SND\AstrorEnales_cp 7546ff78d0 - Added INativeIndexBuffer and INativeVertexBuffer
- All methods in Vertex and IndexBuffer now call the native methods
- Nearly all methods in Texture2D now call the native methods
2012-02-19 13:41:02 +00:00

245 lines
7.8 KiB
C#

using System;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.RenderSystem;
#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
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public class VertexBuffer : GraphicsResource, IGraphicsResource
{
#region Private
private VertexDeclaration vertexDeclaration;
private int vertexCount;
private BufferUsage bufferUsage;
private INativeVertexBuffer nativeVertexBuffer;
#endregion
#region Public
// This is now internal because via befriending the assemblies
// it's usable in the modules but doesn't confuse the enduser.
internal INativeVertexBuffer 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<IRenderSystemCreator>().CreateVertexBuffer(GraphicsDevice, this, vertexDeclaration, vertexCount, bufferUsage);
}
#endregion
#region GetData
public void GetData<T>(int offsetInBytes, T[] data, int startIndex,
int elementCount, int vertexStride) where T : struct
{
NativeVertexBuffer.GetData(offsetInBytes, data, startIndex,
elementCount, vertexStride);
}
public void GetData<T>(T[] data) where T : struct
{
NativeVertexBuffer.GetData(data);
}
public void GetData<T>(T[] data, int startIndex, int elementCount)
where T : struct
{
NativeVertexBuffer.GetData(data, startIndex, elementCount);
}
#endregion
#region SetData
public void SetData<T>(int offsetInBytes, T[] data, int startIndex,
int elementCount, int vertexStride) where T : struct
{
NativeVertexBuffer.SetData(GraphicsDevice, offsetInBytes, data,
startIndex, elementCount, vertexStride);
}
public void SetData<T>(T[] data) where T : struct
{
NativeVertexBuffer.SetData(GraphicsDevice, data);
}
public void SetData<T>(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
}
}