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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org/
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- -----------------------------------------------------------------------------
- */
- #ifndef __GLDefaultHardwareBufferManager_H__
- #define __GLDefaultHardwareBufferManager_H__
- #include "CmGLPrerequisites.h"
- #include "CmHardwareBufferManager.h"
- #include "CmHardwareVertexBuffer.h"
- #include "CmHardwareIndexBuffer.h"
- namespace CamelotEngine {
- /// Specialisation of HardwareVertexBuffer for emulation
- class CM_RSGL_EXPORT GLDefaultHardwareVertexBuffer : public HardwareVertexBuffer
- {
- protected:
- unsigned char* mpData;
- /// @copydoc HardwareBuffer::lock
- void* lockImpl(size_t offset, size_t length, LockOptions options);
- /// @copydoc HardwareBuffer::unlock
- void unlockImpl(void);
- public:
- GLDefaultHardwareVertexBuffer(size_t vertexSize, size_t numVertices, HardwareBuffer::Usage usage);
- GLDefaultHardwareVertexBuffer(HardwareBufferManagerBase* mgr, size_t vertexSize, size_t numVertices,
- HardwareBuffer::Usage usage);
- ~GLDefaultHardwareVertexBuffer();
- /// @copydoc HardwareBuffer::readData
- void readData(size_t offset, size_t length, void* pDest);
- /// @copydoc HardwareBuffer::writeData
- void writeData(size_t offset, size_t length, const void* pSource,
- bool discardWholeBuffer = false);
- /** Override HardwareBuffer to turn off all shadowing. */
- void* lock(size_t offset, size_t length, LockOptions options);
- /** Override HardwareBuffer to turn off all shadowing. */
- void unlock(void);
- //void* getDataPtr(void) const { return (void*)mpData; }
- void* getDataPtr(size_t offset) const { return (void*)(mpData + offset); }
- };
- /// Specialisation of HardwareIndexBuffer for emulation
- class CM_RSGL_EXPORT GLDefaultHardwareIndexBuffer : public HardwareIndexBuffer
- {
- protected:
- unsigned char* mpData;
- /// @copydoc HardwareBuffer::lock
- void* lockImpl(size_t offset, size_t length, LockOptions options);
- /// @copydoc HardwareBuffer::unlock
- void unlockImpl(void);
- public:
- GLDefaultHardwareIndexBuffer(IndexType idxType, size_t numIndexes, HardwareBuffer::Usage usage);
- ~GLDefaultHardwareIndexBuffer();
- /// @copydoc HardwareBuffer::readData
- void readData(size_t offset, size_t length, void* pDest);
- /// @copydoc HardwareBuffer::writeData
- void writeData(size_t offset, size_t length, const void* pSource,
- bool discardWholeBuffer = false);
- /** Override HardwareBuffer to turn off all shadowing. */
- void* lock(size_t offset, size_t length, LockOptions options);
- /** Override HardwareBuffer to turn off all shadowing. */
- void unlock(void);
- void* getDataPtr(size_t offset) const { return (void*)(mpData + offset); }
- };
- /** Specialisation of HardwareBufferManager to emulate hardware buffers.
- @remarks
- You might want to instantiate this class if you want to utilise
- classes like MeshSerializer without having initialised the
- rendering system (which is required to create a 'real' hardware
- buffer manager.
- */
- class CM_RSGL_EXPORT GLDefaultHardwareBufferManagerBase : public HardwareBufferManagerBase
- {
- public:
- GLDefaultHardwareBufferManagerBase();
- ~GLDefaultHardwareBufferManagerBase();
- /// Creates a vertex buffer
- HardwareVertexBufferPtr
- createVertexBuffer(size_t vertexSize, size_t numVerts,
- HardwareBuffer::Usage usage, bool useShadowBuffer = false);
- /// Create a hardware vertex buffer
- HardwareIndexBufferPtr
- createIndexBuffer(HardwareIndexBuffer::IndexType itype, size_t numIndexes,
- HardwareBuffer::Usage usage, bool useShadowBuffer = false);
- };
- /// GLDefaultHardwareBufferManagerBase as a Singleton
- class CM_RSGL_EXPORT GLDefaultHardwareBufferManager : public HardwareBufferManager
- {
- public:
- GLDefaultHardwareBufferManager()
- : HardwareBufferManager(new GLDefaultHardwareBufferManagerBase())
- {
- }
- ~GLDefaultHardwareBufferManager()
- {
- delete mImpl;
- }
- };
- }
- #endif
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