/* ** 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 #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 VertexBuffers; static void SetupFlatVAO(); static void SetupWorldVAO(); private: GLuint mBuffer = 0; GLuint mVAO = 0; }; class GLVertexBuffer : public VertexBuffer { public: ~GLVertexBuffer(); void Finalize(); VertexFormat Format = VertexFormat::Flat; GLRenderDevice* Device = nullptr; std::list::iterator ListIt; int BufferOffset = 0; int BufferStartIndex = 0; int Size = 0; };