//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "BsGpuBuffer.h" #include "BsGLBuffer.h" namespace BansheeEngine { /** @addtogroup GL * @{ */ /** OpenGL implementation of a generic GPU buffer. */ class BS_RSGL_EXPORT GLGpuBufferCore : public GpuBufferCore { public: ~GLGpuBufferCore(); /** @copydoc GpuBufferCore::lock */ void* lock(UINT32 offset, UINT32 length, GpuLockOptions options) override; /** @copydoc GpuBufferCore::unlock */ void unlock() override; /** @copydoc GpuBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* pDest) override; /** @copydoc GpuBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal) override; /** @copydoc GpuBufferCore::copyData */ void copyData(GpuBufferCore& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false) override; /** * Returns internal OpenGL buffer ID. If binding the buffer to the pipeline, bind the texture using * getGLTextureId() instead. */ GLuint getGLBufferId() const { return mBuffer.getGLBufferId(); } /** Returns internal OpenGL texture ID. */ GLuint getGLTextureId() const { return mTextureID; } /** Returns the internal OpenGL format used by the elements of the buffer. */ GLuint getGLFormat() const { return mFormat; } protected: friend class GLHardwareBufferCoreManager; GLGpuBufferCore(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferFormat format, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false); /** @copydoc GpuBufferCore::initialize */ void initialize() override; /** @copydoc GpuBufferCore::createView */ GpuBufferView* createView() override; /** @copydoc GpuBufferCore::destroyView */ void destroyView(GpuBufferView* view) override; GLuint mTextureID; GLBuffer mBuffer; GLenum mFormat; }; /** @} */ }