// Created by: Kirill GAVRILOV // Copyright (c) 2012 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. #ifndef _OpenGl_TextureBufferArb_H__ #define _OpenGl_TextureBufferArb_H__ #include #include //! Texture Buffer Object. //! This is a special 1D texture that VBO-style initialized. //! The main differences from general 1D texture: //! - no interpolation between field; //! - greater sizes; //! - special sampler object in GLSL shader to access data by index. //! //! Notice that though TBO is inherited from VBO this is to unify design //! user shouldn't cast it to base class and all really useful methods //! are declared in this class. class OpenGl_TextureBufferArb : public OpenGl_VertexBuffer { public: //! Helpful constants static const GLuint NO_TEXTURE = 0; public: //! Create uninitialized TBO. Standard_EXPORT OpenGl_TextureBufferArb(); //! Destroy object, will throw exception if GPU memory not released with Release() before. Standard_EXPORT virtual ~OpenGl_TextureBufferArb(); //! Override VBO target Standard_EXPORT virtual GLenum GetTarget() const; //! Returns true if TBO is valid. //! Notice that no any real GL call is performed! bool IsValid() const { return OpenGl_VertexBuffer::IsValid() && myTextureId != NO_TEXTURE; } //! Destroy object - will release GPU memory if any. Standard_EXPORT virtual void Release (const OpenGl_Context* theGlCtx); //! Creates VBO and Texture names (ids) if not yet generated. //! Data should be initialized by another method. Standard_EXPORT bool Create (const Handle(OpenGl_Context)& theGlCtx); //! Perform TBO initialization with specified data. //! Existing data will be deleted. Standard_EXPORT bool Init (const Handle(OpenGl_Context)& theGlCtx, const GLuint theComponentsNb, const GLsizei theElemsNb, const GLfloat* theData); //! Bind TBO to specified Texture Unit. Standard_EXPORT void BindTexture (const Handle(OpenGl_Context)& theGlCtx, const GLenum theTextureUnit = GL_TEXTURE0) const; //! Unbind TBO. Standard_EXPORT void UnbindTexture (const Handle(OpenGl_Context)& theGlCtx, const GLenum theTextureUnit = GL_TEXTURE0) const; protected: GLuint myTextureId; //!< texture id GLenum myTexFormat; //!< internal texture format public: DEFINE_STANDARD_RTTI(OpenGl_TextureBufferArb) // Type definition }; DEFINE_STANDARD_HANDLE(OpenGl_TextureBufferArb, OpenGl_VertexBuffer) #endif // _OpenGl_TextureBufferArb_H__