class: ewol::resource::VirtualBufferObject
Description:
VirtualBufferObject is a specific resources for opengl, this load the data directly in the graphic card ad keep these insideConstructor and Destructor:
# VirtualBufferObject ();
+ virtual ~VirtualBufferObject ();
Synopsis:
# void init (int32_t _number);
+ DECLARE_RESOURCE_FACTORY (VirtualBufferObject );
+ 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 flush ();
+ void updateContext ();
+ void removeContext ();
+ void removeContextToLate ();
+ void reload ();
Object Hierarchy:
+std::enable_shared_from_this<Object>
+ewol::object::ParameterList
+ewol::object::SignalList
+--> +ewol::Object
+--> +ewol::Resource
+--> ewol::resource::VirtualBufferObject
Detail:
VirtualBufferObject
# VirtualBufferObject ();
Constructor of this VBO.
Parameter [input]: accesMode Acces mode : ???
init
# void init (int32_t _number);
DECLARE_RESOURCE_FACTORY
+ DECLARE_RESOURCE_FACTORY (VirtualBufferObject );
~VirtualBufferObject
+ virtual ~VirtualBufferObject ();
Destructor of this VBO.
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 ();
get the data from the graphic card.
flush
+ void flush ();
Send the data to the graphic card.
updateContext
+ void updateContext ();
This load/reload the data in the opengl context, needed when removed previously.
removeContext
+ void removeContext ();
remove the data from the opengl context.
removeContextToLate
+ void removeContextToLate ();
Special android spec! It inform us that all context is removed and after notify us...
reload
+ void reload ();
Relode the shader from the file. used when a request of resouces reload is done.
Note: this is really usefull when we tested the new themes or shader developpements.
+std::enable_shared_from_this<Object>
+ewol::object::ParameterList
+ewol::object::SignalList
+--> +ewol::Object
+--> +ewol::Resource
+--> ewol::resource::VirtualBufferObject
Detail:
VirtualBufferObject
# VirtualBufferObject ();Constructor of this VBO.
Parameter [input]: | accesMode | Acces mode : ??? |
init
# void init (int32_t _number);
DECLARE_RESOURCE_FACTORY
+ DECLARE_RESOURCE_FACTORY (VirtualBufferObject );
~VirtualBufferObject
+ virtual ~VirtualBufferObject ();Destructor of this VBO.
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,push data on a buffer with a custum type :
const vec3 & data);
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,push data on a buffer with a custum type :
const vec2 & data);
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 ();get the data from the graphic card.
flush
+ void flush ();Send the data to the graphic card.
updateContext
+ void updateContext ();This load/reload the data in the opengl context, needed when removed previously.
removeContext
+ void removeContext ();remove the data from the opengl context.
removeContextToLate
+ void removeContextToLate ();Special android spec! It inform us that all context is removed and after notify us...
reload
+ void reload ();Relode the shader from the file. used when a request of resouces reload is done.
Note: this is really usefull when we tested the new themes or shader developpements.