73 lines
1.8 KiB
C++
73 lines
1.8 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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#ifndef OPENSUBDIV3_OSD_GL_VERTEX_BUFFER_H
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#define OPENSUBDIV3_OSD_GL_VERTEX_BUFFER_H
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#include "../version.h"
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#include <cstddef>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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///
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/// \brief Concrete vertex buffer class for GLSL subdivision and OpenGL drawing.
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///
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/// GLVertexBuffer implements GLVertexBufferInterface. An instance
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/// of this buffer class can be passed to OsdGLComputeEvaluator.
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///
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class GLVertexBuffer {
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public:
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using ID = unsigned int; // GLuint resource ID
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/// Creator. Returns NULL if error.
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static GLVertexBuffer * Create(int numElements, int numVertices,
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void *deviceContext = NULL);
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/// Destructor.
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~GLVertexBuffer();
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/// This method is meant to be used in client code in order to provide coarse
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/// vertices data to Osd.
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void UpdateData(const float *src, int startVertex, int numVertices,
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void *deviceContext = NULL);
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/// Returns how many elements defined in this vertex buffer.
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int GetNumElements() const;
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/// Returns how many vertices allocated in this vertex buffer.
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int GetNumVertices() const;
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/// Returns the GL buffer object.
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ID BindVBO(void *deviceContext = NULL);
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protected:
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/// Constructor.
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GLVertexBuffer(int numElements, int numVertices);
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/// Allocates VBO for this buffer.
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/// Returns true if success.
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bool allocate();
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private:
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int _numElements;
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int _numVertices;
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ID _vbo;
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};
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OPENSUBDIV3_OSD_GL_VERTEX_BUFFER_H
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