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 | }} |