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love.graphics internal Buffer objects are no longer OpenGL-specific.
--HG-- branch : minor
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/**
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* Copyright (c) 2006-2017 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#pragma once
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// LOVE
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#include "common/config.h"
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#include "common/int.h"
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#include "vertex.h"
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// C
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#include <stddef.h>
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namespace love
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{
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namespace graphics
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{
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class Graphics;
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/**
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* A block of GPU-owned memory. Currently meant for internal use.
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**/
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class Buffer
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{
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public:
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enum MapFlags
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{
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MAP_EXPLICIT_RANGE_MODIFY = (1 << 0), // see setMappedRangeModified.
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MAP_READ = (1 << 1),
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};
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Buffer(size_t size, BufferType type, vertex::Usage usage, uint32 mapflags);
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virtual ~Buffer();
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size_t getSize() const
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{
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return size;
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}
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BufferType getType() const
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{
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return type;
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}
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vertex::Usage getUsage() const
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{
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return usage;
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}
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bool isMapped() const
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{
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return is_mapped;
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}
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/**
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* Map the Buffer to client memory.
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*
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* This can be faster for large changes to the buffer. For smaller
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* changes, see fill().
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*/
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virtual void *map() = 0;
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/**
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* Unmap a previously mapped Buffer. The buffer must be unmapped when used
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* to draw.
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*/
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virtual void unmap() = 0;
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/**
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* Marks a range of mapped data as modified.
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* NOTE: Buffer::fill calls this internally for you.
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**/
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virtual void setMappedRangeModified(size_t offset, size_t size) = 0;
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/**
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* Gets the backend-specific handle for this Buffer.
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**/
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virtual ptrdiff_t getHandle() const = 0;
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/**
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* Fill a portion of the buffer with data and marks the range as modified.
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*
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* @param offset The offset in the GLBuffer to store the data.
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* @param size The size of the incoming data.
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* @param data Pointer to memory to copy data from.
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*/
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virtual void fill(size_t offset, size_t size, const void *data) = 0;
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/**
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* Copy the contents of this Buffer to another Buffer object.
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**/
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virtual void copyTo(size_t offset, size_t size, Buffer *other, size_t otheroffset) = 0;
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uint32 getMapFlags() const
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{
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return map_flags;
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}
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class Mapper
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{
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public:
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/**
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* Memory-maps a Buffer.
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*/
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Mapper(Buffer &buffer)
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: buf(buffer)
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{
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elems = buf.map();
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}
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/**
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* unmaps the buffer
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*/
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~Mapper()
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{
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buf.unmap();
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}
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/**
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* Get pointer to memory mapped region
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*/
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void *get()
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{
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return elems;
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}
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private:
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Buffer &buf;
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void *elems;
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}; // Mapper
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protected:
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// The size of the buffer, in bytes.
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size_t size;
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// The type of the buffer object.
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BufferType type;
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// Usage hint. GL_[DYNAMIC, STATIC, STREAM]_DRAW.
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vertex::Usage usage;
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uint32 map_flags;
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bool is_mapped;
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}; // Buffer
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/**
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* QuadIndices manages one shared Buffer that stores the indices for an element
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* array. Vertex arrays using the vertex structure (or anything else that can
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* use the pattern below) can request a size and use it for the indexed draw
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* call.
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*
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* indices[i*6 + 0] = i*4 + 0;
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* indices[i*6 + 1] = i*4 + 1;
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* indices[i*6 + 2] = i*4 + 2;
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*
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* indices[i*6 + 3] = i*4 + 2;
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* indices[i*6 + 4] = i*4 + 1;
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* indices[i*6 + 5] = i*4 + 3;
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*
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* There will always be a large enough Buffer around until all QuadIndices
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* instances have been deleted.
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*
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* Q: Why have something like QuadIndices?
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* A: The indices for the SpriteBatch do not change, only the array size varies.
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* Using one Buffer for all element arrays removes this duplicated data and
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* saves some memory.
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*/
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class QuadIndices
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{
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public:
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/**
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* Adds an entry to the list of sizes and resizes the Buffer
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* if needed. A size of 1 allocates a group of 6 indices for 4 vertices
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* creating 1 face.
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*/
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QuadIndices(Graphics *gfx, size_t size);
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QuadIndices(const QuadIndices &other);
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QuadIndices &operator = (const QuadIndices &other);
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/**
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* Removes an entry from the list of sizes and resizes the GLBuffer
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* if needed.
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*/
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~QuadIndices();
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/**
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* Returns the number of index groups.
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* This can be used for getIndexCount to get the full count of indices.
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*/
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size_t getSize() const;
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/**
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* Returns the number of indices that the passed element count will have.
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* Use QuadIndices::getSize to get the full index count for that
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* QuadIndices instance.
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*/
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size_t getIndexCount(size_t elements) const;
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/**
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* Returns the integer type of the element array.
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* If an optional nonzero size argument is passed, the function returns
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* the integer type of the element array of that size.
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*/
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IndexDataType getType(size_t s) const;
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inline IndexDataType getType() const
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{
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return getType(maxSize);
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}
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/**
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* Returns the size in bytes of an element in the element array.
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* Can be used with getPointer to calculate an offset into the array based
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* on a number of elements.
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**/
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size_t getElementSize();
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/**
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* Returns the pointer to the Buffer.
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* The pointer will change if a new size request or removal causes a Buffer
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* resize. It is recommended to retrieve the pointer value directly before
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* the drawing call.
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*/
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Buffer *getBuffer() const;
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/**
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* Returns a direct pointer to the index data.
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*
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* At least one graphics driver (the one for Kepler nvidia GPUs in OS X)
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* fails to render geometry if the vertex data was a direct CPU pointer but
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* the index data came from an Index Buffer.
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* So the direct pointer to the index buffer should be used instead of the
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* index buffer when rendering using client-side vertex arrays.
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**/
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const void *getIndices(size_t offset) const;
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private:
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/**
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* Adds all indices to the array with the type T.
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* There are no checks for the correct types or overflows. The calling
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* function should check for that.
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*/
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template <typename T> void fill();
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// The size of the array requested by this instance.
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size_t size;
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// The size in bytes of an element in the element array.
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static size_t elementSize;
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// The current GLBuffer size. 0 means no Buffer.
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static size_t maxSize;
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static size_t objectCount;
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// The Buffer for the element array. Can be null.
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static Buffer *indexBuffer;
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// The array of indices that will also be stored in the index buffer.
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static char *indices;
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}; // QuadIndices
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} // graphics
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} // love
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