text: // This code contains NVIDIA Confidential Information and is disclosed to you
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  //
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  // proprietary rights in and to this software and related documentation and
  // any modifications thereto. Any use, reproduction, disclosure, or
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  // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
  
  #ifndef RENDERER_INDEXBUFFER_H
  #define RENDERER_INDEXBUFFER_H
  
  #include <RendererConfig.h>
  #include "RendererInteropableBuffer.h"
  
  namespace SampleRenderer
  {
  
  	class RendererIndexBufferDesc;
  
  	class RendererIndexBuffer: public RendererInteropableBuffer
  	{
  		friend class RendererMesh;
  		friend class GLES2Renderer;
  	public:
  		enum Format
  		{
  			FORMAT_UINT16 = 0,
  			FORMAT_UINT32,
  
  			NUM_FORMATS
  		}_Format;
  
  		enum Hint
  		{
  			HINT_STATIC = 0,
  			HINT_DYNAMIC,
  		}_Hint;
  
  	public:
  		static PxU32 getFormatByteSize(Format format);
  
  	protected:
  		RendererIndexBuffer(const RendererIndexBufferDesc &desc);
  		virtual ~RendererIndexBuffer(void);
  
  	public:
  		void release(void) { delete this; }
  
  		Hint   getHint(void) const;
  		Format getFormat(void) const;
  		PxU32  getMaxIndices(void) const;
  
  	public:
  		virtual void *lock(void) = 0;
  		virtual void  unlock(void) = 0;
  
  	private:
  		virtual void bind(void) const = 0;
  		virtual void unbind(void) const = 0;
  
  		RendererIndexBuffer &operator=(const RendererIndexBuffer &) { return *this; }
  
  	protected:
  		const Hint   m_hint;
  		const Format m_format;
  		PxU32        m_maxIndices;
  	};
  
  } // namespace SampleRenderer
  
  #endif
  