// // Copyright 2013 Pixar // // Licensed under the terms set forth in the LICENSE.txt file available at // https://opensubdiv.org/license. // #ifndef OPENSUBDIV3_OSD_GL_VERTEX_BUFFER_H #define OPENSUBDIV3_OSD_GL_VERTEX_BUFFER_H #include "../version.h" #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { /// /// \brief Concrete vertex buffer class for GLSL subdivision and OpenGL drawing. /// /// GLVertexBuffer implements GLVertexBufferInterface. An instance /// of this buffer class can be passed to OsdGLComputeEvaluator. /// class GLVertexBuffer { public: using ID = unsigned int; // GLuint resource ID /// Creator. Returns NULL if error. static GLVertexBuffer * Create(int numElements, int numVertices, void *deviceContext = NULL); /// Destructor. ~GLVertexBuffer(); /// 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 the GL buffer object. ID BindVBO(void *deviceContext = NULL); protected: /// Constructor. GLVertexBuffer(int numElements, int numVertices); /// Allocates VBO for this buffer. /// Returns true if success. bool allocate(); private: int _numElements; int _numVertices; ID _vbo; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OPENSUBDIV3_OSD_GL_VERTEX_BUFFER_H