YourGameLib
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Classes | Public Member Functions | Static Public Member Functions | List of all members
yourgame::gl::Shape Class Reference

#include <shape.h>

Classes

struct  ArrBufferDescr
 
struct  ElemArrBufferDescr
 

Public Member Functions

bool setElArDescr (Shape::ElemArrBufferDescr elArDescr)
 
bool addArrBuf (ArrBufferDescr arDescr, Buffer *buf)
 
 ~Shape ()
 
void draw ()
 
void drawInstanced (GLsizei instancecount)
 
 Shape (Shape const &)=delete
 
Shapeoperator= (Shape const &)=delete
 

Static Public Member Functions

static Shapemake (std::vector< ArrBufferDescr > arDescrs, std::vector< Buffer * > arBuffers, ElemArrBufferDescr elArDescr, Buffer *elArBuffer)
 

Constructor & Destructor Documentation

◆ ~Shape()

yourgame::gl::Shape::~Shape ( )

◆ Shape()

yourgame::gl::Shape::Shape ( Shape const &  )
delete

Member Function Documentation

◆ addArrBuf()

bool yourgame::gl::Shape::addArrBuf ( ArrBufferDescr  arDescr,
Buffer buf 
)

◆ draw()

void yourgame::gl::Shape::draw ( )

◆ drawInstanced()

void yourgame::gl::Shape::drawInstanced ( GLsizei  instancecount)

◆ make()

Shape * yourgame::gl::Shape::make ( std::vector< ArrBufferDescr arDescrs,
std::vector< Buffer * >  arBuffers,
ElemArrBufferDescr  elArDescr,
Buffer elArBuffer 
)
static
Todo:
what about unbinding the buffers (ARRAY, ELEMENT_ARRAY) after creating the VAO?

◆ operator=()

Shape & yourgame::gl::Shape::operator= ( Shape const &  )
delete

◆ setElArDescr()

bool yourgame::gl::Shape::setElArDescr ( Shape::ElemArrBufferDescr  elArDescr)

The documentation for this class was generated from the following files: