#ifndef HGL_GRAPH_BUFFER_OBJECT_INCLUDE #define HGL_GRAPH_BUFFER_OBJECT_INCLUDE #include namespace hgl { namespace graph { /** * 显存数据缓冲区对象
* 负责对象与API的交接 */ class BufferObject { protected: GLuint buffer_index; ///<缓冲区索引 GLenum buffer_type; ///<缓冲区类型(GL_ARRAY_BUFFER,GL_ELEMENT_ARRAY_BUFFER等) GLenum user_pattern; ///<数据存储区使用模式(GL_STATIC_DRAW,GL_DYNAMIC_DRAW等) GLsizeiptr buffer_bytes; const BufferData *buffer_data; protected: friend BufferObject *CreateBufferObject(GLenum,GLenum,BufferData *buf); friend BufferObject *CreateBufferObject(const GLenum &,const GLenum &,const GLsizeiptr &); friend BufferObject *CreateBufferObject(const GLenum &,const GLenum &,const GLsizeiptr &,void *); BufferObject(GLuint index,GLenum type); public: virtual ~BufferObject(); public: GLuint GetBufferIndex ()const {return buffer_index;} ///<取得OpenGL缓冲区 GLenum GetBufferType ()const {return buffer_type;} ///<取得缓冲区类型 GLenum GetUserPattern ()const {return user_pattern;} ///<取得缓冲区使用方法 const BufferData *GetBufferData ()const {return buffer_data;} ///<取得缓冲数区(这里返回const是为了不想让只有BufferObject的模块可以修改数据) public: bool Create (GLsizeiptr,GLenum user_pattern); ///<创建数据区 bool Submit (void *,GLsizeiptr,GLenum user_pattern); ///<提交数据 bool Submit (const BufferData *buf_data,GLenum user_pattern); ///<提交数据 bool Change (void *,GLsizeiptr,GLsizeiptr); ///<修改数据 };//class BufferObject BufferObject *CreateBufferObject(GLenum type,GLenum user_pattern=0,BufferData *buf=nullptr); ///<创建一个缓冲区对象 BufferObject *CreateBufferObject(const GLenum &buf_type,const GLenum &user_pattern,const GLsizeiptr &total_bytes); ///<创建一个缓冲区对象 BufferObject *CreateBufferObject(const GLenum &buf_type,const GLenum &user_pattern,const GLsizeiptr &total_bytes,void *data); ///<创建一个缓冲区对象 }//namespace graph }//namespace hgl #endif//HGL_GRAPH_BUFFER_OBJECT_INCLUDE