#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using ANX.Framework.NonXNA; using SharpDX.Direct3D10; using ANX.Framework.Graphics; #endregion // Using Statements #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.DX10 { public class VertexBuffer_DX10 : INativeBuffer, IDisposable { SharpDX.Direct3D10.Buffer buffer; int vertexStride; public VertexBuffer_DX10(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage) { this.vertexStride = vertexDeclaration.VertexStride; //TODO: translate and use usage GraphicsDeviceWindowsDX10 gd10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10; SharpDX.Direct3D10.Device device = gd10 != null ? gd10.NativeDevice as SharpDX.Direct3D10.Device : null; if (device != null) { BufferDescription description = new BufferDescription() { Usage = ResourceUsage.Dynamic, SizeInBytes = vertexDeclaration.VertexStride * vertexCount, BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None }; this.buffer = new SharpDX.Direct3D10.Buffer(device, description); this.buffer.Unmap(); } } public void SetData(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct { //TODO: check offsetInBytes parameter for bounds etc. using (var vData = new SharpDX.DataStream(data, true, false)) { if (offsetInBytes > 0) { vData.Seek(offsetInBytes / vertexStride, System.IO.SeekOrigin.Begin); } using (var d = buffer.Map(MapMode.WriteDiscard)) { if (startIndex > 0 || elementCount < data.Length) { for (int i = startIndex; i < startIndex + elementCount; i++) { d.Write(data[i]); } } else { vData.CopyTo(d); } buffer.Unmap(); } } } public void SetData(GraphicsDevice graphicsDevice, T[] data) where T : struct { SetData(graphicsDevice, data, 0, data.Length); } public void SetData(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct { SetData(graphicsDevice, 0, data, startIndex, elementCount); } public SharpDX.Direct3D10.Buffer NativeBuffer { get { return this.buffer; } } public void Dispose() { if (this.buffer != null) { buffer.Dispose(); buffer = null; } } public void GetBackBufferData(Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } public void GetBackBufferData(T[] data) where T : struct { throw new NotImplementedException(); } public void GetBackBufferData(T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } } }