71 lines
2.1 KiB
C#

using System;
using ANX.BaseDirectX;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using SharpDX;
using Dx10 = SharpDX.Direct3D10;
// 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.Windows.DX10
{
public class VertexBuffer_DX10 : BaseVertexBuffer<Dx10.Buffer>, INativeVertexBuffer, IDisposable
{
#region Constructor
public VertexBuffer_DX10(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
GraphicsDeviceWindowsDX10 gd10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
Dx10.Device device = gd10 != null ? gd10.NativeDevice as Dx10.Device : null;
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
internal VertexBuffer_DX10(Dx10.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
#endregion
#region InitializeBuffer
private void InitializeBuffer(Dx10.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
this.vertexStride = vertexDeclaration.VertexStride;
//TODO: translate and use usage
if (device != null)
{
var description = new Dx10.BufferDescription()
{
Usage = Dx10.ResourceUsage.Dynamic,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx10.BindFlags.VertexBuffer,
CpuAccessFlags = Dx10.CpuAccessFlags.Write,
OptionFlags = Dx10.ResourceOptionFlags.None
};
NativeBuffer = new Dx10.Buffer(device, description);
NativeBuffer.Unmap();
}
}
#endregion
protected override DataStream MapBufferWrite()
{
return NativeBuffer.Map(Dx10.MapMode.WriteDiscard);
}
protected override DataStream MapBufferRead()
{
return NativeBuffer.Map(Dx10.MapMode.Read);
}
protected override void UnmapBuffer()
{
NativeBuffer.Unmap();
}
}
}