mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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//
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#include "../osd/glVertexBuffer.h"
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#include "../osd/opengl.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLVertexBuffer::OsdGLVertexBuffer(int numElements, int numVertices)
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: _numElements(numElements),
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_numVertices(numVertices),
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_vbo(0)
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{
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}
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OsdGLVertexBuffer::~OsdGLVertexBuffer() {
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glDeleteBuffers(1, &_vbo);
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}
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OsdGLVertexBuffer *
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OsdGLVertexBuffer::Create(int numElements, int numVertices) {
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OsdGLVertexBuffer *instance =
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new OsdGLVertexBuffer(numElements, numVertices);
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if (instance->allocate()) return instance;
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delete instance;
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return 0;
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}
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void
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OsdGLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices) {
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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int size = numVertices * _numElements * sizeof(float);
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glBufferSubData(GL_ARRAY_BUFFER, startVertex * _numElements * sizeof(float), size, src);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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int
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OsdGLVertexBuffer::GetNumElements() const {
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return _numElements;
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}
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int
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OsdGLVertexBuffer::GetNumVertices() const {
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return _numVertices;
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}
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GLuint
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OsdGLVertexBuffer::BindVBO() {
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return _vbo;
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}
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bool
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OsdGLVertexBuffer::allocate() {
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int size = _numElements * _numVertices * sizeof(float);
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GLint prev = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, size, 0, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, prev);
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// if (glGetError() != GL_NO_ERROR) return false;
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return true;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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