176 lines
4.2 KiB
C++
Executable File
176 lines
4.2 KiB
C++
Executable File
// Copyright (c) 2018 GeometryFactory Sarl (France)
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// All rights reserved.
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//
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// This file is part of CGAL (www.cgal.org).
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// You can redistribute it and/or modify it under the terms of the GNU
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// General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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//
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// Licensees holding a valid commercial license may use this file in
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// accordance with the commercial license agreement provided with the software.
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//
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// This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
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// WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// $URL$
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// $Id$
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// SPDX-License-Identifier: GPL-3.0+
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//
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// Author(s) : Maxime Gimeno
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#ifndef BUFFER_OBJECTS_H
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#define BUFFER_OBJECTS_H
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#include <CGAL/license/Three.h>
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#include <QOpenGLBuffer>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <vector>
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namespace CGAL {
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namespace Three {
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struct Vbo;
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//!
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//! \brief The Vao struct is a wrapper for the `QOpenGLVertexArrayObject`.
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//! They are context dependent, most of the time it means `Viewer` dependent.
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//!
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struct Vao{
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QOpenGLVertexArrayObject* vao;
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QOpenGLShaderProgram* program;
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std::vector<Vbo*> vbos;
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//!
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//! \brief Creates a `Vao`.
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//! \param program the `QOpenGLShaderProgram` associated with this `Vao`.
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//! \attention This must be called within a valid OpenGLContext.
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//! Most of the time, initGL() functions are safe places to do so.
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//!
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Vao( QOpenGLShaderProgram* program)
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:vao(new QOpenGLVertexArrayObject()),
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program(program)
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{
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vao->create();
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}
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~Vao()
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{
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delete vao;
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}
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//!Adds a `Vbo` to the list of Vbos.
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void addVbo(Vbo* vbo)
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{
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vbos.push_back(vbo);
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}
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//!Makes the `Vao` and its program active until `release()` is called.
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void bind()
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{
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program->bind();
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vao->bind();
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}
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//!Makes the `Vao` and its program not active.
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void release()
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{
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vao->release();
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program->release();
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}
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};
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//!
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//! \brief The Vbo struct is a wrapper for the `QOpenGLBufferObject` item.
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//! It contains the data necessary for the rendering of any displayed entity.
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//! A Vbo can be shared between Vaos of the same context.
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struct Vbo
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{
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enum Flag{
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GEOMETRY=0,
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COLORS,
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NORMALS
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};
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QOpenGLBuffer vbo;
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const char* attribute;
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Flag flag;
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void* data;
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int dataSize;
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QOpenGLBuffer::Type vbo_type;
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GLenum data_type;
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int offset;
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int tupleSize;
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int stride;
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bool allocated;
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//!
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//! \brief Creates a `Vbo`.
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//! \param attribute the name of the corresponding data in the shader.
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//! \param flag the flag that specifies which type of data this corresponds to.
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//! \param vbo_type is almost always `QOpenGLBuffer::VertexBuffer` but can be `QOpenGLBuffer::IndexBuffer`
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//! if it contains the indices for an indexed rendering.
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//! \param data_type the GL data type. Mostly GL_FLOAT.
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//! \param offset the offset in the buffer. See OpenGL documentation.
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//! \param tupleSize the size of the tuple. If it contains vector_3s, then tuple_size is 3.
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//! \param stride the stride for the buffer. See OpenGL documentation.
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//! \attention This must be called within a valid OpenGLContext.
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//! Most of the time, initGL() functions are safe places to do so.
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//!
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Vbo(
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const char* attribute,
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Flag flag,
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QOpenGLBuffer::Type vbo_type = QOpenGLBuffer::VertexBuffer,
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GLenum data_type=GL_FLOAT,
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int offset = 0,
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int tupleSize = 3,
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int stride = 0):
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attribute(attribute),
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flag(flag),
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data(0),
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dataSize(0),
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vbo_type(vbo_type),
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data_type(data_type),
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offset(offset),
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tupleSize(tupleSize),
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stride(stride),
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allocated(false)
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{
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vbo = QOpenGLBuffer(vbo_type);
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vbo.create();
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}
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~Vbo()
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{
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vbo.destroy();
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}
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//! Makes the `Vbo` active until `release()` is called.
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bool bind()
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{
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return vbo.bind();
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}
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//!Makes the `Vbo` and its program not active.
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void release()
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{
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vbo.release();
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}
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//!
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//! \brief allocate gives CPU data to the GPU.
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//! \param data the content of the buffer.
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//! \param datasize the number of bytes in `data`.
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//!
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void allocate(void* data, int datasize)
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{
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this->data = data;
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this->dataSize = datasize;
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}
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};
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}
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}
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#endif // BUFFER_OBJECTS_H
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