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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 | #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>(T[] data) where T : struct { GetData<T>( 0, data, 0, data.Length, Marshal.SizeOf( typeof (T)) ); } public void GetData<T>( T[] data, int startIndex, int elementCount ) where T : struct { GetData<T>( 0, data, startIndex, elementCount, Marshal.SizeOf( typeof (T)) ); } public void GetData<T>( 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>(T[] data) where T : struct { SetDataInternal<T>( 0, data, 0, data.Length, Marshal.SizeOf( typeof (T)), SetDataOptions.None ); } public void SetData<T>( T[] data, int startIndex, int elementCount ) where T : struct { SetDataInternal<T>( 0, data, startIndex, elementCount, Marshal.SizeOf( typeof (T)), SetDataOptions.None ); } public void SetData<T>( int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride ) where T : struct { SetDataInternal<T>( offsetInBytes, data, startIndex, elementCount, vertexStride, SetDataOptions.None ); } #endregion #region Internal Master SetData Methods protected void SetDataInternal<T>( 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 /// <summary> /// The GraphicsDevice is resetting, so GPU resources must be recreated. /// </summary> internal protected override void GraphicsDeviceResetting() { // FIXME: Do we even want to bother with DeviceResetting for GL? -flibit } #endregion } } |