// // Urho3D Engine // Copyright (c) 2008-2012 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 "ArrayPtr.h" #include "GPUObject.h" #include "Object.h" #include "GraphicsDefs.h" /// Hardware index buffer. class IndexBuffer : public Object, public GPUObject { OBJECT(IndexBuffer); public: /// Construct. IndexBuffer(Context* context); /// Destruct. virtual ~IndexBuffer(); /// Save data and release the buffer. virtual void OnDeviceLost(); /// Recreate the buffer from saved data. virtual void OnDeviceReset(); /// Release the 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. No-op on OpenGL. void ClearDataLost(); /// Return whether is dynamic. bool IsDynamic() const { return dynamic_; } /// Return whether data is lost. Always false on OpenGL. bool IsDataLost() const { return false; } /// 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_; /// Save data when OpenGL context needs to be destroyed and recreated. SharedArrayPtr saveData_; /// Memory area for discard locking. void* discardLockData_; /// Number of indices. unsigned indexCount_; /// Index size. unsigned indexSize_; /// Discard lock range start. unsigned discardLockStart_; /// Discard lock vertex count. unsigned discardLockCount_; /// Dynamic flag. bool dynamic_; /// Buffer locked flag. bool locked_; };