#region Using Statements using System; using System.Runtime.InteropServices; using ANX.Framework.NonXNA; #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.Graphics { public class VertexBuffer : GraphicsResource, IGraphicsResource { #region Private private VertexDeclaration vertexDeclaration; private int vertexCount; private BufferUsage bufferUsage; private INativeBuffer nativeVertexBuffer; #endregion #region Constructor // This is now internal because via befriending the assemblies // it's usable in the modules but doesn't confuse the enduser. internal INativeBuffer NativeVertexBuffer { get { if (this.nativeVertexBuffer == null) { CreateNativeBuffer(); } return this.nativeVertexBuffer; } } public BufferUsage BufferUsage { get { return this.bufferUsage; } } public int VertexCount { get { return this.vertexCount; } } public VertexDeclaration VertexDeclaration { get { return this.vertexDeclaration; } } #endregion #region Constructor public VertexBuffer(GraphicsDevice graphicsDevice, Type vertexType, int vertexCount, BufferUsage usage) : this(graphicsDevice, VertexBuffer.TypeToVertexDeclaration(vertexType), vertexCount, usage) { } public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage) : base(graphicsDevice) { this.vertexCount = vertexCount; this.vertexDeclaration = vertexDeclaration; this.bufferUsage = usage; base.GraphicsDevice.ResourceCreated += GraphicsDevice_ResourceCreated; base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed; CreateNativeBuffer(); } ~VertexBuffer() { Dispose(); base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated; base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed; } #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 private void CreateNativeBuffer() { this.nativeVertexBuffer = AddInSystemFactory.Instance.GetDefaultCreator().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 { throw new NotImplementedException(); } public void GetData(T[] data) where T : struct { throw new NotImplementedException(); } public void GetData(T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } #endregion #region SetData public void SetData(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct { //NativeVertexBuffer.SetData(GraphicsDevice, offsetInBytes, data, startIndex, elementCount, vertexStride); throw new NotImplementedException(); } public void SetData(T[] data) where T : struct { NativeVertexBuffer.SetData(GraphicsDevice, data); } public void SetData(T[] data, int startIndex, int elementCount) where T : struct { NativeVertexBuffer.SetData(GraphicsDevice, data, startIndex, elementCount); } #endregion #region TypeToVertexDeclaration private static VertexDeclaration TypeToVertexDeclaration(Type t) { IVertexType vt = Activator.CreateInstance(t) as IVertexType; if (vt != null) { return vt.VertexDeclaration; } return null; } #endregion #region Dispose public override void Dispose() { if (nativeVertexBuffer != null) { nativeVertexBuffer.Dispose(); nativeVertexBuffer = null; } if (vertexDeclaration != null) { // do not dispose the VertexDeclaration here, because it's only a reference vertexDeclaration = null; } } protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged) { throw new NotImplementedException(); } #endregion } }