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#pragma once
#include <vector>
class ParticleVertexBuffer {
private:
std::vector<GLfloat> _data;
GLuint _array;
GLuint _buffer;
public:
ParticleVertexBuffer(std::vector<GLfloat>&& 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;
}
};
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