#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
}
}
|