//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXGLPRIMITIVEBUFFER_H_ #define _GFXGLPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #include "gfx/gl/util/glFrameAllocatorLockableHelper.h" /// This is a primitive buffer (index buffer to GL users) which uses VBOs. class GFXGLPrimitiveBuffer : public GFXPrimitiveBuffer { public: GFXGLPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType); ~GFXGLPrimitiveBuffer(); virtual void lock(U32 indexStart, U32 indexEnd, void **indexPtr); ///< only write lock are supported virtual void unlock(); ///< virtual void prepare(); ///< binds the buffer virtual void finish(); ///< We're done with this buffer virtual void* getBuffer(); ///< returns NULL // GFXResource interface virtual void zombify(); virtual void resurrect(); private: /// Handle to our GL buffer object GLuint mBuffer; U32 mBufferOffset; U8* mZombieCache; U32 lockedIndexEnd, lockedIndexStart; FrameAllocatorLockableHelper mFrameAllocator; }; #endif