OpenSubdiv/opensubdiv/osd/glVertexBuffer.h
Takahito Tejima 51a45b598d Updating EULA
2013-07-18 14:19:50 -07:00

83 lines
2.4 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License
// and the following modification to it: Section 6 Trademarks.
// deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the
// trade names, trademarks, service marks, or product names of the
// Licensor and its affiliates, except as required for reproducing
// the content of the NOTICE file.
//
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing,
// software distributed under the License is distributed on an
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
// either express or implied. See the License for the specific
// language governing permissions and limitations under the
// License.
//
#ifndef OSD_GL_VERTEX_BUFFER_H
#define OSD_GL_VERTEX_BUFFER_H
#include "../version.h"
#include "../osd/opengl.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