OpenSubdiv/opensubdiv/osd/glVertexBuffer.cpp

133 lines
4.5 KiB
C++
Raw Normal View History

2012-08-22 23:22:08 +00:00
//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
#include "../osd/glVertexBuffer.h"
2012-08-22 23:22:08 +00:00
#include "../osd/opengl.h"
2012-08-22 23:22:08 +00:00
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLVertexBuffer::OsdGLVertexBuffer(int numElements, int numVertices)
: _numElements(numElements),
_numVertices(numVertices),
_vbo(0)
{
}
OsdGLVertexBuffer::~OsdGLVertexBuffer() {
glDeleteBuffers(1, &_vbo);
}
OsdGLVertexBuffer *
OsdGLVertexBuffer::Create(int numElements, int numVertices) {
OsdGLVertexBuffer *instance =
new OsdGLVertexBuffer(numElements, numVertices);
if (instance->allocate()) return instance;
delete instance;
return 0;
}
2012-08-22 23:22:08 +00:00
void
OsdGLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices) {
2012-08-22 23:22:08 +00:00
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
int size = numVertices * _numElements * sizeof(float);
glBufferSubData(GL_ARRAY_BUFFER, startVertex * _numElements * sizeof(float), size, src);
glBindBuffer(GL_ARRAY_BUFFER, 0);
2012-08-22 23:22:08 +00:00
}
int
OsdGLVertexBuffer::GetNumElements() const {
2012-08-22 23:22:08 +00:00
return _numElements;
2012-08-22 23:22:08 +00:00
}
int
OsdGLVertexBuffer::GetNumVertices() const {
2012-08-22 23:22:08 +00:00
return _numVertices;
2012-08-22 23:22:08 +00:00
}
GLuint
OsdGLVertexBuffer::BindVBO() {
2012-08-22 23:22:08 +00:00
return _vbo;
2012-08-22 23:22:08 +00:00
}
bool
OsdGLVertexBuffer::allocate() {
int size = _numElements * _numVertices * sizeof(float);
GLint prev = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, size, 0, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, prev);
// if (glGetError() != GL_NO_ERROR) return false;
return true;
}
2012-08-22 23:22:08 +00:00
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv