// // Copyright 2013 Pixar // // Licensed under the terms set forth in the LICENSE.txt file available at // https://opensubdiv.org/license. // #ifndef OPENSUBDIV3_OSD_CPU_GL_VERTEX_BUFFER_H #define OPENSUBDIV3_OSD_CPU_GL_VERTEX_BUFFER_H #include "../version.h" #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { /// /// \brief Concrete vertex buffer class for cpu subdivision and OpenGL drawing. /// /// CpuGLVertexBuffer implements CpuVertexBufferInterface and /// GLVertexBufferInterface. /// /// The buffer interop between Cpu and GL is handled automatically when a /// client calls BindCpuBuffer and BindVBO methods. /// class CpuGLVertexBuffer { public: using ID = unsigned int; // GLuint resource ID /// Creator. Returns NULL if error. static CpuGLVertexBuffer * Create(int numElements, int numVertices, void *deviceContext = NULL); /// Destructor. ~CpuGLVertexBuffer(); /// This method is meant to be used in client code in order to provide /// coarse vertices data to Osd. void UpdateData(const float *src, int startVertex, int numVertices, void *deviceContext = NULL); /// Returns how many elements defined in this vertex buffer. int GetNumElements() const; /// Returns how many vertices allocated in this vertex buffer. int GetNumVertices() const; /// Returns cpu memory. GL buffer will be mapped to cpu address /// if necessary. float * BindCpuBuffer(); /// Returns the name of GL buffer object. If the buffer is mapped /// to cpu address, it will be unmapped back to GL. ID BindVBO(void *deviceContext = NULL); protected: /// Constructor. CpuGLVertexBuffer(int numElements, int numVertices); /// Allocates VBO for this buffer. Returns true if success. bool allocate(); private: int _numElements; int _numVertices; ID _vbo; float *_cpuBuffer; bool _dataDirty; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OPENSUBDIV3_OSD_CPU_GL_VERTEX_BUFFER_H