159 lines
6.7 KiB
C#
159 lines
6.7 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.NonXNA;
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using SharpDX.Direct3D10;
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using ANX.Framework.Graphics;
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using System.Runtime.InteropServices;
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#endregion // Using Statements
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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.DX10
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{
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public class VertexBuffer_DX10 : INativeBuffer, IDisposable
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{
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SharpDX.Direct3D10.Buffer buffer;
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int vertexStride;
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public VertexBuffer_DX10(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
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{
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this.vertexStride = vertexDeclaration.VertexStride;
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//TODO: translate and use usage
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GraphicsDeviceWindowsDX10 gd10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
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SharpDX.Direct3D10.Device device = gd10 != null ? gd10.NativeDevice as SharpDX.Direct3D10.Device : null;
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if (device != null)
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{
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BufferDescription description = new BufferDescription()
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{
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Usage = ResourceUsage.Dynamic,
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SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
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BindFlags = BindFlags.VertexBuffer,
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CpuAccessFlags = CpuAccessFlags.Write,
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OptionFlags = ResourceOptionFlags.None
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};
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this.buffer = new SharpDX.Direct3D10.Buffer(device, description);
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this.buffer.Unmap();
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}
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct
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{
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//TODO: check offsetInBytes parameter for bounds etc.
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GCHandle pinnedArray = GCHandle.Alloc(data, GCHandleType.Pinned);
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IntPtr dataPointer = pinnedArray.AddrOfPinnedObject();
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int dataLength = Marshal.SizeOf(typeof(T)) * data.Length;
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unsafe
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{
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using (var vData = new SharpDX.DataStream(dataPointer, dataLength, true, false))
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{
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if (offsetInBytes > 0)
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{
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vData.Seek(offsetInBytes / vertexStride, System.IO.SeekOrigin.Begin);
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}
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using (var d = buffer.Map(MapMode.WriteDiscard))
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{
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if (startIndex > 0 || elementCount < data.Length)
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{
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for (int i = startIndex; i < startIndex + elementCount; i++)
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{
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d.Write<T>(data[i]);
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}
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}
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else
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{
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vData.CopyTo(d);
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}
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buffer.Unmap();
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}
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}
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}
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pinnedArray.Free();
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data) where T : struct
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{
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SetData<T>(graphicsDevice, data, 0, data.Length);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct
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{
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SetData<T>(graphicsDevice, 0, data, startIndex, elementCount);
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}
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public SharpDX.Direct3D10.Buffer NativeBuffer
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{
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get
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{
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return this.buffer;
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}
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}
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public void Dispose()
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{
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if (this.buffer != null)
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{
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buffer.Dispose();
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buffer = null;
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}
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}
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}
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}
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