OpenSubdiv/opensubdiv/osd/cpuGLVertexBuffer.h
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

134 lines
5.0 KiB
C++

//
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#ifndef OSD_CPU_GL_VERTEX_BUFFER_H
#define OSD_CPU_GL_VERTEX_BUFFER_H
#include "../version.h"
#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/gl.h>
#endif
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// \brief Concrete vertex buffer class for cpu subvision and OpenGL drawing.
/// OsdCpuGLVertexBuffer implements OsdCpuVertexBufferInterface and
/// OsdGLVertexBufferInterface.
/// The buffer interop between Cpu and GL is handled
/// automatically when a client calls BindCpuBuffer and BindVBO methods.
class OsdCpuGLVertexBuffer {
public:
/// Creator. Returns NULL if error.
static OsdCpuGLVertexBuffer * Create(int numElements, int numVertices);
/// Destructor.
~OsdCpuGLVertexBuffer();
/// This method is meant to be used in client code in order to provide
/// coarse vertices data to Osd.
void UpdateData(const float *src, int startVertex, int numVertices);
/// Returns how many elements defined in this vertex buffer.
int GetNumElements() const;
/// Returns how many vertices allocated in this vertex buffer.
int GetNumVertices() const;
/// Returns cpu memory. GL buffer will be mapped to cpu address
/// if necessary.
float * BindCpuBuffer();
/// Returns the name of GL buffer object. If the buffer is mapped
/// to cpu address, it will be unmapped back to GL.
GLuint BindVBO();
protected:
/// Constructor.
OsdCpuGLVertexBuffer(int numElements, int numVertices);
/// Allocates VBO for this buffer. Returns true if success.
bool allocate();
private:
int _numElements;
int _numVertices;
GLuint _vbo;
float *_cpuBuffer;
bool _dataDirty;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_CPU_GL_VERTEX_BUFFER_H