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path: root/Runtime/Graphics/VertexBuffer.h
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#pragma once

#include <vector>

#include "../Utilities/UtilMacros.h"
#include "../Shaders/ShaderChannel.h"

#include "OpenGL.h"
#include "GPUDataBuffer.h"
#include "DefaultVertexLayout.h"
#include "CustomVertexLayout.h"
#include "Primitive.h"

// 实际使用过程中,通常是一个VBO和一个IBO一起,submesh对应的是IBO中的不同的段,而不是不同的IBO

class VertexBuffer
{
public:
	enum VertexBufferType
	{
		VertexBufferType_Static, // device
		VertexBufferType_Stream, // pinned (best performance)
		VertexBufferType_Dynamic,// device
	};

	VertexBuffer(int vbSize, int ibSize, VertexBufferType type);
	~VertexBuffer();

    // 填充数据
    void GetChunk(uint sizePerVert, uint sizePerIndex, int maxVerts, int maxIndices, EPrimitive primitive, void **out_vb, void **out_ib);
    // 提交数据
    void FlushChunk(int actualVerts, int actualIndices);

    GET(GPU::DataBuffer*, VB, m_VB);
    GET(GPU::DataBuffer*, IB, m_IB);

	void Draw(CustomVertexLayout& layout);

private:
    void FillCustomVertexLayout(CustomVertexLayout& dst);

	VertexBufferType m_Type;

	GPU::DataBuffer* m_VB;
	GPU::DataBuffer* m_IB;

    int m_SizePerVertex;

    int m_CurIndexCount;

    EPrimitive m_Primitive;

};