// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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. // #pragma once #include "GPUObject.h" #include "Object.h" #include "GraphicsDefs.h" #include "ArrayPtr.h" /// Hardware index buffer. class IndexBuffer : public Object, public GPUObject { OBJECT(IndexBuffer); public: /// Construct. IndexBuffer(Context* context); /// Destruct. virtual ~IndexBuffer(); /// Release default pool resources. virtual void OnDeviceLost(); /// Recreate default pool resources. virtual void OnDeviceReset(); /// Release buffer. virtual void Release(); /// %Set buffer size and dynamic mode. Previous data will be lost. bool SetSize(unsigned indexCount, bool largeIndices, bool dynamic = false); /// %Set all data in the buffer. bool SetData(const void* data); /// %Set a data range in the buffer. bool SetDataRange(const void* data, unsigned start, unsigned count); /// Lock a data range in the buffer. Return pointer to locked data if successful. void* Lock(unsigned start, unsigned count, LockMode mode); /// Unlock buffer. void Unlock(); /// Clear data lost flag. void ClearDataLost(); /// Return whether is dynamic. bool IsDynamic() const; /// Return whether default pool data lost. bool IsDataLost() const { return dataLost_; } /// Return number of indices. unsigned GetIndexCount() const {return indexCount_; } /// Return index size. unsigned GetIndexSize() const { return indexSize_; } /// Return used vertex range from index range. bool GetUsedVertexRange(unsigned start, unsigned count, unsigned& minVertex, unsigned& vertexCount); private: /// Create buffer. bool Create(); /// Fallback data when operating with a null graphics subsystem. SharedArrayPtr fallbackData_; /// Memory pool. unsigned pool_; /// Usage type. unsigned usage_; /// Number of indices. unsigned indexCount_; /// Index size. unsigned indexSize_; /// Buffer locked flag. bool locked_; /// Default pool data lost flag. bool dataLost_; };