#pragma once #include "BsGLPrerequisites.h" #include "BsVertexBuffer.h" #include "BsGLVertexArrayObjectManager.h" namespace BansheeEngine { /** * @brief OpenGL implementation of a vertex buffer. */ class BS_RSGL_EXPORT GLVertexBufferCore : public VertexBufferCore { public: GLVertexBufferCore(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut); ~GLVertexBufferCore(); /** * @copydoc VertexBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* pDest); /** * @copydoc VertexBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal); /** * @brief Returns internal OpenGL buffer ID. */ GLuint getGLBufferId() const { return mBufferId; } /** * @brief Registers a new VertexArrayObject that uses this vertex buffer. */ void registerVAO(const GLVertexArrayObject& vao); /** * @brief Unregisters a VAO from this vertex buffer. Does not destroy it. */ void unregisterVAO(const GLVertexArrayObject& vao); protected: /** * @copydoc VertexBufferCore::initialize */ void initialize(); /** * @copydoc VertexBufferCore::lockImpl */ void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options); /** * @copydoc VertexBufferCore::unlockImpl */ void unlockImpl(); private: GLuint mBufferId; bool mZeroLocked; Vector mVAObjects; }; }