vertexbuffermanager-glsl.h from NeoEngineNG at Krugle
Show vertexbuffermanager-glsl.h syntax highlighted
/***************************************************************************
vertexbuffermanager-arb.h - ARB vertex buffer allocation manager
-------------------
begin : Fri Aug 15 2003
copyright : (C) 2003 by Cody Russell
email : cody `at' jhu.edu
***************************************************************************
The contents of this file are subject to the Mozilla Public License Version
1.1 (the "License"); you may not use this file except in compliance with
the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS" basis,
WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
for the specific language governing rights and limitations under the
License.
The Original Code is the NeoEngine, NeoDevOpenGL, vertexbuffermanager-arb.h
The Initial Developer of the Original Code is Cody Russell.
Portions created by Cody Russell are Copyright (C) 2003
Cody Russell. All Rights Reserved.
Contributors: Mattias Jansson (mattias@realityrift.com)
***************************************************************************/
#ifndef __NEOGLVERTEXBUFFERMANAGER_GLSL_H
#define __NEOGLVERTEXBUFFERMANAGER_GLSL_H
/**
* \file vertexbuffermanager-glsl.h
* GLSL vertex buffer allocation manager
*/
#include "vertexbuffermanager.h"
#include "vertexbuffer-glsl.h"
namespace NeoOGL
{
//External classes
class VertexBufferGLSL;
/**
* \brief Manages vertex buffer allocations using GLSL extension
* \author Dario Deledda
*/
class VertexBufferManagerGLSL : public VertexBufferManager
{
friend class VertexBufferGLSL;
protected:
/*! Points to the currently bound buffer. NULL is none are bound. */
VertexBufferGLSL *m_pkBoundBuffer;
public:
/**
* \param pkDevice Device object
*/
VertexBufferManagerGLSL( Device *pkDevice );
/**
* Free memory
*/
virtual ~VertexBufferManagerGLSL();
/**
* Allocate a vertex buffer
* \param uiType Buffer type
* \param uiNumVertices Number of vertices
* \param pkFormat Flexible vertex format specifier
* \param pData Optional pointer to data to load buffer with
* \return Ptr to new vertex buffer
*/
virtual NeoEngine::VertexBufferPtr CreateVertexBuffer( unsigned int uiType, unsigned int uiNumVertices, const NeoEngine::VertexDeclaration *pkFormat, const void *pData );
/**
* Set base pointers for rendering
* \param pkVertexBuffer Vertex buffer object
* \param uiUVLayer UV layer
*/
virtual void SetBasePointers( VertexBufferGL *pkVertexBuffer, unsigned int uiUVLayer );
/**
* Set pointer for texture layer for rendering
* \param pkVertexBuffer Vertex buffer object
* \param uiTexUnit Active texture unit
* \param uiUVLayer UV layer
* \param bDisable Force disable
*/
virtual void SetTexLayerPointer( VertexBufferGL *pkVertexBuffer, unsigned int uiTexUnit, unsigned int uiUVLayer, bool bDisable = false );
/**
* Bind a particular buffer
* \param pkVertexBuffer Vertex buffer object
*/
inline void BindBuffer( VertexBufferGLSL *pkVertexBuffer )
{
if( m_pkBoundBuffer != pkVertexBuffer )
{
m_pkBoundBuffer = pkVertexBuffer;
neoglBindBufferARB( GL_ARRAY_BUFFER_ARB, m_pkBoundBuffer->m_uiObject );
}
}
};
};
#endif
See more files for this project here