mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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127 lines
4.8 KiB
C++
127 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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#ifndef OSD_CUDA_GL_VERTEX_BUFFER_H
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#define OSD_CUDA_GL_VERTEX_BUFFER_H
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#include "../version.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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/// \brief Concrete vertex buffer class for cuda subvision and OpenGL drawing.
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///
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/// OsdCudaGLVertexBuffer implements OsdCudaVertexBufferInterface and
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/// OsdGLVertexBufferInterface.
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///
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/// The buffer interop between Cuda and GL is handled automatically when a
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/// client calls BindCudaBuffer and BindVBO methods.
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///
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class OsdCudaGLVertexBuffer {
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public:
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/// Creator. Returns NULL if error.
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static OsdCudaGLVertexBuffer * Create(int numElements, int numVertices);
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/// Destructor.
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~OsdCudaGLVertexBuffer();
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/// This method is meant to be used in client code in order to provide coarse
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/// vertices data to Osd.
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void UpdateData(const float *src, int startVertex, int numVertices);
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/// Returns how many elements defined in this vertex buffer.
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int GetNumElements() const;
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/// Returns how many vertices allocated in this vertex buffer.
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int GetNumVertices() const;
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/// Returns cuda memory. GL buffer will be mapped to cuda resource
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/// if necessary.
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float * BindCudaBuffer();
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/// Returns the GL buffer object. If the buffer is mapped as a cuda
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/// resource, it will be unmapped back to GL.
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GLuint BindVBO();
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protected:
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/// Constructor.
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OsdCudaGLVertexBuffer(int numElements, int numVertices);
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/// Allocates VBO for this buffer and register as a cuda resource.
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/// Returns true if success.
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bool allocate();
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/// Acquire a cuda resource from GL.
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void map();
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/// Release a cuda resource to GL.
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void unmap();
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private:
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int _numElements;
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int _numVertices;
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GLuint _vbo;
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void *_devicePtr;
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struct cudaGraphicsResource *_cudaResource;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_CUDA_GL_VERTEX_BUFFER_H
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