#pragma once #include "BsGLPrerequisites.h" #include "BsIndexBuffer.h" namespace BansheeEngine { class BS_RSGL_EXPORT GLIndexBuffer : public IndexBuffer { public: ~GLIndexBuffer(); /** See HardwareBuffer. */ void readData(UINT32 offset, UINT32 length, void* pDest); /** See HardwareBuffer. */ void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal); GLuint getGLBufferId(void) const { return mBufferId; } protected: friend class GLHardwareBufferManager; GLIndexBuffer(IndexType idxType, UINT32 numIndexes, GpuBufferUsage usage); /** See HardwareBuffer. */ void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options); /** See HardwareBuffer. */ void unlockImpl(void); /** * @copydoc IndexBuffer::initialize_internal() */ void initialize_internal(); /** * @copydoc IndexBuffer::destroy_internal() */ void destroy_internal(); private: GLuint mBufferId; }; }