//********************************** 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" namespace BansheeEngine { /** @addtogroup GL * @{ */ /** OpenGL implementation of an index buffer. */ class BS_RSGL_EXPORT GLIndexBufferCore : public IndexBufferCore { public: GLIndexBufferCore(IndexType idxType, UINT32 numIndexes, GpuBufferUsage usage); ~GLIndexBufferCore(); /** @copydoc IndexBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* pDest) override; /** @copydoc IndexBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal) override; /** Returns internal OpenGL index buffer handle. */ GLuint getGLBufferId() const { return mBufferId; } protected: /** @copydoc IndexBufferCore::initialize */ void initialize() override; /** @copydoc IndexBufferCore::lockImpl */ void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options) override; /** @copydoc IndexBufferCore::unlockImpl */ void unlockImpl() override; private: GLuint mBufferId; bool mZeroLocked; }; /** @} */ }