136 lines
4.0 KiB
C#

using System;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using SharpDX.Direct3D11;
// 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.DX11
{
public class VertexBuffer_DX11 : INativeVertexBuffer, IDisposable
{
int vertexStride;
public SharpDX.Direct3D11.Buffer NativeBuffer
{
get;
private set;
}
#region Constructor
public VertexBuffer_DX11(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
GraphicsDeviceWindowsDX11 gd11 = graphics.NativeDevice as GraphicsDeviceWindowsDX11;
SharpDX.Direct3D11.DeviceContext context = gd11 != null ?
gd11.NativeDevice as SharpDX.Direct3D11.DeviceContext :
null;
InitializeBuffer(context.Device, vertexDeclaration, vertexCount, usage);
}
internal VertexBuffer_DX11(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount,
BufferUsage usage)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
#endregion
#region InitializeBuffer (TODO)
private void InitializeBuffer(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount,
BufferUsage usage)
{
this.vertexStride = vertexDeclaration.VertexStride;
//TODO: translate and use usage
if (device != null)
{
BufferDescription description = new BufferDescription()
{
Usage = ResourceUsage.Dynamic,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None
};
NativeBuffer = new SharpDX.Direct3D11.Buffer(device, description);
}
}
#endregion
#region SetData (TODO)
public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount)
where T : struct
{
GraphicsDeviceWindowsDX11 dx11GraphicsDevice = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
DeviceContext context = dx11GraphicsDevice.NativeDevice;
//TODO: check offsetInBytes parameter for bounds etc.
SharpDX.DataStream stream;
context.MapSubresource(NativeBuffer, MapMode.WriteDiscard, MapFlags.None, out stream);
if (offsetInBytes > 0)
stream.Seek(offsetInBytes, SeekOrigin.Current);
if (startIndex > 0 || elementCount < data.Length)
for (int i = startIndex; i < startIndex + elementCount; i++)
stream.Write<T>(data[i]);
else
for (int i = 0; i < data.Length; i++)
stream.Write<T>(data[i]);
context.UnmapSubresource(NativeBuffer, 0);
}
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data) where T : struct
{
SetData<T>(graphicsDevice, data, 0, data.Length);
}
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct
{
SetData<T>(graphicsDevice, 0, data, startIndex, elementCount);
}
public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount,
int vertexStride) where T : struct
{
throw new NotImplementedException();
}
#endregion
#region Dispose
public void Dispose()
{
if (NativeBuffer != null)
{
NativeBuffer.Dispose();
NativeBuffer = null;
}
}
#endregion
#region GetData (TODO)
public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
throw new NotImplementedException();
}
public void GetData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
#endregion
}
}