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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsGLHardwareBufferManager.h"
- #include "BsGLVertexBuffer.h"
- #include "BsGLVertexArrayObjectManager.h"
- #include "BsRenderStats.h"
- #include "BsException.h"
- namespace BansheeEngine
- {
- GLVertexBufferCore::GLVertexBufferCore(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut)
- :VertexBufferCore(vertexSize, numVertices, usage, streamOut)
- {
- }
- GLVertexBufferCore::~GLVertexBufferCore()
- {
- while (mVAObjects.size() > 0)
- GLVertexArrayObjectManager::instance().notifyBufferDestroyed(mVAObjects[0]);
- BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
- }
- void GLVertexBufferCore::initialize()
- {
- mBuffer.initialize(GL_ARRAY_BUFFER, mSizeInBytes, mUsage);
-
- BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
- VertexBufferCore::initialize();
- }
- void GLVertexBufferCore::registerVAO(const GLVertexArrayObject& vao)
- {
- mVAObjects.push_back(vao);
- }
- void GLVertexBufferCore::unregisterVAO(const GLVertexArrayObject& vao)
- {
- auto iterFind = std::find(mVAObjects.begin(), mVAObjects.end(), vao);
- if (iterFind != mVAObjects.end())
- mVAObjects.erase(iterFind);
- }
- void* GLVertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
- {
- return mBuffer.lock(offset, length, options);
- }
- void GLVertexBufferCore::unlockImpl()
- {
- mBuffer.unlock();
- }
- void GLVertexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
- {
- mBuffer.readData(offset, length, pDest);
- }
- void GLVertexBufferCore::writeData(UINT32 offset, UINT32 length,
- const void* pSource, BufferWriteType writeFlags)
- {
- mBuffer.writeData(offset, length, pSource, writeFlags);
- }
- }
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