using System;
using System.Runtime.InteropServices;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using OpenTK.Graphics.OpenGL;
using ANX.RenderSystem.GL3.Helpers;
// 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.RenderSystem.GL3
{
///
/// Native OpenGL implementation of a Vertex Buffer.
///
/// Great tutorial about VBO/IBO directly for OpenTK:
/// http://www.opentk.com/doc/graphics/geometry/vertex-buffer-objects
///
public class VertexBufferGL3 : INativeVertexBuffer
{
#region Private
private VertexBuffer managedBuffer;
///
/// Native vertex buffer handle.
///
private int bufferHandle;
internal int BufferHandle
{
get
{
return bufferHandle;
}
}
private VertexDeclaration vertexDeclaration;
private BufferUsage usage;
private int vertexCount;
private BufferUsageHint usageHint;
internal bool IsDisposed;
#endregion
#region Constructor
///
/// Create a new Vertex Buffer object.
///
internal VertexBufferGL3(VertexBuffer setManagedBuffer,
VertexDeclaration setVertexDeclaration, int setVertexCount,
BufferUsage setUsage)
{
GraphicsResourceManager.UpdateResource(this, true);
managedBuffer = setManagedBuffer;
vertexDeclaration = setVertexDeclaration;
usage = setUsage;
vertexCount = setVertexCount;
bool isDynamicBuffer = managedBuffer is DynamicVertexBuffer;
usageHint = isDynamicBuffer ?
BufferUsageHint.DynamicDraw :
BufferUsageHint.StaticDraw;
CreateBuffer();
}
~VertexBufferGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
#endregion
#region CreateBuffer
private void CreateBuffer()
{
GL.GenBuffers(1, out bufferHandle);
ErrorHelper.Check("GenBuffers");
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
int size = vertexDeclaration.VertexStride * vertexCount;
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)size, IntPtr.Zero,
usageHint);
ErrorHelper.Check("BufferData");
int setSize;
GL.GetBufferParameter(BufferTarget.ArrayBuffer,
BufferParameterName.BufferSize, out setSize);
if (setSize != size)
{
throw new Exception("Failed to set the vertexBuffer data. DataSize=" +
size + " SetSize=" + setSize);
}
}
#endregion
#region RecreateData
internal void RecreateData()
{
CreateBuffer();
}
#endregion
#region SetData
public void SetData(T[] data)
where T : struct
{
BufferData(data, 0);
}
public void SetData(T[] data, int startIndex, int elementCount) where T : struct
{
if (startIndex != 0 ||
elementCount != data.Length)
{
T[] subArray = new T[elementCount];
Array.Copy(data, startIndex, subArray, 0, elementCount);
BufferData(subArray, 0);
}
else
{
BufferData(data, 0);
}
}
public void SetData(int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct
{
if (startIndex != 0 ||
elementCount != data.Length)
{
T[] subArray = new T[elementCount];
Array.Copy(data, startIndex, subArray, 0, elementCount);
BufferData(subArray, offsetInBytes);
}
else
{
BufferData(data, offsetInBytes);
}
}
public void SetData(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
T[] elements;
if (startIndex != 0 ||
elementCount != data.Length)
{
elements = new T[elementCount];
Array.Copy(data, startIndex, elements, 0, elementCount);
}
else
{
elements = data;
}
int size = Marshal.SizeOf(typeof(T));
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
for (int index = 0; index < elementCount; index++)
{
GL.BufferSubData(BufferTarget.ArrayBuffer,
(IntPtr)offsetInBytes + (index * vertexStride),
(IntPtr)size, ref elements[index]);
ErrorHelper.Check("BufferSubData");
}
}
#endregion
#region BufferData (private helper)
private void BufferData(T[] data, int offset) where T : struct
{
int size = Marshal.SizeOf(typeof(T)) * data.Length;
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)offset,
(IntPtr)size, data);
ErrorHelper.Check("BufferSubData");
}
#endregion
#region GetData
public void GetData(T[] data) where T : struct
{
int size = Marshal.SizeOf(typeof(T)) * data.Length;
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
GL.GetBufferSubData(BufferTarget.ArrayBuffer, IntPtr.Zero,
(IntPtr)size, data);
ErrorHelper.Check("GetBufferSubData");
}
#endregion
#region GetData
public void GetData(T[] data, int startIndex, int elementCount)
where T : struct
{
T[] copyElements = new T[elementCount];
int size = Marshal.SizeOf(typeof(T)) * elementCount;
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
GL.GetBufferSubData(BufferTarget.ArrayBuffer, (IntPtr)0,
(IntPtr)size, copyElements);
ErrorHelper.Check("GetBufferSubData");
Array.Copy(copyElements, 0, data, startIndex, elementCount);
}
#endregion
#region GetData
public void GetData(int offsetInBytes, T[] data, int startIndex,
int elementCount, int vertexStride) where T : struct
{
T[] copyElements = new T[elementCount];
int size = Marshal.SizeOf(typeof(T));
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
for (int index = 0; index < elementCount; index++)
{
GL.GetBufferSubData(BufferTarget.ArrayBuffer,
(IntPtr)offsetInBytes + (index * vertexStride),
(IntPtr)size,
ref copyElements[index]);
ErrorHelper.Check("GetBufferSubData");
}
Array.Copy(copyElements, 0, data, startIndex, elementCount);
}
#endregion
#region Bind
public void Bind(EffectGL3 activeEffect)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, BufferHandle);
ErrorHelper.Check("BindBuffer");
MapVertexDeclaration(activeEffect);
}
#endregion
#region MapVertexDeclaration
private void MapVertexDeclaration(EffectGL3 effect)
{
EffectTechniqueGL3 currentTechnique = effect.CurrentTechnique;
ShaderAttributeGL3[] attributes = currentTechnique.activeAttributes;
VertexElement[] elements = vertexDeclaration.GetVertexElements();
if (elements.Length != attributes.Length)
throw new InvalidOperationException("Mapping the VertexDeclaration onto the glsl attributes failed because " +
"we have " + attributes.Length + " Shader Attributes and " + elements.Length + " elements in the vertex " +
"declaration which doesn't fit!");
for (int index = 0; index < attributes.Length; index++)
{
int location = attributes[index].Location;
attributes[index].Bind(elements[location].VertexElementUsage, vertexDeclaration.VertexStride,
elements[location].Offset);
}
}
#endregion
#region Dispose
///
/// Dispose the native index buffer data.
///
public void Dispose()
{
if (IsDisposed == false)
{
IsDisposed = true;
DisposeResource();
}
}
internal void DisposeResource()
{
if (bufferHandle != -1 &&
GraphicsDeviceWindowsGL3.IsContextCurrent)
{
GL.DeleteBuffers(1, ref bufferHandle);
ErrorHelper.Check("DeleteBuffers");
bufferHandle = -1;
}
}
#endregion
}
}