using System;
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 Index Buffer.
///
public class IndexBufferGL3 : INativeIndexBuffer
{
#region Private
private IndexBuffer managedBuffer;
private int bufferHandle;
///
/// Native index buffer handle.
///
internal int BufferHandle
{
get
{
return bufferHandle;
}
}
private int indexCount;
internal IndexElementSize elementSize;
private BufferUsage usage;
private BufferUsageHint usageHint;
internal bool IsDisposed;
#endregion
#region Constructor
///
/// Create a new Index Buffer object.
///
internal IndexBufferGL3(IndexBuffer setManagedBuffer,
IndexElementSize setElementSize, int setIndexCount, BufferUsage setUsage)
{
GraphicsResourceManager.UpdateResource(this, true);
managedBuffer = setManagedBuffer;
indexCount = setIndexCount;
elementSize = setElementSize;
usage = setUsage;
bool isDynamicBuffer = managedBuffer is DynamicIndexBuffer;
usageHint = isDynamicBuffer ?
BufferUsageHint.DynamicDraw :
BufferUsageHint.StaticDraw;
CreateBuffer();
}
~IndexBufferGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
#endregion
#region CreateBuffer
private void CreateBuffer()
{
GL.GenBuffers(1, out bufferHandle);
ErrorHelper.Check("GenBuffers");
GL.BindBuffer(BufferTarget.ElementArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
int size = indexCount *
(elementSize == IndexElementSize.SixteenBits ? 16 : 32);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)size, IntPtr.Zero,
usageHint);
ErrorHelper.Check("BufferData");
int setSize;
GL.GetBufferParameter(BufferTarget.ElementArrayBuffer,
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);
}
}
#endregion
#region BufferData (private helper)
private void BufferData(T[] data, int offset) where T : struct
{
int size = (elementSize == IndexElementSize.SixteenBits ?
2 : 4) * data.Length;
GL.BindBuffer(BufferTarget.ElementArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
if (offset == 0)
{
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)size, data,
usageHint);
ErrorHelper.Check("BufferData size=" + size);
}
else
{
GL.BufferSubData(BufferTarget.ElementArrayBuffer, (IntPtr)offset,
(IntPtr)size, data);
ErrorHelper.Check("BufferSubData offset=" + offset + " size=" + size);
}
int setSize;
GL.GetBufferParameter(BufferTarget.ElementArrayBuffer,
BufferParameterName.BufferSize, out setSize);
if (setSize != size)
{
throw new Exception("Failed to set the indexBuffer data. DataSize=" +
size + " SetSize=" + setSize);
}
}
#endregion
#region GetData
public void GetData(T[] data) where T : struct
{
BufferData(data, 0);
}
#endregion
#region GetData
public void GetData(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 GetData
public void GetData(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 GetBufferData (private helper)
private void GetBufferData(T[] data, int offset) where T : struct
{
int size = (elementSize == IndexElementSize.SixteenBits ?
2 : 4) * data.Length;
GL.BindBuffer(BufferTarget.ElementArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
GL.GetBufferSubData(BufferTarget.ElementArrayBuffer, (IntPtr)offset,
(IntPtr)size, data);
ErrorHelper.Check("GetBufferSubData");
}
#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
}
}