// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../Container/ArrayPtr.h" #include "../Core/Object.h" #include "../GraphicsAPI/GPUObject.h" #include "../GraphicsAPI/GraphicsDefs.h" namespace Urho3D { /// Hardware index buffer. class URHO3D_API IndexBuffer : public Object, public GPUObject { URHO3D_OBJECT(IndexBuffer, Object); public: /// Construct. Optionally force headless (no GPU-side buffer) operation. explicit IndexBuffer(Context* context, bool forceHeadless = false); /// Destruct. ~IndexBuffer() override; /// Mark the buffer destroyed on graphics context destruction. May be a no-op depending on the API. void OnDeviceLost() override; /// Recreate the buffer and restore data if applicable. May be a no-op depending on the API. void OnDeviceReset() override; /// Release buffer. void Release() override; /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist. /// @property void SetShadowed(bool enable); /// Set size and vertex elements and dynamic mode. Previous data will be lost. bool SetSize(i32 indexCount, bool largeIndices, bool dynamic = false); /// Set all data in the buffer. bool SetData(const void* data); /// Set a data range in the buffer. Optionally discard data outside the range. bool SetDataRange(const void* data, i32 start, i32 count, bool discard = false); /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range. void* Lock(i32 start, i32 count, bool discard = false); /// Unlock the buffer and apply changes to the GPU buffer. void Unlock(); /// Return whether CPU memory shadowing is enabled. /// @property bool IsShadowed() const { return shadowed_; } /// Return whether is dynamic. /// @property bool IsDynamic() const { return dynamic_; } /// Return whether is currently locked. bool IsLocked() const { return lockState_ != LOCK_NONE; } /// Return number of indices. /// @property i32 GetIndexCount() const { return indexCount_; } /// Return index size in bytes. /// @property i32 GetIndexSize() const { return indexSize_; } /// Return used vertex range from index range. bool GetUsedVertexRange(i32 start, i32 count, i32& minVertex, i32& vertexCount); /// Return CPU memory shadow data. byte* GetShadowData() const { return shadowData_.Get(); } /// Return shared array pointer to the CPU memory shadow data. SharedArrayPtr GetShadowDataShared() const { return shadowData_; } private: /// Create buffer. bool Create(); /// Update the shadow data to the GPU buffer. bool UpdateToGPU(); /// Map the GPU buffer into CPU memory. Not used on OpenGL. void* MapBuffer(i32 start, i32 count, bool discard); /// Unmap the GPU buffer. Not used on OpenGL. void UnmapBuffer(); #ifdef URHO3D_OPENGL void OnDeviceLost_OGL(); void OnDeviceReset_OGL(); void Release_OGL(); bool SetData_OGL(const void* data); bool SetDataRange_OGL(const void* data, i32 start, i32 count, bool discard = false); void* Lock_OGL(i32 start, i32 count, bool discard); void Unlock_OGL(); bool Create_OGL(); bool UpdateToGPU_OGL(); void* MapBuffer_OGL(i32 start, i32 count, bool discard); void UnmapBuffer_OGL(); #endif // def URHO3D_OPENGL #ifdef URHO3D_D3D11 void OnDeviceLost_D3D11(); void OnDeviceReset_D3D11(); void Release_D3D11(); bool SetData_D3D11(const void* data); bool SetDataRange_D3D11(const void* data, i32 start, i32 count, bool discard = false); void* Lock_D3D11(i32 start, i32 count, bool discard); void Unlock_D3D11(); bool Create_D3D11(); bool UpdateToGPU_D3D11(); void* MapBuffer_D3D11(i32 start, i32 count, bool discard); void UnmapBuffer_D3D11(); #endif // def URHO3D_D3D11 /// Shadow data. SharedArrayPtr shadowData_; /// Number of indices. i32 indexCount_; /// Index size. i32 indexSize_; /// Buffer locking state. LockState lockState_; /// Lock start vertex. i32 lockStart_; /// Lock number of vertices. i32 lockCount_; /// Scratch buffer for fallback locking. void* lockScratchData_; /// Dynamic flag. bool dynamic_; /// Shadowed flag. bool shadowed_; /// Discard lock flag. Used by OpenGL only. bool discardLock_; }; }