//----------------------------------------------------------------------------- // 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 _GFXGLVERTEXBUFFER_H_ #define _GFXGLVERTEXBUFFER_H_ #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #include "gfx/gl/tGL/tGL.h" #include "gfx/gl/util/glFrameAllocatorLockableHelper.h" /// This is a vertex buffer which uses GL_ARB_vertex_buffer_object. class GFXGLVertexBuffer : public GFXVertexBuffer { public: GFXGLVertexBuffer( GFXDevice *device, U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertexSize, GFXBufferType bufferType ); ~GFXGLVertexBuffer(); virtual void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr); ///< Only write lock are supported. virtual void unlock(); ///< virtual void prepare(); ///< Do nothing. Use void prepare(U32 stream, U32 divisor). virtual void finish(); ///< Do nothing. void prepare(U32 stream, U32 divisor); GLvoid* getBuffer(); ///< returns NULL // GFXResource interface virtual void zombify(); virtual void resurrect(); private: friend class GFXGLDevice; /// GL buffer handle GLuint mBuffer; /// bytes offset in buffer U32 mBufferOffset; /// start vertex offset in buffer U32 mBufferVertexOffset; U8* mZombieCache; FrameAllocatorLockableHelper mFrameAllocator; }; #endif