//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "BsIndexBuffer.h" #include "BsGLBuffer.h" namespace bs { namespace ct { /** @addtogroup GL * @{ */ /** OpenGL implementation of an index buffer. */ class GLIndexBuffer : public IndexBuffer { public: GLIndexBuffer(const INDEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask); ~GLIndexBuffer(); /** @copydoc IndexBuffer::readData */ void readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc IndexBuffer::writeData */ void writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags = BWT_NORMAL, UINT32 queueIdx = 0) override; /** @copydoc IndexBuffer::copyData */ void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false, const SPtr& commandBuffer = nullptr) override; /** Returns internal OpenGL index buffer handle. */ GLuint getGLBufferId() const { return mBuffer.getGLBufferId(); } protected: /** @copydoc IndexBuffer::initialize */ void initialize() override; /** @copydoc IndexBuffer::map */ void* map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx) override; /** @copydoc IndexBuffer::unmap */ void unmap() override; private: GLBuffer mBuffer; GpuBufferUsage mUsage; }; /** @} */ }}