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path: root/Runtime/Graphics/VertexBuffer.h
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#ifndef VBO_H
#define VBO_H

#include <vector>

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

#include "OpenGL.h"
#include "GpuDataBuffer.h"

enum VertexAttr
{
	VertexAttr_Position = 0,
	VertexAttr_Normal = 1,
	VertexAttr_Tangent = 2,
	VertexAttr_Color = 3,
	VertexAttr_TexCoord0 = 4,
	VertexAttr_TexCoord1 = 5,

	VertexAttr_Count = 6
};

enum RenderMode
{
	RenderMode_Triangle = 1,
	RenderMode_Line = 2,
	RenderMode_Point = 3,
};

struct VertexInputInfo
{
	const void* pointer; // either cpu memory or gpu memory
	uint componentType; // one of VertexAttrFormat
	uint componentNum;
	uint16 stride;
};

// gpu side vertex attributes array
struct VertexArrayInfo
{
	uint32 enableMask;
	GLuint buffers[VertexAttr_Count];
	VertexInputInfo attributes[VertexAttr_Count];
};

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

	VertexBuffer(VertexBufferType type);
	~VertexBuffer();

	void Draw();

private:

	VertexBufferType m_Type;
	GPU::DataBuffer *m_VB, *m_IB;// vertex buffer and index buffer

};

class SharedVertexBuffer
{
public: 
	SharedVertexBuffer();
	~SharedVertexBuffer();

	void GetChunk(uint attrs, int maxVerts, int maxIndices, RenderMode mode, void **out_vb, void **out_ib);
	void ReleaseChunk(int actualVerts, int actualIndices);

	void DrawChunk();

private: 

	void FillVertexArrayInfo(VertexArrayInfo& dst);

	void Clean();

	// if vertex databuffer size beyond this value, use pinned memory mapping, instead of glBufferData.
	enum { DataBufferThreshold = 1024 };

	// shared vbo and ibo
	GPU::DataBuffer *m_CurVB, *m_CurIB;

	// restore vbo and ibo data if not using pinned memory mapping
	std::vector<byte> m_CurVBData;
	std::vector<uint16> m_CurIBData;
	
	RenderMode m_CurRenderMode;

	uint m_CurAttrMask;
	uint m_CurStride;

	uint m_CurVertexCount;
	uint m_CurIndexCount;

};

#endif