SoftwareBufferManager.cs :  » Game » RealmForge » Axiom » Graphics » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Graphics » SoftwareBufferManager.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Diagnostics;
using System.Runtime.InteropServices;

namespace Axiom.Graphics{
    /// <summary>
    ///   Summary description for SoftwareBufferManager.
    /// </summary>
    // TODO: Switch go using GCHandle for array pointer after resolving stack overflow in TerrainSceneManager.
    public class SoftwareBufferManager : HardwareBufferManager {  
        #region Methods

        /// <summary>
        /// 
        /// </summary>
        /// <param name="type"></param>
        /// <param name="numIndices"></param>
        /// <param name="usage"></param>
        /// <returns></returns>
        /// DOC
        public override HardwareIndexBuffer CreateIndexBuffer(IndexType type, int numIndices, BufferUsage usage) {
            return new SoftwareIndexBuffer(type, numIndices, usage);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="type"></param>
        /// <param name="numIndices"></param>
        /// <param name="usage"></param>
        /// <param name="useShadowBuffer"></param>
        /// <returns></returns>
        /// DOC
        public override HardwareIndexBuffer CreateIndexBuffer(IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer) {
            return new SoftwareIndexBuffer(type, numIndices, usage);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="vertexSize"></param>
        /// <param name="numVerts"></param>
        /// <param name="usage"></param>
        /// <returns></returns>
        /// DOC
        public override HardwareVertexBuffer CreateVertexBuffer(int vertexSize, int numVerts, BufferUsage usage) {
            return new SoftwareVertexBuffer(vertexSize, numVerts, usage);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="vertexSize"></param>
        /// <param name="numVerts"></param>
        /// <param name="usage"></param>
        /// <param name="useShadowBuffer"></param>
        /// <returns></returns>
        /// DOC
        public override HardwareVertexBuffer CreateVertexBuffer(int vertexSize, int numVerts, BufferUsage usage, bool useShadowBuffer) {
            return new SoftwareVertexBuffer(vertexSize, numVerts, usage);
        }
    
        #endregion
    
        #region Properties
    
        #endregion
    }

    /// <summary>
    /// 
    /// </summary>
    public class SoftwareVertexBuffer : HardwareVertexBuffer {
        #region Fields
    
        /// <summary>
        ///     Holds the buffer data.
        /// </summary>
        protected byte[] data;
    
        #endregion Fields

        #region Constructors
    
        /// <summary>
        ///    
        /// </summary>
        /// <remarks>
        ///    This is already in system memory, so no need to use a shadow buffer.
        /// </remarks>
        /// <param name="vertexSize"></param>
        /// <param name="numVertices"></param>
        /// <param name="usage"></param>
        /// DOC
        public SoftwareVertexBuffer(int vertexSize, int numVertices, BufferUsage usage)
            : base(vertexSize, numVertices, usage, true, false) {
            data = new byte[sizeInBytes];
        }

        #endregion

        #region Methods

        public override IntPtr Lock(int offset, int length, BufferLocking locking) {
            isLocked = true;

            // return the offset into the array as a pointer
            return Marshal.UnsafeAddrOfPinnedArrayElement(data, offset);

      //handle = GCHandle.Alloc(data, GCHandleType.Pinned);
      //return handle.AddrOfPinnedObject();
        }

        protected override IntPtr LockImpl(int offset, int length, BufferLocking locking) {
            isLocked = true;

            // return the offset into the array as a pointer
            return Marshal.UnsafeAddrOfPinnedArrayElement(data, offset);
      //handle = GCHandle.Alloc(data, GCHandleType.Pinned);
      //return handle.AddrOfPinnedObject();
        }

        public override void ReadData(int offset, int length, IntPtr dest) {
            Debug.Assert((offset + length) <= sizeInBytes, "Buffer overrun while trying to read a software buffer.");
  
            unsafe {
                // get a pointer to the destination intptr
                byte* pDest = (byte*)dest.ToPointer();

