UltimateZoneBuilder/Source/Native/OpenGL/GLVertexBuffer.h

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/*
** BuilderNative Renderer
** Copyright (c) 2019 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#pragma once
#include <list>
#include "../Backend.h"
class GLRenderDevice;
class GLVertexBuffer;
class GLSharedVertexBuffer
{
public:
GLSharedVertexBuffer(VertexFormat format, int size) : Format(format), Size(size) { }
GLuint GetBuffer();
GLuint GetVAO();
VertexFormat Format = VertexFormat::Flat;
int NextPos = 0;
int Size = 0;
std::list<GLVertexBuffer*> VertexBuffers;
static void SetupFlatVAO();
static void SetupWorldVAO();
private:
GLuint mBuffer = 0;
GLuint mVAO = 0;
};
class GLVertexBuffer : public VertexBuffer
{
public:
~GLVertexBuffer();
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void Finalize();
VertexFormat Format = VertexFormat::Flat;
GLRenderDevice* Device = nullptr;
std::list<GLVertexBuffer*>::iterator ListIt;
int BufferOffset = 0;
int BufferStartIndex = 0;
int Size = 0;
};