#pragma once #include class TextureDisplayBuffer { private: const std::vector _data; GLuint _texture; GLuint _array; GLuint _buffer; public: TextureDisplayBuffer(GLuint texture): _data{ -1.f, 1.f, 0.f, 1.f, -1.f, -1.f, 0.f, 0.f, 1.f, -1.f, 1.f, 0.f, -1.f, 1.f, 0.f, 1.f, 1.f, -1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f }, _texture(texture) { 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, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)(2*sizeof(GLfloat))); } ~TextureDisplayBuffer() { glDeleteBuffers(1, &_buffer); glDeleteVertexArrays(1, &_array); } void draw() const { glBindVertexArray(_array); glBindTexture(GL_TEXTURE_2D, _texture); glDrawArrays(GL_TRIANGLES, 0, 6); } GLuint getBuffer() const { return _buffer; } };