OpenSubdiv/opensubdiv/osd/cpuGLVertexBuffer.cpp

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//
// 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.
//
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// "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.
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// contribution under this license.
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// directly on its contribution.
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
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// 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
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// 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.
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#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/glew.h>
#endif
#include "../osd/cpuGLVertexBuffer.h"
#include <string.h>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdCpuGLVertexBuffer::OsdCpuGLVertexBuffer(int numElements, int numVertices)
: _numElements(numElements), _numVertices(numVertices),
_vbo(0), _cpuBuffer(0), _dataDirty(true) {
}
OsdCpuGLVertexBuffer::~OsdCpuGLVertexBuffer() {
delete[] _cpuBuffer;
glDeleteBuffers(1, &_vbo);
}
OsdCpuGLVertexBuffer *
OsdCpuGLVertexBuffer::Create(int numElements, int numVertices) {
OsdCpuGLVertexBuffer *instance =
new OsdCpuGLVertexBuffer(numElements, numVertices);
if (instance->allocate()) return instance;
delete instance;
return NULL;
}
void
OsdCpuGLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices) {
memcpy(_cpuBuffer + startVertex * GetNumElements(), src, GetNumElements() * numVertices * sizeof(float));
_dataDirty = true;
}
int
OsdCpuGLVertexBuffer::GetNumElements() const {
return _numElements;
}
int
OsdCpuGLVertexBuffer::GetNumVertices() const {
return _numVertices;
}
float*
OsdCpuGLVertexBuffer::BindCpuBuffer() {
_dataDirty = true; // caller might modify data
return _cpuBuffer;
}
GLuint
OsdCpuGLVertexBuffer::BindVBO() {
if (not _dataDirty)
return _vbo;
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int size = GetNumElements() * GetNumVertices() * sizeof(float);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, size, _cpuBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
_dataDirty = false;
return _vbo;
}
bool
OsdCpuGLVertexBuffer::allocate() {
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_cpuBuffer = new float[GetNumElements() * GetNumVertices()];
_dataDirty = true;
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int size = GetNumElements() * GetNumVertices() * sizeof(float);
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, size, 0, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (glGetError() == GL_NO_ERROR) return true;
return false;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv