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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#if SUPPORT_GL
#pragma once
#include "Common.h"
namespace GFSDK
{
namespace SSAO
{
namespace GL
{
class VAO
{
public:
VAO() : m_VertexArrayObjectId(0)
{
}
void Create(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glGenVertexArrays(1, &m_VertexArrayObjectId);
ASSERT_GL_ERROR(GL);
}
void Release(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glDeleteVertexArrays(1, &m_VertexArrayObjectId);
m_VertexArrayObjectId = 0;
}
void Bind(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glBindVertexArray(m_VertexArrayObjectId);
}
private:
GLuint m_VertexArrayObjectId;
};
} // namespace GL
} // namespace SSAO
} // namespace GFSDK
#endif // SUPPORT_GL
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