D3DHardwareIndexBuffer.cs :  » Game » RealmForge » Axiom » RenderSystems » DirectX9 » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » RenderSystems » DirectX9 » D3DHardwareIndexBuffer.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.Runtime.InteropServices;
using Microsoft.DirectX.Direct3D;
using D3DMicrosoft.DirectX.Direct3D;
using Axiom.Core;
using Axiom.Graphics;

namespace Axiom.RenderSystems.DirectX9{
    /// <summary>
    ///   Summary description for D3DHardwareIndexBuffer.
    /// </summary>
    public class D3DHardwareIndexBuffer : HardwareIndexBuffer {
        #region Member variables

        protected D3D.Device device;
        protected D3D.IndexBuffer d3dBuffer;
        protected System.Array data;
    
        #endregion
    
        #region Constructors
    
        public D3DHardwareIndexBuffer(IndexType type, int numIndices, BufferUsage usage, 
            D3D.Device device, bool useSystemMemory, bool useShadowBuffer) 
            : base(type, numIndices, usage, useSystemMemory, useShadowBuffer) {

            Type bufferType = (type == IndexType.Size16) ? typeof(short) : typeof(int);

            // create the buffer
            d3dBuffer = new IndexBuffer(
                bufferType, 
                sizeInBytes, 
                device, 
                D3DHelper.ConvertEnum(usage), 
                useSystemMemory ? Pool.SystemMemory : Pool.Default);
        }

        #endregion
    
        #region Methods

        /// <summary>
        /// 
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="length"></param>
        /// <param name="locking"></param>
        /// <returns></returns>
        protected override IntPtr LockImpl(int offset, int length, BufferLocking locking) {
            D3D.LockFlags d3dLocking = 0;

            if((usage & BufferUsage.Dynamic) == 0 &&
                //usage != BufferUsage.DynamicWriteOnly &&
                (locking == BufferLocking.Discard)) {
             
                // lock flags already 0 by default
            }
            else {
                // D3D doesnt like disard or no overrwrite on non dynamic buffers
                d3dLocking = D3DHelper.ConvertEnum(locking);
            }
      
      Microsoft.DirectX.GraphicsStream s = d3dBuffer.Lock(offset, length, d3dLocking);
      return s.InternalData;
        }

        /// <summary>
        /// 
        /// </summary>
        /// DOC
        public override void UnlockImpl() {
            // unlock the buffer
            d3dBuffer.Unlock();
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="length"></param>
        /// <param name="dest"></param>
        /// DOC
        public override void ReadData(int offset, int length, IntPtr dest) {
            // lock the buffer for reading
            IntPtr src = this.Lock(offset, length, BufferLocking.ReadOnly);
      
            // copy that data in there
            Memory.Copy(src, dest, length);

            // unlock the buffer
            this.Unlock();
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="length"></param>
        /// <param name="src"></param>
        /// <param name="discardWholeBuffer"></param>
        /// DOC
        public override void WriteData(int offset, int length, IntPtr src, bool discardWholeBuffer) {
            // lock the buffer real quick
            IntPtr dest = this.Lock(offset, length, 
                discardWholeBuffer ? BufferLocking.Discard : BufferLocking.Normal);
      
            // copy that data in there
            Memory.Copy(src, dest, length);

            // unlock the buffer
            this.Unlock();
        }

        public override void Dispose() {
            d3dBuffer.Dispose();
        }

        #endregion
    
        #region Properties
    
        /// <summary>
        ///    Gets the underlying D3D Vertex Buffer object.
        /// </summary>
        public D3D.IndexBuffer D3DIndexBuffer {
            get { return d3dBuffer; }
        }

        #endregion
    }
}
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