/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __D3D9HARDWAREVERTEXBUFFER_H__ #define __D3D9HARDWAREVERTEXBUFFER_H__ #include "OgreD3D9Prerequisites.h" #include "OgreHardwareVertexBuffer.h" #include #include #include namespace Ogre { /// Specialisation of HardwareVertexBuffer for D3D9 class D3D9HardwareVertexBuffer : public HardwareVertexBuffer { protected: LPDIRECT3DVERTEXBUFFER9 mlpD3DBuffer; D3DPOOL mD3DPool; /** See HardwareBuffer. */ void* lockImpl(size_t offset, size_t length, LockOptions options); /** See HardwareBuffer. */ void unlockImpl(void); public: D3D9HardwareVertexBuffer(size_t vertexSize, size_t numVertices, HardwareBuffer::Usage usage, LPDIRECT3DDEVICE9 pDev, bool useSystemMem, bool useShadowBuffer); ~D3D9HardwareVertexBuffer(); /** See HardwareBuffer. */ void readData(size_t offset, size_t length, void* pDest); /** See HardwareBuffer. */ void writeData(size_t offset, size_t length, const void* pSource, bool discardWholeBuffer = false); /// For dealing with lost devices - release the resource if in the default pool bool releaseIfDefaultPool(void); /// For dealing with lost devices - recreate the resource if in the default pool bool recreateIfDefaultPool(LPDIRECT3DDEVICE9 pDev); /// Get D3D9-specific vertex buffer LPDIRECT3DVERTEXBUFFER9 getD3D9VertexBuffer(void) const { return mlpD3DBuffer; } }; } #endif