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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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#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public class IndexBuffer : GraphicsResource, IGraphicsResource
{
#region Private
private int indexCount;
private BufferUsage bufferUsage;
private IndexElementSize indexElementSize;
private INativeIndexBuffer nativeIndexBuffer;
#endregion
#region Public
// This is now internal because via befriending the assemblies
// it's usable in the modules but doesn't confuse the enduser.
internal INativeIndexBuffer NativeIndexBuffer
{
get
{
if (nativeIndexBuffer == null)
{
CreateNativeBuffer();
}
return this.nativeIndexBuffer;
}
}
public BufferUsage BufferUsage
{
get
{
return this.bufferUsage;
}
}
public int IndexCount
{
get
{
return this.indexCount;
}
}
public IndexElementSize IndexElementSize
{
get
{
return this.indexElementSize;
}
}
#endregion
#region Constructor
public IndexBuffer(GraphicsDevice graphicsDevice, IndexElementSize indexElementSize, int indexCount, BufferUsage usage)
: base(graphicsDevice)
{
this.indexElementSize = indexElementSize;
this.indexCount = indexCount;
this.bufferUsage = usage;
base.GraphicsDevice.ResourceCreated += GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed;
CreateNativeBuffer();
}
public IndexBuffer(GraphicsDevice graphicsDevice, Type indexType, int indexCount, BufferUsage usage)
: base(graphicsDevice)
{
if (indexType == typeof(int) ||
indexType == typeof(uint))
{
this.indexElementSize = IndexElementSize.ThirtyTwoBits;
}
else if (indexType == typeof(short) ||
indexType == typeof(ushort))
{
this.indexElementSize = IndexElementSize.SixteenBits;
}
else
{
throw new Exception("can't use IndexType " + indexType.ToString());
}
this.indexCount = indexCount;
this.bufferUsage = usage;
CreateNativeBuffer();
}
~IndexBuffer()
{
Dispose();
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
#endregion
#region GraphicsDevice_ResourceDestroyed
private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
{
if (this.nativeIndexBuffer != null)
{
this.nativeIndexBuffer.Dispose();
this.nativeIndexBuffer = null;
}
}
#endregion
#region GraphicsDevice_ResourceCreated
private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
{
if (nativeIndexBuffer != null)
{
nativeIndexBuffer.Dispose();
nativeIndexBuffer = null;
}
CreateNativeBuffer();
}
#endregion
#region CreateNativeBuffer
private void CreateNativeBuffer()
{
this.nativeIndexBuffer =
AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateIndexBuffer(GraphicsDevice, this, indexElementSize, indexCount, bufferUsage);
}
#endregion
#region GetData
public void GetData<T>(int offsetInBytes, T[] data, int startIndex,
int elementCount) where T : struct
{
NativeIndexBuffer.GetData(offsetInBytes, data, startIndex, elementCount);
}
public void GetData<T>(T[] data) where T : struct
{
NativeIndexBuffer.GetData(data);
}
public void GetData<T>(T[] data, int startIndex, int elementCount)
where T : struct
{
NativeIndexBuffer.GetData(data, startIndex, elementCount);
}
#endregion
#region SetData
public void SetData<T>(int offsetInBytes, T[] data, int startIndex,
int elementCount) where T : struct
{
NativeIndexBuffer.SetData(GraphicsDevice, offsetInBytes, data,
startIndex, elementCount);
}
public void SetData<T>(T[] data) where T : struct
{
NativeIndexBuffer.SetData(GraphicsDevice, data);
}
public void SetData<T>(T[] data, int startIndex, int elementCount)
where T : struct
{
NativeIndexBuffer.SetData(GraphicsDevice, data, startIndex, elementCount);
}
#endregion
#region Dispose
public override void Dispose()
{
Dispose(true);
}
protected override void Dispose(
[MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
if (this.nativeIndexBuffer != null)
{
this.nativeIndexBuffer.Dispose();
this.nativeIndexBuffer = null;
}
}
#endregion
}
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}