193 lines
6.4 KiB
C#
193 lines
6.4 KiB
C#
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
|
|
{
|
|
/// <summary>
|
|
/// Native OpenGL implementation of a Index Buffer.
|
|
/// </summary>
|
|
public class IndexBufferGL3 : INativeBuffer
|
|
{
|
|
#region Private
|
|
private int bufferHandle;
|
|
/// <summary>
|
|
/// Native index buffer handle.
|
|
/// </summary>
|
|
internal int BufferHandle
|
|
{
|
|
get
|
|
{
|
|
return bufferHandle;
|
|
}
|
|
}
|
|
|
|
private int indexCount;
|
|
|
|
internal IndexElementSize elementSize;
|
|
|
|
private BufferUsage usage;
|
|
|
|
private BufferUsageHint usageHint;
|
|
#endregion
|
|
|
|
#region Constructor
|
|
/// <summary>
|
|
/// Create a new Index Buffer object.
|
|
/// </summary>
|
|
internal IndexBufferGL3(IndexElementSize setElementSize,
|
|
int setIndexCount, BufferUsage setUsage)
|
|
{
|
|
indexCount = setIndexCount;
|
|
elementSize = setElementSize;
|
|
usage = setUsage;
|
|
|
|
// 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);
|
|
ErrorHelper.Check("GenBuffers");
|
|
}
|
|
#endregion
|
|
|
|
#region SetData
|
|
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data)
|
|
where T : struct
|
|
{
|
|
BufferData(data, 0);
|
|
}
|
|
#endregion
|
|
|
|
#region SetData
|
|
public void SetData<T>(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<T>(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)
|
|
private void BufferData<T>(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 Dispose
|
|
/// <summary>
|
|
/// Dispose the native index buffer data.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
GL.DeleteBuffers(1, ref bufferHandle);
|
|
ErrorHelper.Check("DeleteBuffers");
|
|
}
|
|
#endregion
|
|
}
|
|
}
|