BsGLHardwareBufferManager.cpp 2.7 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsGLHardwareBufferManager.h"
  5. #include "BsGLVertexBuffer.h"
  6. #include "BsGLIndexBuffer.h"
  7. #include "BsGLGpuBuffer.h"
  8. #include "BsHardwareBuffer.h"
  9. #include "BsGLGpuParamBlockBuffer.h"
  10. #include "BsRenderSystem.h"
  11. #include "BsRenderSystemCapabilities.h"
  12. namespace BansheeEngine
  13. {
  14. VertexBufferPtr GLHardwareBufferManager::createVertexBufferImpl(
  15. UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut)
  16. {
  17. return bs_core_ptr<GLVertexBuffer, PoolAlloc>(new (bs_alloc<GLVertexBuffer, PoolAlloc>()) GLVertexBuffer(vertexSize, numVerts, usage));
  18. }
  19. IndexBufferPtr GLHardwareBufferManager::createIndexBufferImpl(IndexBuffer::IndexType itype, UINT32 numIndexes, GpuBufferUsage usage)
  20. {
  21. return bs_core_ptr<GLIndexBuffer, PoolAlloc>(new (bs_alloc<GLIndexBuffer, PoolAlloc>()) GLIndexBuffer(itype, numIndexes, usage));
  22. }
  23. GpuParamBlockBufferPtr GLHardwareBufferManager::createGpuParamBlockBufferImpl()
  24. {
  25. return bs_core_ptr<GLGpuParamBlockBuffer, PoolAlloc>(new (bs_alloc<GLGpuParamBlockBuffer, PoolAlloc>()) GLGpuParamBlockBuffer());
  26. }
  27. GpuBufferPtr GLHardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize,
  28. GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
  29. {
  30. return bs_core_ptr<GLGpuBuffer, PoolAlloc>(new (bs_alloc<GLGpuBuffer, PoolAlloc>()) GLGpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter));
  31. }
  32. GLenum GLHardwareBufferManager::getGLUsage(GpuBufferUsage usage)
  33. {
  34. switch(usage)
  35. {
  36. case GBU_STATIC:
  37. return GL_STATIC_DRAW;
  38. case GBU_DYNAMIC:
  39. return GL_DYNAMIC_DRAW;
  40. default:
  41. return GL_DYNAMIC_DRAW;
  42. };
  43. }
  44. GLenum GLHardwareBufferManager::getGLType(VertexElementType type)
  45. {
  46. switch(type)
  47. {
  48. case VET_FLOAT1:
  49. case VET_FLOAT2:
  50. case VET_FLOAT3:
  51. case VET_FLOAT4:
  52. return GL_FLOAT;
  53. case VET_SHORT1:
  54. case VET_SHORT2:
  55. case VET_SHORT3:
  56. case VET_SHORT4:
  57. return GL_SHORT;
  58. case VET_COLOR:
  59. case VET_COLOR_ABGR:
  60. case VET_COLOR_ARGB:
  61. case VET_UBYTE4:
  62. return GL_UNSIGNED_BYTE;
  63. default:
  64. return 0;
  65. };
  66. }
  67. }