// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #include "../osd/glVertexBuffer.h" #include "../osd/opengl.h" 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; } void OsdGLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices) { 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); } int OsdGLVertexBuffer::GetNumElements() const { return _numElements; } int OsdGLVertexBuffer::GetNumVertices() const { return _numVertices; } GLuint OsdGLVertexBuffer::BindVBO() { return _vbo; } 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); return true; } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv