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occt/src/OpenGl/OpenGl_VertexBufferEditor.hxx
abv d5f74e42d6 0024624: Lost word in license statement in source files
License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast
Wrong license statements corrected in several files.
Copyright and license statements added in XSD and GLSL files.
Copyright year updated in some files.
Obsolete documentation files removed from DrawResources.
2014-02-20 16:15:17 +04:00

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// Created by: Kirill GAVRILOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _OpenGl_VertexBufferEditor_H__
#define _OpenGl_VertexBufferEditor_H__
#include <OpenGl_VertexBuffer.hxx>
#include <OpenGl_Context.hxx>
#include <NCollection_Array1.hxx>
//! Auxiliary class to iteratively modify data of existing VBO.
//! It provides iteration interface with delayed CPU->GPU memory transfer to avoid slow per-element data transfer.
//! User should explicitly call Flush() method to ensure that all data is transferred to VBO.
//! Temporary buffer on CPU side can be initialized with lesser capacity than VBO
//! to allow re-usage of shared buffer with fixed size between VBOs.
//!
//! You should use NCollection_Vec2/NCollection_Vec3/NCollection_Vec4 with appropriate length
//! to instantiate this template and access elements in VBO.
//!
//! Notice that this technique designed for VBO streaming scenarios (when VBO is modified from time to time).
//! Also this class doesn't retrieve existing data from VBO - data transferred only in one direction!
//! In case of static data this is preferred to upload it within one call during VBO initialization.
template<typename theVec_t>
class OpenGl_VertexBufferEditor
{
public:
//! Creates empty editor
//! theTmpBufferLength - temporary buffer length
OpenGl_VertexBufferEditor (const Standard_Integer theTmpBufferLength = 0)
: myElemFrom (0),
myElemsNb (0),
myTmpBuffer (0, theTmpBufferLength > 0 ? (theTmpBufferLength - 1) : 2047) {}
//! Creates empty editor
//! theTmpBuffer - pointer to temporary buffer
//! theTmpBufferLength - temporary buffer length
OpenGl_VertexBufferEditor (theVec_t* theTmpBuffer,
const Standard_Integer theTmpBufferLength)
: myElemFrom (0),
myElemsNb (0),
myTmpBuffer (theTmpBuffer[0], 0, theTmpBufferLength - 1) {}
//! Initialize editor for specified VBO.
//! theGlCtx - bound OpenGL context to edit VBO
//! theVbo - VBO to edit
Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx,
const Handle(OpenGl_VertexBuffer)& theVbo)
{
myGlCtx = theGlCtx;
myVbo = theVbo;
if (myGlCtx.IsNull() || myVbo.IsNull() || !myVbo->IsValid() || myVbo->GetComponentsNb() != GLuint (theVec_t::Length()))
{
return Standard_False;
}
myElemFrom = myElemsNb = 0;
return Standard_True;
}
//! Modify current element in VBO.
theVec_t& Value()
{
return myTmpBuffer.ChangeValue (myElemsNb);
}
//! Move to the next position in VBO.
Standard_Boolean Next()
{
if (++myElemsNb > myTmpBuffer.Upper())
{
return Flush();
}
return Standard_True;
}
//! Push current data from local buffer to VBO.
Standard_Boolean Flush()
{
if (myElemsNb <= 0)
{
return Standard_True;
}
if (myVbo.IsNull()
|| !myVbo->SubData (myGlCtx, myElemFrom, myElemsNb, &myTmpBuffer.Value (0)[0]))
{
// should never happens
return Standard_False;
}
myElemFrom += myElemsNb;
myElemsNb = 0;
return Standard_True;
}
//! @return assigned VBO
inline const Handle(OpenGl_VertexBuffer)& GetVBO() const
{
return myVbo;
}
private:
Handle(OpenGl_Context) myGlCtx; //!< handle to current OpenGL context
Handle(OpenGl_VertexBuffer) myVbo; //!< edited VBO
Standard_Integer myElemFrom; //!< element in VBO to upload from
Standard_Integer myElemsNb; //!< current element in temporary buffer
NCollection_Array1<theVec_t> myTmpBuffer; //!< temporary array
};
#endif // _OpenGl_VertexBufferEditor_H__