ResInsight/Fwk/VizFwk/LibRender/cvfBufferObjectManaged.cpp

216 lines
7.2 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfBufferObjectManaged.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLCapabilities.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::BufferObjectManaged
/// \ingroup Render
///
/// Class for handling OpenGL Buffer Objects managed by OpenGLResourceManager
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
BufferObjectManaged::BufferObjectManaged()
: m_target(0),
m_bufferId(0),
m_sizeInBytes(0)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
BufferObjectManaged::~BufferObjectManaged()
{
// Should already be deleted by manager through explicit call to deleteBuffer()
CVF_ASSERT(m_bufferId == 0);
}
//--------------------------------------------------------------------------------------------------
/// Static method for creating new BufferObjectManaged object instances
///
/// The function will call glGenBuffers() to create the buffer object (BO) name, and then use
/// glBufferData() to allocate memory and copy the passed data to the BO.
///
/// \return Returns NULL if an error occurred (out of memory)
//--------------------------------------------------------------------------------------------------
ref<BufferObjectManaged> BufferObjectManaged::create(OpenGLContext* oglContext, cvfGLenum target, size_t sizeInBytes, const void* data)
{
CVF_CALLSITE_OPENGL(oglContext);
OglId id = 0;
glGenBuffers(1, &id);
if (id == 0)
{
return NULL;
}
glBindBuffer(target, id);
// Allocate memory for buffer object AND copy data into it
// Currently we always use the GL_STATIC_DRAW usage hint for our buffers!
glBufferData(target, static_cast<GLsizeiptr>(sizeInBytes), data, GL_STATIC_DRAW);
// Do we want to unbind after each call?
glBindBuffer(target, 0);
// Should we always do a check here?
// Only way to detect out-of-memory issues, but not very performance friendly. Is there a better way of detecting errors for this case?
cvfGLenum err = glGetError();
if (err != GL_NO_ERROR)
{
glDeleteBuffers(1, &id);
return NULL;
}
BufferObjectManaged* bo = new BufferObjectManaged;
bo->m_target = target;
bo->m_bufferId = id;
bo->m_sizeInBytes = sizeInBytes;
return bo;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool BufferObjectManaged::isUploaded() const
{
if (m_bufferId != 0)
{
return true;
}
else
{
return false;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool BufferObjectManaged::bindBuffer(OpenGLContext* oglContext) const
{
CVF_CALLSITE_OPENGL(oglContext);
if (m_bufferId != 0)
{
glBindBuffer(m_target, m_bufferId);
// We can probably skip OpenGL error checking here.
// The only errors resulting from glBindBuffer relate to illegal use of target and calling between glBegin()/glEnd()
return true;
}
else
{
return false;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void BufferObjectManaged::unbindBuffer(OpenGLContext* oglContext) const
{
CVF_CALLSITE_OPENGL(oglContext);
glBindBuffer(m_target, 0);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void BufferObjectManaged::unbindAllBuffers(OpenGLContext* oglContext)
{
CVF_CALLSITE_OPENGL(oglContext);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
size_t BufferObjectManaged::byteCount() const
{
return m_sizeInBytes;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void BufferObjectManaged::deleteBuffer(OpenGLContext* oglContext)
{
CVF_CALLSITE_OPENGL(oglContext);
if (m_bufferId != 0)
{
glDeleteBuffers(1, &m_bufferId);
m_bufferId = 0;
}
m_sizeInBytes = 0;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool BufferObjectManaged::supportedOpenGL(OpenGLContext* oglContext)
{
// We'll require baseline support even if the actual requirement is only OpenGL 1.5
return oglContext->capabilities()->supportsOpenGL2();
}
} // namespace cvf