| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788 |
- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsGLPrerequisites.h"
- #include "RenderAPI/BsVertexBuffer.h"
- #include "BsGLVertexArrayObjectManager.h"
- namespace bs { namespace ct
- {
- /** @addtogroup GL
- * @{
- */
- /** Wrapper around a generic OpenGL buffer. */
- class GLBuffer
- {
- public:
- /** Creates an uninitialized buffer object. You must call initialize() before using it. */
- GLBuffer();
- /** Creates and initializes the buffer object. */
- GLBuffer(GLenum target, UINT32 size, GpuBufferUsage usage);
- ~GLBuffer();
- /**
- * Initializes the internal buffer object. Done automatically if the buffer was constructed using non-zero
- * parameter constructor.
- */
- void initialize(GLenum target, UINT32 size, GpuBufferUsage usage);
- /**
- * Locks a portion of the buffer and returns pointer to the locked area. You must call unlock() when done.
- *
- * @param[in] offset Offset in bytes from which to lock the buffer.
- * @param[in] length Length of the area you want to lock, in bytes.
- * @param[in] options Signifies what you want to do with the returned pointer. Caller must ensure not to do
- * anything he hasn't requested (for example don't try to read from the buffer unless you
- * requested it here).
- */
- void* lock(UINT32 offset, UINT32 length, GpuLockOptions options);
- /** Releases the lock on this buffer. */
- void unlock();
- /**
- * Reads data from a portion of the buffer and copies it to the destination buffer. Caller must ensure destination
- * buffer is large enough.
- *
- * @param[in] offset Offset in bytes from which to copy the data.
- * @param[in] length Length of the area you want to copy, in bytes.
- * @param[in] dest Destination buffer large enough to store the read data.
- */
- void readData(UINT32 offset, UINT32 length, void* dest);
- /**
- * Writes data into a portion of the buffer from the source memory.
- *
- * @param[in] offset Offset in bytes from which to copy the data.
- * @param[in] length Length of the area you want to copy, in bytes.
- * @param[in] source Source buffer containing the data to write.
- * @param[in] writeFlags Optional write flags that may affect performance.
- */
- void writeData(UINT32 offset, UINT32 length, const void* source,
- BufferWriteType writeFlags = BWT_NORMAL);
- /**
- * Copies data from a specific portion of this buffer into a specific portion of the provided buffer.
- *
- * @param[in] dstBuffer Buffer to copy from.
- * @param[in] srcOffset Offset into the source buffer to start copying from, in bytes.
- * @param[in] dstOffset Offset into this buffer to start copying to, in bytes.
- * @param[in] length Size of the data to copy, in bytes.
- */
- void copyData(GLBuffer& dstBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length);
- /** Returns internal OpenGL buffer ID. */
- GLuint getGLBufferId() const { return mBufferId; }
- private:
- GLenum mTarget;
- GLuint mBufferId;
- bool mZeroLocked;
- };
- /** @} */
- }}
|