glIsBuffer(%u) returned true instead of false.\n",
             TestName, buffers[1]);
      return PIGLIT_WARN;
   }

   return PIGLIT_PASS;
}
Example #29
0
void mesh_opengl::update_vbo_texture(mesh_basic const& m)
{
    //VBO vertex
    glBindBuffer(GL_ARRAY_BUFFER,vbo_texture); PRINT_OPENGL_ERROR();
    ASSERT_CPE(glIsBuffer(vbo_texture),"vbo_buffer incorrect");

    glBufferSubData(GL_ARRAY_BUFFER,0,3*sizeof(float)*m.size_texture_coord(),m.pointer_texture_coord()); PRINT_OPENGL_ERROR();
}
Example #30
0
 template<> template<> const GlObject<GlObject_Type::Buffer>*          GlObject<GlObject_Type::Resource>::ResourceCast() const
 {
     if (glIsBuffer(RawGLHandle(this))) {
         return (GlObject<GlObject_Type::Buffer>*)(this);
     } else {
         return (GlObject<GlObject_Type::Buffer>*)RawGLHandle_Invalid;
     }
 }