#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; using System.Runtime.InteropServices; #endregion namespace Microsoft.Xna.Framework.Graphics { public class VertexBuffer : GraphicsResource { #region Public Properties public BufferUsage BufferUsage { get; private set; } public int VertexCount { get; private set; } public VertexDeclaration VertexDeclaration { get; private set; } #endregion #region Internal Properties internal IGLBuffer buffer; #endregion #region Public Constructors public VertexBuffer( GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage ) : this( graphicsDevice, vertexDeclaration, vertexCount, bufferUsage, false ) { } public VertexBuffer( GraphicsDevice graphicsDevice, Type type, int vertexCount, BufferUsage bufferUsage ) : this( graphicsDevice, VertexDeclaration.FromType(type), vertexCount, bufferUsage, false ) { } #endregion #region Protected Constructor protected VertexBuffer( GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage, bool dynamic ) { if (graphicsDevice == null) { throw new ArgumentNullException("graphicsDevice"); } GraphicsDevice = graphicsDevice; VertexDeclaration = vertexDeclaration; VertexCount = vertexCount; BufferUsage = bufferUsage; // Make sure the graphics device is assigned in the vertex declaration. if (vertexDeclaration.GraphicsDevice != graphicsDevice) { vertexDeclaration.GraphicsDevice = graphicsDevice; } buffer = GraphicsDevice.GLDevice.GenVertexBuffer( dynamic, VertexCount, VertexDeclaration.VertexStride ); } #endregion #region Protected Dispose Method protected override void Dispose(bool disposing) { if (!IsDisposed) { GraphicsDevice.GLDevice.AddDisposeVertexBuffer(buffer); } base.Dispose(disposing); } #endregion #region Public GetData Methods public void GetData(T[] data) where T : struct { GetData( 0, data, 0, data.Length, Marshal.SizeOf(typeof(T)) ); } public void GetData( T[] data, int startIndex, int elementCount ) where T : struct { GetData( 0, data, startIndex, elementCount, Marshal.SizeOf(typeof(T)) ); } public void GetData( int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride ) where T : struct { if (data == null) { throw new ArgumentNullException("data"); } if (data.Length < (startIndex + elementCount)) { throw new ArgumentOutOfRangeException( "elementCount", "This parameter must be a valid index within the array." ); } if (BufferUsage == BufferUsage.WriteOnly) { throw new NotSupportedException("Calling GetData on a resource that was created with BufferUsage.WriteOnly is not supported."); } if (vertexStride == 0) { vertexStride = Marshal.SizeOf(typeof(T)); } if ( elementCount > 1 && (elementCount * vertexStride) > (VertexCount * VertexDeclaration.VertexStride) ) { throw new InvalidOperationException("The array is not the correct size for the amount of data requested."); } GraphicsDevice.GLDevice.GetVertexBufferData( buffer, offsetInBytes, data, startIndex, elementCount, vertexStride ); } #endregion #region Public SetData Methods public void SetData(T[] data) where T : struct { SetDataInternal( 0, data, 0, data.Length, Marshal.SizeOf(typeof(T)), SetDataOptions.None ); } public void SetData( T[] data, int startIndex, int elementCount ) where T : struct { SetDataInternal( 0, data, startIndex, elementCount, Marshal.SizeOf(typeof(T)), SetDataOptions.None ); } public void SetData( int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride ) where T : struct { SetDataInternal( offsetInBytes, data, startIndex, elementCount, vertexStride, SetDataOptions.None ); } #endregion #region Internal Master SetData Methods protected void SetDataInternal( int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride, SetDataOptions options ) where T : struct { if (data == null) { throw new ArgumentNullException("data"); } if ((startIndex + elementCount > data.Length) || elementCount <= 0) { throw new InvalidOperationException( "The array specified in the data parameter" + " is not the correct size for the amount of" + " data requested." ); } if ( elementCount > 1 && (elementCount * vertexStride > (int) buffer.BufferSize) ) { throw new InvalidOperationException( "The vertex stride is larger than the vertex buffer." ); } int elementSizeInBytes = Marshal.SizeOf(typeof(T)); if (vertexStride == 0) { vertexStride = elementSizeInBytes; } if (vertexStride < elementSizeInBytes) { throw new ArgumentOutOfRangeException( "The vertex stride must be greater than" + " or equal to the size of the specified data (" + elementSizeInBytes.ToString() + ")." ); } GraphicsDevice.GLDevice.SetVertexBufferData( buffer, elementSizeInBytes, offsetInBytes, data, startIndex, elementCount, options ); } #endregion #region Internal Context Reset Method /// /// The GraphicsDevice is resetting, so GPU resources must be recreated. /// internal protected override void GraphicsDeviceResetting() { // FIXME: Do we even want to bother with DeviceResetting for GL? -flibit } #endregion } }