//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "Renderapi/BsVertexBuffer.h" #include "BsGLBuffer.h" #include "BsGLVertexArrayObjectManager.h" namespace bs { namespace ct { /** @addtogroup GL * @{ */ /** OpenGL implementation of a vertex buffer. */ class GLVertexBuffer : public VertexBuffer { public: GLVertexBuffer(const VERTEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask); ~GLVertexBuffer(); /** @copydoc VertexBuffer::readData */ void readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc VertexBuffer::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 buffer ID. */ GLuint getGLBufferId() const { return mBuffer.getGLBufferId(); } /** Registers a new VertexArrayObject that uses this vertex buffer. */ void registerVAO(const GLVertexArrayObject& vao); /** Unregisters a VAO from this vertex buffer. Does not destroy it. */ void unregisterVAO(const GLVertexArrayObject& vao); protected: /** @copydoc VertexBuffer::initialize */ void initialize() override; /** @copydoc VertexBuffer::map */ void* map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx) override; /** @copydoc VertexBuffer::unmap */ void unmap() override; private: GLBuffer mBuffer; GpuBufferUsage mUsage; Vector mVAObjects; }; /** @} */ }}