| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsGLPrerequisites.h" |
| 6 | #include "RenderAPI/BsVertexBuffer.h" |
| 7 | #include "BsGLHardwareBuffer.h" |
| 8 | #include "BsGLVertexArrayObjectManager.h" |
| 9 | |
| 10 | namespace bs { namespace ct |
| 11 | { |
| 12 | /** @addtogroup GL |
| 13 | * @{ |
| 14 | */ |
| 15 | |
| 16 | /** OpenGL implementation of a vertex buffer. */ |
| 17 | class GLVertexBuffer : public VertexBuffer |
| 18 | { |
| 19 | public: |
| 20 | GLVertexBuffer(const VERTEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask); |
| 21 | ~GLVertexBuffer(); |
| 22 | |
| 23 | /** Returns internal OpenGL buffer ID. */ |
| 24 | GLuint getGLBufferId() const { return static_cast<GLHardwareBuffer*>(mBuffer)->getGLBufferId(); } |
| 25 | |
| 26 | /** Registers a new VertexArrayObject that uses this vertex buffer. */ |
| 27 | void registerVAO(const GLVertexArrayObject& vao); |
| 28 | |
| 29 | /** Unregisters a VAO from this vertex buffer. Does not destroy it. */ |
| 30 | void unregisterVAO(const GLVertexArrayObject& vao); |
| 31 | |
| 32 | protected: |
| 33 | /** @copydoc VertexBuffer::initialize */ |
| 34 | void initialize() override; |
| 35 | |
| 36 | private: |
| 37 | Vector<GLVertexArrayObject> mVAObjects; |
| 38 | }; |
| 39 | |
| 40 | /** @} */ |
| 41 | }} |