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#ifndef BUFFEREDVBO_H
#define BUFFEREDVBO_H
#include "VBO.h"
#include "Runtime/Utilities/dynamic_array.h"
class BufferedVBO : public VBO
{
public:
BufferedVBO();
~BufferedVBO();
virtual bool MapVertexStream( VertexStreamData& outData, unsigned stream );
virtual void UnmapVertexStream( unsigned stream );
virtual int GetRuntimeMemorySize() const;
virtual void UnloadSourceVertices();
protected:
void BufferAllVertexData( const VertexBufferData& buffer );
void BufferAccessibleVertexData( const VertexBufferData& buffer );
void BufferVertexData( const VertexBufferData& buffer, bool copyModes[kStreamModeCount] );
void UnbufferVertexData();
UInt8* GetStreamBuffer(unsigned stream);
UInt8* GetChannelDataAndStride(ShaderChannel channel, UInt32& outStride);
void GetChannelDataAndStrides(void* channelData[kShaderChannelCount], UInt32 outStrides[kShaderChannelCount]);
void GetChannelOffsetsAndStrides(void* channelOffsets[kShaderChannelCount], UInt32 outStrides[kShaderChannelCount]);
VertexBufferData m_VertexData;
size_t m_AllocatedSize;
};
#endif
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