mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
147 lines
4.8 KiB
C++
147 lines
4.8 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#elif defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#endif
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#include "../osd/glVertexBuffer.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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