irrlicht/include/IVertexBuffer.h

49 lines
1.5 KiB
C++

// Copyright (C) 2008-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#include "IReferenceCounted.h"
#include "irrArray.h"
#include "EHardwareBufferFlags.h"
#include "S3DVertex.h"
namespace irr
{
namespace scene
{
class IVertexBuffer : public virtual IReferenceCounted
{
public:
virtual void *getData() = 0;
virtual video::E_VERTEX_TYPE getType() const = 0;
virtual void setType(video::E_VERTEX_TYPE vertexType) = 0;
virtual u32 stride() const = 0;
virtual u32 size() const = 0;
virtual void push_back(const video::S3DVertex &element) = 0;
virtual video::S3DVertex &operator[](const u32 index) const = 0;
virtual video::S3DVertex &getLast() = 0;
virtual void set_used(u32 usedNow) = 0;
virtual void reallocate(u32 new_size) = 0;
virtual u32 allocated_size() const = 0;
virtual video::S3DVertex *pointer() = 0;
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const = 0;
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint) = 0;
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty() = 0;
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID() const = 0;
};
} // end namespace scene
} // end namespace irr