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workinf_Blender_Wasm/blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/glVertexBuffer.h
2026-08-12 04:47:48 -04:00

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C++

//
// 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 <cstddef>
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