                // copy the src data to the destination buffer
                for (int i = 0; i < length; i++) {
                    pDest[offset + i] = data[offset + i];
                }
            }
        }

        public override void Unlock() {
            isLocked = false;

      //handle.Free();
        }

        public override void UnlockImpl() {
            isLocked = false;

      //handle.Free();
        }

        public override void WriteData(int offset, int length, IntPtr src, bool discardWholeBuffer) {
            Debug.Assert((offset + length) <= sizeInBytes, "Buffer overrun while trying to write to a software buffer.");

            unsafe {
                // get a pointer to the destination intptr
                byte* pSrc = (byte*)src.ToPointer();

                // copy the src data to the destination buffer
                for (int i = 0; i < length; i++) {
                    data[offset + i] = pSrc[offset + i];
                }
            }
        }

        /// <summary>
        ///    Allows direct access to the software buffer data in cases when it is known that the underlying
        ///    buffer is software and not hardware.
        /// </summary>
        public IntPtr GetDataPointer(int offset) {
            return Marshal.UnsafeAddrOfPinnedArrayElement(data, offset);
      //return handle.AddrOfPinnedObject();
        }

        #endregion
    }

    /// <summary>
    /// 
    /// </summary>
    public class SoftwareIndexBuffer : HardwareIndexBuffer {
        #region Member variables

        /// <summary>
        ///     Holds the buffer data.
        /// </summary>
        protected byte[] data;
    
        #endregion

        #region Constructors

        /// <summary>
        ///    
        /// </summary>
        /// <remarks>
        ///    This is already in system memory, so no need to use a shadow buffer.
        /// </remarks>
        /// <param name="type"></param>
        /// <param name="numIndices"></param>
        /// <param name="usage"></param>
        /// DOC
        public SoftwareIndexBuffer(IndexType type, int numIndices, BufferUsage usage)
            : base(type, numIndices, usage, true, false) {
            data = new byte[sizeInBytes];
        }

        #endregion

        #region Methods

        public override IntPtr Lock(int offset, int length, BufferLocking locking) {
            isLocked = true;

            // return the offset into the array as a pointer
            return Marshal.UnsafeAddrOfPinnedArrayElement(data, offset);
        }


        protected override IntPtr LockImpl(int offset, int length, BufferLocking locking) {
            isLocked = true;

            // return the offset into the array as a pointer
            return Marshal.UnsafeAddrOfPinnedArrayElement(data, offset);
        }

        public override void ReadData(int offset, int length, IntPtr dest) {
            Debug.Assert((offset + length) <= sizeInBytes, "Buffer overrun while trying to read a software buffer.");

            unsafe {
                // get a pointer to the destination intptr
                byte* pDest = (byte*)dest.ToPointer();

                // copy the src data to the destination buffer
                for (int i = 0; i < length; i++) {
                    pDest[offset + i] = data[offset + i];
                }
            }
        }

        public override void Unlock() {
            isLocked = false;
        }

        public override void UnlockImpl() {
            isLocked = false;
        }

        public override void WriteData(int offset, int length, IntPtr src, bool discardWholeBuffer) {
            Debug.Assert((offset + length) <= sizeInBytes, "Buffer overrun while trying to write to a software buffer.");

            unsafe {
                // get a pointer to the destination intptr
                byte* pSrc = (byte*)src.ToPointer();

                // copy the src data to the destination buffer
                for (int i = 0; i < length; i++) {
                    data[offset + i] = pSrc[offset + i];
                }
            }
        }

        /// <summary>
        ///    Allows direct access to the software buffer data in cases when it is known that the underlying
        ///    buffer is software and not hardware.
        /// </summary>
        public IntPtr GetDataPointer(int offset) {
            return Marshal.UnsafeAddrOfPinnedArrayElement(data, offset);
        }

        #endregion
    }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.