dust3d/thirdparty/cgal/CGAL-5.1/include/CGAL/Three/Buffer_objects.h

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// Copyright (c) 2018 GeometryFactory Sarl (France)
// All rights reserved.
//
// This file is part of CGAL (www.cgal.org).
//
// $URL: https://github.com/CGAL/cgal/blob/v5.1/Three/include/CGAL/Three/Buffer_objects.h $
// $Id: Buffer_objects.h 0779373 2020-03-26T13:31:46+01:00 Sébastien Loriot
// SPDX-License-Identifier: GPL-3.0-or-later OR LicenseRef-Commercial
//
// Author(s) : Maxime Gimeno
#ifndef BUFFER_OBJECTS_H
#define BUFFER_OBJECTS_H
#include <CGAL/license/Three.h>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <vector>
namespace CGAL {
namespace Three {
struct Vbo;
//!
//! \brief The Vao struct is a wrapper for the `QOpenGLVertexArrayObject`.
//! They are context dependent, most of the time it means `Viewer` dependent.
//!
struct Vao{
QOpenGLVertexArrayObject* vao;
QOpenGLShaderProgram* program;
std::vector<Vbo*> vbos;
//!
//! \brief Creates a `Vao`.
//! \param program the `QOpenGLShaderProgram` associated with this `Vao`.
//! \attention This must be called within a valid OpenGLContext.
//! Most of the time, initGL() functions are safe places to do so.
//!
Vao( QOpenGLShaderProgram* program)
:vao(new QOpenGLVertexArrayObject()),
program(program)
{
vao->create();
}
//!
//! \brief Creates a `Vao` from another one.
//! \param program the `QOpenGLShaderProgram` corresponding to the one of `vao` but from
//! the right viewer.
//! \param vao the Vao to copy.
//!
//! All `vao`'s vbos will be shared. Use it for shared viewers.
//! `initializeBuffers()` will have to be called again.
//!
//! \attention This must be called within a valid OpenGLContext.
//! Most of the time, initGL() functions are safe places to do so.
//!
Vao( Vao* vao, QOpenGLShaderProgram* program)
:vao(new QOpenGLVertexArrayObject()),
program(program)
{
this->vao->create();
vbos = vao->vbos;
}
~Vao()
{
delete vao;
}
//!Adds a `Vbo` to the list of Vbos.
void addVbo(Vbo* vbo)
{
vbos.push_back(vbo);
}
//!Makes the `Vao` and its program active until `release()` is called.
void bind()
{
program->bind();
vao->bind();
}
//!Makes the `Vao` and its program not active.
void release()
{
vao->release();
program->release();
}
};
//!
//! \brief The Vbo struct is a wrapper for the `QOpenGLBufferObject` item.
//! It contains the data necessary for the rendering of any displayed entity.
//! A Vbo can be shared between Vaos of the same context.
struct Vbo
{
enum Flag{
GEOMETRY=0,
COLORS,
NORMALS,
NOT_INSTANCED
};
QOpenGLBuffer vbo;
const char* attribute;
Flag flag;
void* data;
int dataSize;
QOpenGLBuffer::Type vbo_type;
GLenum data_type;
int offset;
int tupleSize;
int stride;
bool allocated;
//!
//! \brief Creates a `Vbo`.
//! \param attribute the name of the corresponding data in the shader.
//! \param flag the flag that specifies which type of data this corresponds to.
//! \param vbo_type is almost always `QOpenGLBuffer::VertexBuffer` but can be `QOpenGLBuffer::IndexBuffer`
//! if it contains the indices for an indexed rendering.
//! \param data_type the GL data type. Mostly GL_FLOAT.
//! \param offset the offset in the buffer. See OpenGL documentation.
//! \param tupleSize the size of the tuple. If it contains vector_3s, then tuple_size is 3.
//! \param stride the stride for the buffer. See OpenGL documentation.
//! \attention This must be called within a valid OpenGLContext.
//! Most of the time, initGL() functions are safe places to do so.
//!
Vbo(
const char* attribute,
Flag flag,
QOpenGLBuffer::Type vbo_type = QOpenGLBuffer::VertexBuffer,
GLenum data_type=GL_FLOAT,
int offset = 0,
int tupleSize = 3,
int stride = 0):
attribute(attribute),
flag(flag),
data(0),
dataSize(0),
vbo_type(vbo_type),
data_type(data_type),
offset(offset),
tupleSize(tupleSize),
stride(stride),
allocated(false)
{
vbo = QOpenGLBuffer(vbo_type);
vbo.create();
}
~Vbo()
{
vbo.destroy();
}
//! Makes the `Vbo` active until `release()` is called.
bool bind()
{
return vbo.bind();
}
//!Makes the `Vbo` and its program not active.
void release()
{
vbo.release();
}
//!
//! \brief allocate gives CPU data to the GPU.
//! \param data the content of the buffer.
//! \param datasize the number of bytes in `data`.
//!
void allocate(void* data, int datasize)
{
this->data = data;
this->dataSize = datasize;
}
};
}
}
#endif // BUFFER_OBJECTS_H