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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsGLPrerequisites.h"
- #include "BsVertexBuffer.h"
- #include "BsGLBuffer.h"
- #include "BsGLVertexArrayObjectManager.h"
- namespace bs { namespace ct
- {
- /** @addtogroup GL
- * @{
- */
- /** OpenGL implementation of a vertex buffer. */
- class BS_RSGL_EXPORT 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;
- /** 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<GLVertexArrayObject> mVAObjects;
- };
- /** @} */
- }}
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