//----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- #include "EffekseerRendererGL.IndexBuffer.h" #include "EffekseerRendererGL.GLExtension.h" //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- namespace EffekseerRendererGL { //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- IndexBuffer::IndexBuffer(const Backend::GraphicsDeviceRef& graphicsDevice, GLuint buffer, int maxCount, bool isDynamic, int32_t stride) : DeviceObject(graphicsDevice.Get()) , IndexBufferBase(maxCount, isDynamic) , m_buffer(buffer) { stride_ = stride; m_resource = new uint8_t[m_indexMaxCount * stride_]; } //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- IndexBuffer::~IndexBuffer() { delete[] m_resource; glDeleteBuffers(1, &m_buffer); } //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- IndexBuffer* IndexBuffer::Create(const Backend::GraphicsDeviceRef& graphicsDevice, int maxCount, bool isDynamic, int32_t stride) { GLuint ib; glGenBuffers(1, &ib); return new IndexBuffer(graphicsDevice, ib, maxCount, isDynamic, stride); } //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- void IndexBuffer::OnLostDevice() { glDeleteBuffers(1, &m_buffer); m_buffer = 0; } //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- void IndexBuffer::OnResetDevice() { if (IsValid()) return; GLuint ib; glGenBuffers(1, &ib); m_buffer = ib; } //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- void IndexBuffer::Lock() { assert(!m_isLock); m_isLock = true; m_indexCount = 0; } //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- void IndexBuffer::Unlock() { assert(m_isLock); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * stride_, m_resource, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); m_isLock = false; } bool IndexBuffer::IsValid() { return m_buffer != 0; } //----------------------------------------------------------------------------------- // //----------------------------------------------------------------------------------- } // namespace EffekseerRendererGL //----------------------------------------------------------------------------------- // //-----------------------------------------------------------------------------------