anx.framework/ANX.Framework/Graphics/VertexDeclaration.cs
Konstantin Koch 85322e2363 Migrated Primitives, RecordingSample, RenderTarget and SimpleSprite. Also implemented DynamicBuffers and fixed many Dispose functions
increased the amount of shared code between vertex and index buffers
fixed GraphicsDevice.Reset() which didn't save the provided presentation
parameters and the backbuffer was still bound after the recent changes
about the rendertargets
Vertex and IndexBuffers that get dynamically generated for the UserDraw
methods dispose the buffers now
Added DebugNames to Index and VertexBuffers and their Dynamic version.
2015-10-04 21:30:00 +02:00

74 lines
2.2 KiB
C#

#region Using Statements
using System;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA.Development;
#endregion
// 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.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("Glatzemann")]
[TestState(TestStateAttribute.TestState.Untested)]
public class VertexDeclaration : GraphicsResource
{
private readonly VertexElement[] elements;
public int VertexStride { get; private set; }
public VertexDeclaration(params VertexElement[] elements)
{
if (elements == null || elements.Length == 0)
throw new ArgumentNullException("elements");
this.elements = elements;
for (int i = 0; i < this.elements.Length; i++)
VertexStride += GetElementStride(this.elements[i].VertexElementFormat);
}
public VertexDeclaration(int vertexStride, params VertexElement[] elements)
{
if (elements == null || elements.Length == 0)
throw new ArgumentNullException("elements");
this.elements = elements;
VertexStride = vertexStride;
}
public VertexElement[] GetVertexElements()
{
return elements != null ? (elements.Clone() as VertexElement[]) : null;
}
private int GetElementStride(VertexElementFormat format)
{
switch (format)
{
case VertexElementFormat.NormalizedShort2:
case VertexElementFormat.Byte4:
case VertexElementFormat.Color:
case VertexElementFormat.HalfVector2:
case VertexElementFormat.Short2:
case VertexElementFormat.Single:
return 4;
case VertexElementFormat.HalfVector4:
case VertexElementFormat.NormalizedShort4:
case VertexElementFormat.Short4:
case VertexElementFormat.Vector2:
return 8;
case VertexElementFormat.Vector3:
return 12;
case VertexElementFormat.Vector4:
return 16;
default:
throw new ArgumentException("Unknown VertexElementFormat size '" + format + "'.");
}
}
}
}