128 lines
4.9 KiB
C#
128 lines
4.9 KiB
C#
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using System;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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using OpenTK.Graphics.OpenGL;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.GL3
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{
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/// <summary>
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/// Native OpenGL implementation of a Index Buffer.
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/// </summary>
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public class IndexBufferGL3 : INativeBuffer
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{
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#region Private
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/// <summary>
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/// Native index buffer handle.
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/// </summary>
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private int bufferHandle;
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private int indexCount;
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private IndexElementSize elementSize;
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private BufferUsage usage;
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#endregion
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#region Constructor
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/// <summary>
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/// Create a new Index Buffer object.
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/// </summary>
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internal IndexBufferGL3(IndexElementSize setElementSize,
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int setIndexCount, BufferUsage setUsage)
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{
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indexCount = setIndexCount;
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elementSize = setElementSize;
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usage = setUsage;
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GL.GenBuffers(1, out bufferHandle);
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}
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#endregion
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#region SetData (TODO)
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data)
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where T : struct
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{
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// TODO: check
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IntPtr size = (IntPtr)((elementSize == IndexElementSize.SixteenBits ?
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16 : 32) * data.Length);
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// TODO: check
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BufferUsageHint usageHint = usage == BufferUsage.WriteOnly ?
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BufferUsageHint.StaticDraw :
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BufferUsageHint.DynamicDraw;
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, bufferHandle);
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GL.BufferData(BufferTarget.ElementArrayBuffer, size, data, usageHint);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data,
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int startIndex, int elementCount) where T : struct
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{
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes,
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T[] data, int startIndex, int elementCount) where T : struct
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{
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}
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#endregion
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#region Dispose
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/// <summary>
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/// Dispose the native index buffer data.
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/// </summary>
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public void Dispose()
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{
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GL.DeleteBuffers(1, ref bufferHandle);
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}
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#endregion
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}
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}
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