//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "BsVertexBuffer.h" #include "BsGLBuffer.h" #include "BsGLVertexArrayObjectManager.h" namespace BansheeEngine { /** @addtogroup GL * @{ */ /** 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* dest) override; /** @copydoc VertexBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags = BufferWriteType::Normal) 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 VertexBufferCore::initialize */ void initialize() override; /** @copydoc VertexBufferCore::lockImpl */ void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options) override; /** @copydoc VertexBufferCore::unlockImpl */ void unlockImpl() override; private: GLBuffer mBuffer; Vector mVAObjects; }; /** @} */ }