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#pragma once
#include <vector>
#include "../Utilities/UtilMacros.h"
#include "OpenGL.h"
#include "GPUDataBuffer.h"
#include "DefaultVertexLayout.h"
#include "CustomVertexLayout.h"
#include "Primitive.h"
// 动态填充的VBO
class DynamicVertexBuffer
{
public:
DynamicVertexBuffer();
~DynamicVertexBuffer();
// default layout
void GetChunk(uint attrs, int maxVerts, int maxIndices, EPrimitive primitive, void **out_vb, void **out_ib);
void DrawChunk();
// custom layout
void GetChunk(uint sizePerVert, uint sizePerIndex, int maxVerts, int maxIndices, EPrimitive primitive, void **out_vb, void **out_ib);
void DrawChunk(CustomVertexLayout& layout);
// common
void ReleaseChunk(int actualVerts, int actualIndices);
private:
void FillCustomVertexLayout(CustomVertexLayout& dst);
void FillDefaultVertexLayout(DefaultVertexLayout& dst);
void Clean();
// 如果数据大小小于这个限制,用内存数据,而不是glBufferData
static const int kDataBufferThreshold = 1024;
GPU::DataBuffer *m_CurVB;
GPU::DataBuffer *m_CurIB;
std::vector<byte> m_CurVBData;
std::vector<uint16> m_CurIBData;
EPrimitive m_CurPrimitive;
uint m_CurAttrMask; // default layout only
uint m_CurStride; // default layout only
uint m_CurVertexCount;
uint m_CurIndexCount;
};
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