Torque3D/Engine/source/gfx/gl/gfxGLVertexBuffer.h
2012-09-19 11:15:01 -04:00

65 lines
2.3 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 _GFXGLVERTEXBUFFER_H_
#define _GFXGLVERTEXBUFFER_H_
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef GL_GGL_H
#include "gfx/gl/ggl/ggl.h"
#endif
/// This is a vertex buffer which uses GL_ARB_vertex_buffer_object.
class GFXGLVertexBuffer : public GFXVertexBuffer
{
public:
GFXGLVertexBuffer( GFXDevice *device,
U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType );
~GFXGLVertexBuffer();
virtual void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr); ///< calls glMapBuffer and offsets the pointer by vertex start
virtual void unlock(); ///< calls glUnmapBuffer, unbinds the buffer
virtual void prepare(); ///< Binds the buffer
virtual void finish(); ///< We're done here
GLvoid* getBuffer(); ///< returns NULL
// GFXResource interface
virtual void zombify();
virtual void resurrect();
private:
friend class GFXGLDevice;
/// GL buffer handle
GLuint mBuffer;
U8* mZombieCache;
};
#endif