OpenSubdiv/opensubdiv/osd/glVertexBuffer.h
2013-05-17 10:21:38 -07:00

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//
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//
// This license governs use of the accompanying software. If you
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// the license, do not use the software.
//
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// any additions or changes to the software.
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#ifndef OSD_GL_VERTEX_BUFFER_H
#define OSD_GL_VERTEX_BUFFER_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
#include "../version.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
///
/// \brief Concrete vertex buffer class for GLSL subvision and OpenGL drawing.
///
/// OsdGLVertexBuffer implements OsdGLVertexBufferInterface. An instance
/// of this buffer class can be passed to OsdGLComputeController
/// and OsdGLDrawController
///
class OsdGLVertexBuffer {
public:
/// Creator. Returns NULL if error.
static OsdGLVertexBuffer * Create(int numElements, int numVertices);
/// Destructor.
~OsdGLVertexBuffer();
/// 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 the GL buffer object.
GLuint BindVBO();
protected:
/// Constructor.
OsdGLVertexBuffer(int numElements, int numVertices);
/// Allocates VBO for this buffer.
/// Returns true if success.
bool allocate();
private:
int _numElements;
int _numVertices;
GLuint _vbo;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GL_VERTEX_BUFFER_H