// // Copyright (c) 2008-2017 the Urho3D project. // // 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 "../Core/Object.h" #include "../Container/ArrayPtr.h" #include "../Graphics/GPUObject.h" #include "../Graphics/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. IndexBuffer(Context* context, bool forceHeadless = false); /// Destruct. virtual ~IndexBuffer(); /// Mark the buffer destroyed on graphics context destruction. May be a no-op depending on the API. virtual void OnDeviceLost(); /// Recreate the buffer and restore data if applicable. May be a no-op depending on the API. virtual void OnDeviceReset(); /// Release buffer. virtual void Release(); /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist. void SetShadowed(bool enable); /// Set size and vertex elements 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. Optionally discard data outside the range. bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false); /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range. void* Lock(unsigned start, unsigned count, bool discard = false); /// Unlock the buffer and apply changes to the GPU buffer. void Unlock(); /// Return whether CPU memory shadowing is enabled. bool IsShadowed() const { return shadowed_; } /// Return whether is dynamic. bool IsDynamic() const { return dynamic_; } /// Return whether is currently locked. bool IsLocked() const { return lockState_ != LOCK_NONE; } /// Return number of indices. unsigned GetIndexCount() const { return indexCount_; } /// Return index size in bytes. unsigned GetIndexSize() const { return indexSize_; } /// Return used vertex range from index range. bool GetUsedVertexRange(unsigned start, unsigned count, unsigned& minVertex, unsigned& vertexCount); /// Return CPU memory shadow data. unsigned char* 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(unsigned start, unsigned count, bool discard); /// Unmap the GPU buffer. Not used on OpenGL. void UnmapBuffer(); /// Shadow data. SharedArrayPtr shadowData_; /// Number of indices. unsigned indexCount_; /// Index size. unsigned indexSize_; /// Buffer locking state. LockState lockState_; /// Lock start vertex. unsigned lockStart_; /// Lock number of vertices. unsigned 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_; }; }