Class: ewol::VirtualBufferObject
Synopsis:
+ const char * getType (void);
+ GLuint getGL_ID (int32_t id);
+ std::vector<float> & getRefBuffer (int32_t id);
+ void pushOnBuffer (int32_t id,
const vec3 & data);
+ vec3 getOnBufferVec3 (int32_t id,
int32_t elementID);
+ int32_t sizeOnBufferVec3 (int32_t id);
+ void pushOnBuffer (int32_t id,
const vec2 & data);
+ vec2 getOnBufferVec2 (int32_t id,
int32_t elementID);
+ int32_t sizeOnBufferVec2 (int32_t id);
+ void retreiveData (void);
+ void flush (void);
+ void updateContext (void);
+ void removeContext (void);
+ void removeContextToLate (void);
+ void reload (void);
+ static ewol::VirtualBufferObject * keep (int32_t _number);
+ static void release (ewol::VirtualBufferObject * & _object);
# VirtualBufferObject (int32_t _number);
# ~VirtualBufferObject (void);
Object Hierarchy:
ewol::EObject +--> ewol::Resource +--> ewol::VirtualBufferObject
Description:
/** * @brief VirtualBufferObject is a specific resources for opengl, this load the data directly in the graphic card ad keep these inside */Detail:
getType ()
const char * getType(void);
Generic function that get the resouces name of his type.
Return: The define char of his name.
getGL_ID ()
GLuint getGL_ID(int32_t id);
get the real openGL ID.
Return: the Ogl id reference of this VBO.
getRefBuffer ()
std::vector<float> & getRefBuffer(int32_t id);
get a reference on hte buffer data for this VBO.
Parameter [input]: id Id of the buffer requested
Return: A reference on the data.
pushOnBuffer ()
void pushOnBuffer(int32_t id,
const vec3 & data);
push data on a buffer with a custum type :
Parameter [input]: id Id of the buffer requested.
Parameter [input]: data Direct data that might be set.
getOnBufferVec3 ()
vec3 getOnBufferVec3(int32_t id,
int32_t elementID);
sizeOnBufferVec3 ()
int32_t sizeOnBufferVec3(int32_t id);
pushOnBuffer ()
void pushOnBuffer(int32_t id,
const vec2 & data);
push data on a buffer with a custum type :
Parameter [input]: id Id of the buffer requested.
Parameter [input]: data Direct data that might be set.
getOnBufferVec2 ()
vec2 getOnBufferVec2(int32_t id,
int32_t elementID);
sizeOnBufferVec2 ()
int32_t sizeOnBufferVec2(int32_t id);
retreiveData ()
void retreiveData(void);
get the data from the graphic card.
flush ()
void flush(void);
Send the data to the graphic card.
updateContext ()
void updateContext(void);
This load/reload the data in the opengl context, needed when removed previously.
removeContext ()
void removeContext(void);
remove the data from the opengl context.
removeContextToLate ()
void removeContextToLate(void);
Special android spec! It inform us that all context is removed and after notify us...
reload ()
void reload(void);
Relode the shader from the file. used when a request of resouces reload is done.
Notes: this is really usefull when we tested the new themes or shader developpements.
ewol::keep ()
static ewol::VirtualBufferObject * keep(int32_t _number);
keep the resource pointer.
Notes: Never free this pointer by your own...
Parameter [input]: _number Number of VBO needed
Return: pointer on the resource or NULL if an error occured.
ewol::release ()
static void release(ewol::VirtualBufferObject * & _object);
release the keeped resources
Parameter [input] [output]: reference on the object pointer
ewol::VirtualBufferObject ()
VirtualBufferObject(int32_t _number);
Constructor of this VBO.
Parameter [input]: accesMode Acces mode : ???
ewol::~VirtualBufferObject ()
~VirtualBufferObject(void);
Destructor of this VBO.
getType ()
const char * getType(void);
Generic function that get the resouces name of his type.
-
Return: The define char of his name.
getGL_ID ()
GLuint getGL_ID(int32_t id);
get the real openGL ID.
-
Return: the Ogl id reference of this VBO.
getRefBuffer ()
std::vector<float> & getRefBuffer(int32_t id);
get a reference on hte buffer data for this VBO.
-
Parameter [input]: id Id of the buffer requested
Return: A reference on the data.
pushOnBuffer ()
void pushOnBuffer(int32_t id, const vec3 & data);
push data on a buffer with a custum type :
-
Parameter [input]: id Id of the buffer requested.
Parameter [input]: data Direct data that might be set.
getOnBufferVec3 ()
vec3 getOnBufferVec3(int32_t id, int32_t elementID);
sizeOnBufferVec3 ()
int32_t sizeOnBufferVec3(int32_t id);
pushOnBuffer ()
void pushOnBuffer(int32_t id, const vec2 & data);
push data on a buffer with a custum type :
-
Parameter [input]: id Id of the buffer requested.
Parameter [input]: data Direct data that might be set.
getOnBufferVec2 ()
vec2 getOnBufferVec2(int32_t id, int32_t elementID);
sizeOnBufferVec2 ()
int32_t sizeOnBufferVec2(int32_t id);
retreiveData ()
void retreiveData(void);
get the data from the graphic card.
flush ()
void flush(void);
Send the data to the graphic card.
updateContext ()
void updateContext(void);
This load/reload the data in the opengl context, needed when removed previously.
removeContext ()
void removeContext(void);
remove the data from the opengl context.
removeContextToLate ()
void removeContextToLate(void);
Special android spec! It inform us that all context is removed and after notify us...
reload ()
void reload(void);
Relode the shader from the file. used when a request of resouces reload is done.
Notes: this is really usefull when we tested the new themes or shader developpements.
ewol::keep ()
static ewol::VirtualBufferObject * keep(int32_t _number);
keep the resource pointer.
Notes: Never free this pointer by your own...
-
Parameter [input]: _number Number of VBO needed
Return: pointer on the resource or NULL if an error occured.
ewol::release ()
static void release(ewol::VirtualBufferObject * & _object);
release the keeped resources
-
Parameter [input] [output]: reference on the object pointer
ewol::VirtualBufferObject ()
VirtualBufferObject(int32_t _number);
Constructor of this VBO.
-
Parameter [input]: accesMode Acces mode : ???
ewol::~VirtualBufferObject ()
~VirtualBufferObject(void);
Destructor of this VBO.