Torque3D/Engine/source/gfx/gl/gfxGLPrimitiveBuffer.h
2014-11-08 20:21:50 +01:00

58 lines
2.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _GFXGLPRIMITIVEBUFFER_H_
#define _GFXGLPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#include "gfx/gl/util/glFrameAllocatorLockableHelper.h"
/// This is a primitive buffer (index buffer to GL users) which uses VBOs.
class GFXGLPrimitiveBuffer : public GFXPrimitiveBuffer
{
public:
GFXGLPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType);
~GFXGLPrimitiveBuffer();
virtual void lock(U32 indexStart, U32 indexEnd, void **indexPtr); ///< only write lock are supported
virtual void unlock(); ///<
virtual void prepare(); ///< binds the buffer
virtual void finish(); ///< We're done with this buffer
virtual void* getBuffer(); ///< returns NULL
// GFXResource interface
virtual void zombify();
virtual void resurrect();
private:
/// Handle to our GL buffer object
GLuint mBuffer;
U32 mBufferOffset;
U8* mZombieCache;
U32 lockedIndexEnd, lockedIndexStart;
FrameAllocatorLockableHelper mFrameAllocator;
};
#endif