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using System;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.RenderSystem;
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// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
[Developer("Glatzemann")]
public class VertexBuffer : GraphicsResource, IGraphicsResource
{
#region Public
// This is now internal because via befriending the assemblies
// it's usable in the modules but doesn't confuse the enduser.
internal INativeVertexBuffer NativeVertexBuffer
{
get;
set;
}
public BufferUsage BufferUsage { get; private set; }
public int VertexCount { get; private set; }
public VertexDeclaration VertexDeclaration { get; private set; }
#endregion
#region Constructor
public VertexBuffer(GraphicsDevice graphicsDevice, Type vertexType, int vertexCount, BufferUsage usage)
: this(graphicsDevice, VertexTypeHelper.GetDeclaration(vertexType), vertexCount, usage)
{
}
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public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
: base(graphicsDevice)
{
VertexCount = vertexCount;
VertexDeclaration = vertexDeclaration;
BufferUsage = usage;
base.GraphicsDevice.ResourceCreated += GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed;
CreateNativeBuffer();
}
#endregion
#region GraphicsDevice_ResourceDestroyed
private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
{
if (NativeVertexBuffer != null)
{
NativeVertexBuffer.Dispose();
NativeVertexBuffer = null;
}
}
#endregion
#region GraphicsDevice_ResourceCreated
private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
{
if (NativeVertexBuffer != null)
{
NativeVertexBuffer.Dispose();
NativeVertexBuffer = null;
}
CreateNativeBuffer();
}
#endregion
#region CreateNativeBuffer
internal virtual void CreateNativeBuffer()
{
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.NativeVertexBuffer = creator.CreateVertexBuffer(GraphicsDevice, this, VertexDeclaration, VertexCount, BufferUsage);
}
#endregion
#region GetData
public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
NativeVertexBuffer.GetData(offsetInBytes, data, startIndex, elementCount, vertexStride);
}
public void GetData<T>(T[] data) where T : struct
{
NativeVertexBuffer.GetData(data);
}
public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
NativeVertexBuffer.GetData(data, startIndex, elementCount);
}
#endregion
#region SetData
public void SetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
NativeVertexBuffer.SetData(offsetInBytes, data, startIndex, elementCount, vertexStride);
}
public void SetData<T>(T[] data) where T : struct
{
NativeVertexBuffer.SetData(data);
}
public void SetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
NativeVertexBuffer.SetData(data, startIndex, elementCount);
}
#endregion
protected override void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
if (NativeVertexBuffer != null)
{
NativeVertexBuffer.Dispose();
NativeVertexBuffer = null;
}
// do not dispose the VertexDeclaration here, because it's only a reference
if (VertexDeclaration != null)
VertexDeclaration = null;
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
base.Dispose(disposeManaged);
}
}
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}