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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// This file contains the declaration of the platform specific
// VertexBufferGLES2 and IndexBufferGLES2 objects used by O3D
#ifndef O3D_CORE_CROSS_GLES2_BUFFER_GLES2_H_
#define O3D_CORE_CROSS_GLES2_BUFFER_GLES2_H_
#include "core/cross/buffer.h"
#include "core/cross/gles2/gles2_headers.h"
namespace o3d {
class RendererGLES2;
// VertexBufferGLES2 is a wrapper around an OpenGLES2
// Vertex Buffer Object (VBO). The buffer starts out empty. Calling Allocate()
// will reserve video memory for the buffer. Buffer contents are are updated by
// calling Lock() to get a pointer to the memory allocated for the buffer,
// updating that data in place and calling Unlock() to notify OpenGLES2 that the
// edits are done.
//
// To force the vertex and index buffers to be created by Cg Runtime
// control, define the compile flag "USE_CG_BUFFERS". This option is off by
// default and buffers are created, locked and managed using the OpenGLES2
// "ARB_vertex_buffer_object" extension.
class VertexBufferGLES2 : public VertexBuffer {
public:
explicit VertexBufferGLES2(ServiceLocator* service_locator);
~VertexBufferGLES2();
// Returns the OpenGLES2 vertex buffer Object handle.
GLuint gl_buffer() const { return gl_buffer_; }
protected:
// Creates a OpenGLES2 vertex buffer object of the specified size.
virtual bool ConcreteAllocate(size_t size_in_bytes);
// Frees the OpenGLES2 vertex buffer object.
virtual void ConcreteFree();
// Returns a pointer to the current contents of the buffer. A matching
// call to Unlock is necessary to update the contents of the buffer.
virtual bool ConcreteLock(AccessMode access_mode, void** buffer_data);
// Notifies OpenGLES2 that the buffer data has been updated. Unlock is only
// valid if it follows a Lock operation.
virtual bool ConcreteUnlock();
private:
RendererGLES2* renderer_;
GLuint gl_buffer_;
};
// IndexBufferGLES2 is a wrapper around an OpenGLES2 Index Buffer Object (VBO).
// The buffer starts out empty. A call to Allocate() will create an OpenGLES2
// index buffer of the requested size. Updates the to the contents of the
// buffer are done via the Lock/Unlock calls.
class IndexBufferGLES2 : public IndexBuffer {
public:
explicit IndexBufferGLES2(ServiceLocator* service_locator);
~IndexBufferGLES2();
// Returns the OpenGLES2 vertex buffer Object handle.
GLuint gl_buffer() const { return gl_buffer_; }
protected:
// Creates a OpenGLES2 index buffer of the specified size.
virtual bool ConcreteAllocate(size_t size_in_bytes);
// Frees the OpenGLES2 vertex buffer object.
virtual void ConcreteFree();
// Returns a pointer to the current contents of the buffer. After calling
// Lock, the contents of the buffer can be updated in place.
virtual bool ConcreteLock(AccessMode access_mode, void** buffer_data);
// Notifies OpenGLES2 that the buffer data has been updated. Unlock is only
// valid if it follows a Lock operation.
virtual bool ConcreteUnlock();
private:
RendererGLES2* renderer_;
GLuint gl_buffer_;
};
} // namespace o3d
#endif // O3D_CORE_CROSS_GLES2_BUFFER_GLES2_H_
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