/usr/include/oce/OpenGl_VertexBuffer.hxx is in liboce-visualization-dev 0.15-4.
This file is owned by root:root, with mode 0o644.
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// Copyright (c) 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 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_VertexBuffer_H__
#define _OpenGl_VertexBuffer_H__
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_Resource.hxx>
class Handle(OpenGl_Context);
class OpenGl_Context;
//! Vertex Buffer Object - is a general storage object for vertex attributes (position, normal, color).
//! Notice that you should use OpenGl_IndexBuffer specialization for array of indices.
class OpenGl_VertexBuffer : public OpenGl_Resource
{
public:
//! Helpful constants
static const GLuint NO_BUFFER = 0;
public:
//! Create uninitialized VBO.
Standard_EXPORT OpenGl_VertexBuffer();
//! Destroy object.
Standard_EXPORT virtual ~OpenGl_VertexBuffer();
Standard_EXPORT virtual GLenum GetTarget() const;
//! @return true if current object was initialized
inline bool IsValid() const
{
return myBufferId != NO_BUFFER;
}
//! @return the number of components per generic vertex attribute.
inline GLuint GetComponentsNb() const
{
return myComponentsNb;
}
//! @return number of vertex attributes / number of vertices.
inline GLsizei GetElemsNb() const
{
return myElemsNb;
}
//! @return data type of each component in the array.
inline GLenum GetDataType() const
{
return myDataType;
}
//! Creates VBO name (id) if not yet generated.
//! Data should be initialized by another method.
Standard_EXPORT bool Create (const Handle(OpenGl_Context)& theGlCtx);
//! Destroy object - will release GPU memory if any.
Standard_EXPORT virtual void Release (const OpenGl_Context* theGlCtx);
//! Bind this VBO.
Standard_EXPORT void Bind (const Handle(OpenGl_Context)& theGlCtx) const;
//! Unbind this VBO.
Standard_EXPORT void Unbind (const Handle(OpenGl_Context)& theGlCtx) const;
//! Notice that VBO will be unbound after this call.
//! @param theComponentsNb - specifies the number of components per generic vertex attribute; must be 1, 2, 3, or 4;
//! @param theElemsNb - elements count;
//! @param theData - pointer to GLfloat data (vertices/normals etc.).
Standard_EXPORT bool Init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const GLfloat* theData);
//! Notice that VBO will be unbound after this call.
//! @param theComponentsNb - specifies the number of components per generic vertex attribute; must be 1, 2, 3, or 4;
//! @param theElemsNb - elements count;
//! @param theData - pointer to GLuint data (indices etc.).
Standard_EXPORT bool Init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const GLuint* theData);
//! Notice that VBO will be unbound after this call.
//! @param theComponentsNb - specifies the number of components per generic vertex attribute; must be 1, 2, 3, or 4;
//! @param theElemsNb - elements count;
//! @param theData - pointer to GLubyte data (indices/colors etc.).
Standard_EXPORT bool Init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const GLubyte* theData);
//! Notice that VBO will be unbound after this call.
//! Function replaces portion of data within this VBO using glBufferSubData().
//! The VBO should be initialized before call.
//! @param theElemFrom - element id from which replace buffer data (>=0);
//! @param theElemsNb - elements count (theElemFrom + theElemsNb <= GetElemsNb());
//! @param theData - pointer to GLfloat data.
Standard_EXPORT bool SubData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const GLfloat* theData);
//! Notice that VBO will be unbound after this call.
//! Function replaces portion of data within this VBO using glBufferSubData().
//! The VBO should be initialized before call.
//! @param theElemFrom element id from which replace buffer data (>=0);
//! @param theElemsNb elements count (theElemFrom + theElemsNb <= GetElemsNb());
//! @param theData pointer to GLuint data.
Standard_EXPORT bool SubData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const GLuint* theData);
//! Notice that VBO will be unbound after this call.
//! Function replaces portion of data within this VBO using glBufferSubData().
//! The VBO should be initialized before call.
//! @param theElemFrom element id from which replace buffer data (>=0);
//! @param theElemsNb elements count (theElemFrom + theElemsNb <= GetElemsNb());
//! @param theData pointer to GLubyte data.
Standard_EXPORT bool SubData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const GLubyte* theData);
//! Bind this VBO to active GLSL program.
Standard_EXPORT void BindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theAttribLoc) const;
//! Unbind any VBO from active GLSL program.
Standard_EXPORT void UnbindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theAttribLoc) const;
//! Bind this VBO as fixed pipeline attribute.
//! @param theGlCtx - handle to bound GL context;
//! @param theMode - array mode (GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, GL_COLOR_ARRAY, GL_INDEX_ARRAY, GL_TEXTURE_COORD_ARRAY).
Standard_EXPORT void BindFixed (const Handle(OpenGl_Context)& theGlCtx,
const GLenum theMode) const;
//! Unbind this VBO as fixed pipeline attribute.
//! @param theGlCtx - handle to bound GL context;
//! @param theMode - array mode.
Standard_EXPORT void UnbindFixed (const Handle(OpenGl_Context)& theGlCtx,
const GLenum theMode) const;
protected:
GLuint myBufferId; //!< VBO name (index)
GLuint myComponentsNb; //!< Number of components per generic vertex attribute, must be 1, 2, 3, or 4
GLsizei myElemsNb; //!< Number of vertex attributes / number of vertices
GLenum myDataType; //!< Data type (GL_FLOAT, GL_UNSIGNED_INT, GL_UNSIGNED_BYTE etc.)
public:
DEFINE_STANDARD_RTTI(OpenGl_VertexBuffer) // Type definition
};
DEFINE_STANDARD_HANDLE(OpenGl_VertexBuffer, OpenGl_Resource)
#endif // _OpenGl_VertexBuffer_H__
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