OpenSubdiv/opensubdiv/osd/elementArrayBuffer.h
2012-08-22 16:22:08 -07:00

106 lines
4.0 KiB
C++

//
// 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
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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.
// 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
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// including the license conditions and limitations in section 3,
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// of the contribution in the software.
//
// 3. Conditions and Limitations
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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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// 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
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#ifndef OSD_ELEMENT_ARRAY_BUFFER_H
#define OSD_ELEMENT_ARRAY_BUFFER_H
#include "../version.h"
#include "../far/mesh.h"
#include "../osd/vertex.h"
#if not defined(__APPLE__)
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdElementArrayBuffer {
// note: This class is transitional.
// Currently this class is tailored for OpenGL drawing with uniform dense quads.
// will be extended to accommodate other API like DirectX etc.
// Also adaptive patch configurations will be included in this class later.
public:
OsdElementArrayBuffer(FarMesh<OsdVertex> *mesh, int level);
virtual ~OsdElementArrayBuffer();
int GetNumIndices() const;
GLuint GetGlBuffer() const;
protected:
int _numIndices;
GLuint _buffer;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_ELEMENT_ARRAY_BUFFER_H