ewol/sources/ewol/renderer/resources/VirtualBufferObject.h

111 lines
3.4 KiB
C++

/**
* @author Edouard DUPIN
*
* @copyright 2011, Edouard DUPIN, all right reserved
*
* @license BSD v3 (see license file)
*/
#ifndef __OPEN_GL__VIRTUAL_BUFFER_OBJECT_H__
#define __OPEN_GL__VIRTUAL_BUFFER_OBJECT_H__
#include <etk/types.h>
#include <etk/math/Vector2D.h>
#include <ewol/debug.h>
#include <ewol/renderer/resources/Resource.h>
#include <ewol/renderer/openGL.h>
#define NB_VBO_MAX (10)
namespace ewol
{
/**
* @brief VirtualBufferObject is a specific resources for opengl, this load the data directly in the graphic card ad keep these inside
*/
class VirtualBufferObject : public ewol::Resource
{
private :
bool m_exist; //!< This data is availlable in the Graphic card
int32_t m_nbVBO; //! number of simultaneous VBO
GLuint m_vbo[NB_VBO_MAX]; //!< OpenGl ID of this VBO
etk::Vector<float> m_buffer[NB_VBO_MAX]; //!< data that is availlable in the VBO system ...
public:
/**
* @brief Constructor of this VBO.
* @param[in] accesMode Acces mode : ???
*/
VirtualBufferObject(const etk::UString& accesMode, int32_t nbElement=3);
/**
* @brief Destructor of this VBO.
*/
virtual ~VirtualBufferObject(void);
/**
* @brief Generic function that get the resouces name of his type.
* @return The define char of his name.
*/
const char* GetType(void) { return "ewol::VirtualBufferObject"; };
/**
* @brief Get the real OpenGL ID.
* @return the Ogl id reference of this VBO.
*/
GLuint GetGL_ID(int32_t id) { return m_vbo[id]; };
/**
* @brief Get a reference on hte buffer data for this VBO.
* @param[in] id Id of the buffer requested
* @return A reference on the data.
*/
etk::Vector<float>& GetRefBuffer(int32_t id) { return m_buffer[id]; };
/**
* @brief push data on a buffer with a custum type :
* @param[in] id Id of the buffer requested.
* @param[in] data Direct data that might be set.
*/
void PushOnBuffer(int32_t id, const ivec3& data);
/**
* @brief push data on a buffer with a custum type :
* @param[in] id Id of the buffer requested.
* @param[in] data Direct data that might be set.
*/
void PushOnBuffer(int32_t id, const vec3& data);
/**
* @brief push data on a buffer with a custum type :
* @param[in] id Id of the buffer requested.
* @param[in] data Direct data that might be set.
*/
void PushOnBuffer(int32_t id, const ivec2& data);
/**
* @brief push data on a buffer with a custum type :
* @param[in] id Id of the buffer requested.
* @param[in] data Direct data that might be set.
*/
void PushOnBuffer(int32_t id, const vec2& data);
/**
* @brief Get the data from the graphic card.
*/
void RetreiveData(void);
/**
* @brief Send the data to the graphic card.
*/
void Flush(void);
/**
* @brief This load/reload the data in the opengl context, needed when removed previously.
*/
void UpdateContext(void);
/**
* @brief Remove the data from the opengl context.
*/
void RemoveContext(void);
/**
* @brief Special android spec! It inform us that all context is removed and after notify us...
*/
void RemoveContextToLate(void);
/**
* @brief 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.
*/
void Reload(void);
};
};
#endif