#pragma once #include class ParticleVertexBuffer { private: std::vector _data; GLuint _array; GLuint _buffer; public: ParticleVertexBuffer(std::vector&& data): _data{ std::move(data) } { glGenVertexArrays(1, &_array); glGenBuffers(1, &_buffer); glBindVertexArray(_array); glBindBuffer(GL_ARRAY_BUFFER, _buffer); glBufferData( GL_ARRAY_BUFFER, _data.size() * sizeof(GLfloat), _data.data(), GL_STATIC_DRAW ); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr); } ~ParticleVertexBuffer() { glDeleteBuffers(1, &_buffer); glDeleteVertexArrays(1, &_array); } void draw() const { glBindVertexArray(_array); glDrawArrays(GL_POINTS, 0, 3*_data.size()); } GLuint getBuffer() const { return _buffer; } };