axmol/extensions/Effekseer/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.VertexB...

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#pragma once
//----------------------------------------------------------------------------------
// Include
//----------------------------------------------------------------------------------
#include "../../EffekseerRendererCommon/EffekseerRenderer.VertexBufferBase.h"
#include "EffekseerRendererGL.DeviceObject.h"
#include "EffekseerRendererGL.RendererImplemented.h"
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
namespace EffekseerRendererGL
{
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
struct SharedVertexTempStorage
{
Effekseer::CustomAlignedVector<uint8_t> buffer;
};
class VertexBuffer : public DeviceObject, public ::EffekseerRenderer::VertexBufferBase
{
private:
GLuint m_buffer;
std::shared_ptr<SharedVertexTempStorage> storage_;
uint32_t m_vertexRingStart;
bool m_ringBufferLock;
VertexBuffer(const Backend::GraphicsDeviceRef& graphicsDevice, bool isRingEnabled, int size, bool isDynamic, std::shared_ptr<SharedVertexTempStorage> storage = nullptr);
public:
virtual ~VertexBuffer();
static VertexBuffer* Create(const Backend::GraphicsDeviceRef& graphicsDevice, bool isRingEnabled, int size, bool isDynamic, std::shared_ptr<SharedVertexTempStorage> storage = nullptr);
GLuint GetInterface();
public:
void OnLostDevice() override;
void OnResetDevice() override;
public:
void Lock();
bool RingBufferLock(int32_t size, int32_t& offset, void*& data, int32_t alignment) override;
bool TryRingBufferLock(int32_t size, int32_t& offset, void*& data, int32_t alignment) override;
void Unlock();
bool IsValid();
};
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
} // namespace EffekseerRendererGL
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------