mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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53 lines
2.1 KiB
C++
53 lines
2.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXGLPRIMITIVEBUFFER_H_
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#define _GFXGLPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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/// This is a primitive buffer (index buffer to GL users) which uses VBOs.
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class GFXGLPrimitiveBuffer : public GFXPrimitiveBuffer
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{
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public:
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GFXGLPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType);
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~GFXGLPrimitiveBuffer();
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virtual void lock(U32 indexStart, U32 indexEnd, void **indexPtr); ///< calls glMapBuffer, offets pointer by indexStart
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virtual void unlock(); ///< calls glUnmapBuffer, unbinds the buffer
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virtual void prepare(); ///< binds the buffer
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virtual void finish(); ///< We're done with this buffer
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virtual void* getBuffer(); ///< returns NULL
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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private:
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/// Handle to our GL buffer object
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GLuint mBuffer;
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U8* mZombieCache;
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};
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#endif |