299 lines
9.3 KiB
C#
299 lines
9.3 KiB
C#
using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Windows.GL3.Helpers;
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using OpenTK.Graphics.OpenGL;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.GL3
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{
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/// <summary>
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/// Native OpenGL implementation of a Vertex Buffer.
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/// <para />
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/// Great tutorial about VBO/IBO directly for OpenTK:
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/// http://www.opentk.com/doc/graphics/geometry/vertex-buffer-objects
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/// </summary>
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public class VertexBufferGL3 : INativeBuffer
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{
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#region Private
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private VertexBuffer managedBuffer;
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/// <summary>
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/// Native vertex buffer handle.
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/// </summary>
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private int bufferHandle;
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internal int BufferHandle
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{
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get
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{
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return bufferHandle;
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}
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}
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private VertexDeclaration vertexDeclaration;
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private BufferUsage usage;
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private int vertexCount;
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private BufferUsageHint usageHint;
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internal bool IsDisposed;
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#endregion
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#region Constructor
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/// <summary>
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/// Create a new Vertex Buffer object.
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/// </summary>
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internal VertexBufferGL3(VertexBuffer setManagedBuffer,
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VertexDeclaration setVertexDeclaration, int setVertexCount,
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BufferUsage setUsage)
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{
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GraphicsResourceManager.UpdateResource(this, true);
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managedBuffer = setManagedBuffer;
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vertexDeclaration = setVertexDeclaration;
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usage = setUsage;
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vertexCount = setVertexCount;
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bool isDynamicBuffer = managedBuffer is DynamicVertexBuffer;
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usageHint = isDynamicBuffer ?
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BufferUsageHint.DynamicDraw :
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BufferUsageHint.StaticDraw;
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CreateBuffer();
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}
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~VertexBufferGL3()
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{
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GraphicsResourceManager.UpdateResource(this, false);
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}
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#endregion
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#region CreateBuffer
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private void CreateBuffer()
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{
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GL.GenBuffers(1, out bufferHandle);
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ErrorHelper.Check("GenBuffers");
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GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
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ErrorHelper.Check("BindBuffer");
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int size = vertexDeclaration.VertexStride * vertexCount;
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GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)size, IntPtr.Zero,
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usageHint);
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ErrorHelper.Check("BufferData");
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int setSize;
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GL.GetBufferParameter(BufferTarget.ArrayBuffer,
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BufferParameterName.BufferSize, out setSize);
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if (setSize != size)
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{
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throw new Exception("Failed to set the vertexBuffer data. DataSize=" +
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size + " SetSize=" + setSize);
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}
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}
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#endregion
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#region RecreateData
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internal void RecreateData()
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{
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CreateBuffer();
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}
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#endregion
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#region SetData
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data)
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where T : struct
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{
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BufferData(data, 0);
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}
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#endregion
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#region SetData
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data,
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int startIndex, int elementCount) where T : struct
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{
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if (startIndex != 0 ||
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elementCount != data.Length)
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{
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T[] subArray = new T[elementCount];
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Array.Copy(data, startIndex, subArray, 0, elementCount);
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BufferData(subArray, 0);
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}
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else
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{
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BufferData(data, 0);
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}
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}
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#endregion
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#region SetData
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes,
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T[] data, int startIndex, int elementCount) where T : struct
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{
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if (startIndex != 0 ||
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elementCount != data.Length)
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{
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T[] subArray = new T[elementCount];
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Array.Copy(data, startIndex, subArray, 0, elementCount);
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BufferData(subArray, offsetInBytes);
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}
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else
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{
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BufferData(data, offsetInBytes);
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}
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}
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#endregion
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#region BufferData (private helper)
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private void BufferData<T>(T[] data, int offset) where T : struct
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{
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int size = vertexDeclaration.VertexStride * data.Length;
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GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
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ErrorHelper.Check("BindBuffer");
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GL.BufferSubData<T>(BufferTarget.ArrayBuffer, (IntPtr)offset,
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(IntPtr)size, data);
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ErrorHelper.Check("BufferSubData");
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}
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#endregion
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#region MapVertexDeclaration
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internal void MapVertexDeclaration(EffectGL3 effect)
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{
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EffectTechniqueGL3 currentTechnique = effect.CurrentTechnique;
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VertexElement[] elements = vertexDeclaration.GetVertexElements();
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if (elements.Length != currentTechnique.activeAttributes.Count)
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{
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throw new InvalidOperationException("Mapping the VertexDeclaration " +
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"onto the glsl attributes failed because we have " +
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currentTechnique.activeAttributes.Count + " Shader Attributes and " +
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elements.Length + " elements in the vertex declaration which " +
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"doesn't fit!");
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}
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foreach (string key in currentTechnique.activeAttributes.Keys)
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{
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EffectTechniqueGL3.ShaderAttribute attribute =
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currentTechnique.activeAttributes[key];
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GL.EnableVertexAttribArray(attribute.Location);
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VertexElement element = elements[(int)attribute.Location];
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int size = 0;
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VertexAttribPointerType type = VertexAttribPointerType.Float;
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bool normalized = false;
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switch (element.VertexElementUsage)
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{
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case VertexElementUsage.Binormal:
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case VertexElementUsage.Normal:
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case VertexElementUsage.Tangent:
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case VertexElementUsage.BlendIndices:
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case VertexElementUsage.BlendWeight:
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case VertexElementUsage.Position:
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size = 3;
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break;
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case VertexElementUsage.Color:
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size = 4;
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type = VertexAttribPointerType.UnsignedByte;
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normalized = true;
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break;
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case VertexElementUsage.TextureCoordinate:
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size = 2;
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break;
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case VertexElementUsage.Fog:
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case VertexElementUsage.PointSize:
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case VertexElementUsage.TessellateFactor:
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size = 1;
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break;
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// TODO
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case VertexElementUsage.Depth:
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case VertexElementUsage.Sample:
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throw new NotImplementedException();
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}
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GL.VertexAttribPointer((int)attribute.Location, size, type, normalized,
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vertexDeclaration.VertexStride, element.Offset);
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}
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}
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#endregion
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#region Dispose
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/// <summary>
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/// Dispose the native index buffer data.
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/// </summary>
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public void Dispose()
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{
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if (IsDisposed == false)
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{
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IsDisposed = true;
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DisposeResource();
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}
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}
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internal void DisposeResource()
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{
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if (bufferHandle != -1 &&
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GraphicsDeviceWindowsGL3.IsContextCurrent)
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{
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GL.DeleteBuffers(1, ref bufferHandle);
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ErrorHelper.Check("DeleteBuffers");
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bufferHandle = -1;
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}
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}
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#endregion
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}
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}
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