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1 | // Created by: Kirill GAVRILOV |
2 | // Copyright (c) 2012 OPEN CASCADE SAS |
3 | // |
4 | // The content of this file is subject to the Open CASCADE Technology Public |
5 | // License Version 6.5 (the "License"). You may not use the content of this file |
6 | // except in compliance with the License. Please obtain a copy of the License |
7 | // at http://www.opencascade.org and read it completely before using this file. |
8 | // |
9 | // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its |
10 | // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. |
11 | // |
12 | // The Original Code and all software distributed under the License is |
13 | // distributed on an "AS IS" basis, without warranty of any kind, and the |
14 | // Initial Developer hereby disclaims all such warranties, including without |
15 | // limitation, any warranties of merchantability, fitness for a particular |
16 | // purpose or non-infringement. Please see the License for the specific terms |
17 | // and conditions governing the rights and limitations under the License. |
18 | |
19 | #ifndef _OpenGl_TextureBufferArb_H__ |
20 | #define _OpenGl_TextureBufferArb_H__ |
21 | |
22 | #include <OpenGl_VertexBuffer.hxx> |
23 | #include <OpenGl_ArbTBO.hxx> |
24 | |
25 | //! Texture Buffer Object. |
26 | //! This is a special 1D texture that VBO-style initialized. |
27 | //! The main differences from general 1D texture: |
28 | //! - no interpolation between field; |
29 | //! - greater sizes; |
30 | //! - special sampler object in GLSL shader to access data by index. |
31 | //! |
32 | //! Notice that though TBO is inherited from VBO this is to unify design |
33 | //! user shouldn't cast it to base class and all really useful methods |
34 | //! are declared in this class. |
35 | class OpenGl_TextureBufferArb : public OpenGl_VertexBuffer |
36 | { |
37 | |
38 | public: |
39 | |
40 | //! Helpful constants |
41 | static const GLuint NO_TEXTURE = 0; |
42 | |
43 | public: |
44 | |
45 | //! Create uninitialized TBO. |
46 | Standard_EXPORT OpenGl_TextureBufferArb(); |
47 | |
48 | //! Destroy object, will throw exception if GPU memory not released with Release() before. |
49 | Standard_EXPORT virtual ~OpenGl_TextureBufferArb(); |
50 | |
51 | //! Override VBO target |
52 | Standard_EXPORT virtual GLenum GetTarget() const; |
53 | |
54 | //! Returns true if TBO is valid. |
55 | //! Notice that no any real GL call is performed! |
56 | bool IsValid() const |
57 | { |
58 | return OpenGl_VertexBuffer::IsValid() |
59 | && myTextureId != NO_TEXTURE; |
60 | } |
61 | |
62 | //! Destroy object - will release GPU memory if any. |
63 | Standard_EXPORT virtual void Release (const OpenGl_Context* theGlCtx); |
64 | |
65 | //! Creates VBO and Texture names (ids) if not yet generated. |
66 | //! Data should be initialized by another method. |
67 | Standard_EXPORT bool Create (const Handle(OpenGl_Context)& theGlCtx); |
68 | |
69 | //! Perform TBO initialization with specified data. |
70 | //! Existing data will be deleted. |
71 | Standard_EXPORT bool Init (const Handle(OpenGl_Context)& theGlCtx, |
72 | const GLuint theComponentsNb, |
73 | const GLsizei theElemsNb, |
74 | const GLfloat* theData); |
75 | |
76 | //! Bind TBO to specified Texture Unit. |
77 | Standard_EXPORT void BindTexture (const Handle(OpenGl_Context)& theGlCtx, |
78 | const GLenum theTextureUnit = GL_TEXTURE0) const; |
79 | |
80 | //! Unbind TBO. |
81 | Standard_EXPORT void UnbindTexture (const Handle(OpenGl_Context)& theGlCtx, |
82 | const GLenum theTextureUnit = GL_TEXTURE0) const; |
83 | |
84 | protected: |
85 | |
86 | GLuint myTextureId; //!< texture id |
87 | GLenum myTexFormat; //!< internal texture format |
88 | |
89 | public: |
90 | |
91 | DEFINE_STANDARD_RTTI(OpenGl_TextureBufferArb) // Type definition |
92 | |
93 | }; |
94 | |
95 | DEFINE_STANDARD_HANDLE(OpenGl_TextureBufferArb, OpenGl_VertexBuffer) |
96 | |
97 | #endif // _OpenGl_TextureBufferArb_H__ |