mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-23 06:04:44 +00:00
65 lines
2.3 KiB
C++
65 lines
2.3 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 _GFXGLVERTEXBUFFER_H_
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#define _GFXGLVERTEXBUFFER_H_
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef GL_GGL_H
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#include "gfx/gl/ggl/ggl.h"
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#endif
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/// This is a vertex buffer which uses GL_ARB_vertex_buffer_object.
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class GFXGLVertexBuffer : public GFXVertexBuffer
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{
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public:
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GFXGLVertexBuffer( GFXDevice *device,
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U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertexSize,
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GFXBufferType bufferType );
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~GFXGLVertexBuffer();
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virtual void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr); ///< calls glMapBuffer and offsets the pointer by vertex start
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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 here
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GLvoid* 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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friend class GFXGLDevice;
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/// GL buffer handle
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GLuint mBuffer;
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U8* mZombieCache;
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};
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#endif
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