OpenSubdiv/opensubdiv/osd/cpuGLVertexBuffer.cpp
Takahito Tejima 8efecb0fca Batching stuffs: generalized kernel batches, table/dispatcher refactoring, multiMeshFactory, drawContext, etc.
2 client APIs are changed.
- VertexBuffer::UpdateData() takes start vertex offset
- ComputeController::Refine() takes FarKernelBatchVector

Also, ComputeContext no longer holds farmesh.
Client can free farmesh after OsdComputeContext is created.
(but still need FarKernelBatchVector to apply subdivision kernels)
2013-03-07 17:50:15 -08:00

159 lines
5.3 KiB
C++

//
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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;
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() {
_cpuBuffer = new float[GetNumElements() * GetNumVertices()];
_dataDirty = true;
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