using System; using System.Runtime.InteropServices; using ANX.Framework.NonXNA; using ANX.Framework.NonXNA.Development; using ANX.Framework.NonXNA.RenderSystem; // 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 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) { } 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(); this.NativeVertexBuffer = creator.CreateVertexBuffer(GraphicsDevice, this, VertexDeclaration, VertexCount, BufferUsage); } #endregion #region GetData public void GetData(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct { NativeVertexBuffer.GetData(offsetInBytes, data, startIndex, elementCount, vertexStride); } public void GetData(T[] data) where T : struct { NativeVertexBuffer.GetData(data); } public void GetData(T[] data, int startIndex, int elementCount) where T : struct { NativeVertexBuffer.GetData(data, startIndex, elementCount); } #endregion #region SetData public void SetData(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct { NativeVertexBuffer.SetData(offsetInBytes, data, startIndex, elementCount, vertexStride); } public void SetData(T[] data) where T : struct { NativeVertexBuffer.SetData(data); } public void SetData(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); } } }