using System; using ANX.Framework.NonXNA; using ANX.Framework.Graphics; using OpenTK.Graphics.OpenGL; #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.Windows.GL3 { /// /// Native OpenGL implementation of a Vertex Buffer. /// /// Information about vbo/ibo: http://playcontrol.net/ewing/jibberjabber/opengl_vertex_buffer_object.html /// public class VertexBufferGL3 : INativeBuffer { #region Private /// /// Native vertex buffer handle. /// private int bufferHandle; private VertexDeclaration vertexDeclaration; private BufferUsage usage; private int vertexCount; private BufferUsageHint usageHint; #endregion #region Constructor /// /// Create a new Vertex Buffer object. /// internal VertexBufferGL3(VertexDeclaration setVertexDeclaration, int setVertexCount, BufferUsage setUsage) { vertexDeclaration = setVertexDeclaration; usage = setUsage; vertexCount = setVertexCount; // TODO: evaluate whats best // StaticDraw: set once, use often // DynamicDraw: set frequently, use repeatadly // StreamDraw: set every tick, use once usageHint = BufferUsageHint.DynamicDraw; GL.GenBuffers(1, out bufferHandle); IntPtr size = (IntPtr)(vertexDeclaration.VertexStride * setVertexCount); GL.BufferData(BufferTarget.ArrayBuffer, size, IntPtr.Zero, usageHint); } #endregion #region SetData public void SetData(GraphicsDevice graphicsDevice, T[] data) where T : struct { BufferData(data, 0); } #endregion #region SetData public void SetData(GraphicsDevice graphicsDevice, 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); } } #endregion #region SetData public void SetData(GraphicsDevice graphicsDevice, 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); } } #endregion #region BufferData (private helper) (TODO) private void BufferData(T[] data, int offset) where T : struct { IntPtr size = (IntPtr)(vertexDeclaration.VertexStride * data.Length); GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle); // TODO: check the different handling with MapBuffer etc. (See link above) //GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)offset, size, data); } #endregion #region Dispose /// /// Dispose the native index buffer data. /// public void Dispose() { GL.DeleteBuffers(1, ref bufferHandle); } #endregion } }