#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 Microsoft.DirectX.Direct3D;
using D3DMicrosoft.DirectX.Direct3D;
using Axiom.Graphics;
namespace Axiom.RenderSystems.DirectX9{
/// <summary>
/// Summary description for D3DVertexDeclaration.
/// </summary>
public class D3DVertexDeclaration : Axiom.Graphics.VertexDeclaration {
#region Member variables
protected D3D.Device device;
protected D3D.VertexDeclaration d3dVertexDecl;
protected bool needsRebuild;
#endregion
#region Constructors
public D3DVertexDeclaration(D3D.Device device) {
this.device = device;
}
#endregion
#region Methods
public override Axiom.Graphics.VertexElement AddElement(short source, int offset, VertexElementType type, VertexElementSemantic semantic, int index) {
Axiom.Graphics.VertexElement element = base.AddElement(source, offset, type, semantic, index);
needsRebuild = true;
return element;
}
public override Axiom.Graphics.VertexElement InsertElement(int position, short source, int offset, VertexElementType type, VertexElementSemantic semantic, int index)
{
Axiom.Graphics.VertexElement element = base.InsertElement(position, source, offset, type, semantic, index);
needsRebuild = true;
return element;
}
public override void ModifyElement(int elemIndex, short source, int offset, VertexElementType type, VertexElementSemantic semantic, int index) {
base.ModifyElement (elemIndex, source, offset, type, semantic, index);
needsRebuild = true;
}
public override void RemoveElement(VertexElementSemantic semantic, int index) {
base.RemoveElement(semantic, index);
needsRebuild = true;
}
public override void RemoveElement(int index) {
base.RemoveElement(index);
needsRebuild = true;
}
#endregion
#region Properties
/// <summary>
///
/// </summary>
/// DOC
public D3D.VertexDeclaration D3DVertexDecl
{
get {
// rebuild declaration if things have changed
if(needsRebuild) {
if(d3dVertexDecl != null)
d3dVertexDecl.Dispose();
// create elements array
D3D.VertexElement[] d3dElements = new D3D.VertexElement[elements.Count + 1];
// loop through and configure each element for D3D
for(int i = 0; i < elements.Count; i++) {
Axiom.Graphics.VertexElement element =
(Axiom.Graphics.VertexElement)elements[i];
d3dElements[i].DeclarationMethod = D3D.DeclarationMethod.Default;
d3dElements[i].Offset = (short)element.Offset;
d3dElements[i].Stream = (short)element.Source;
d3dElements[i].DeclarationType = D3DHelper.ConvertEnum(element.Type);
d3dElements[i].DeclarationUsage = D3DHelper.ConvertEnum(element.Semantic);
// set usage index explicitly for diffuse and specular, use index for the rest (i.e. texture coord sets)
switch(element.Semantic) {
case VertexElementSemantic.Diffuse:
d3dElements[i].UsageIndex = 0;
break;
case VertexElementSemantic.Specular:
d3dElements[i].UsageIndex = 1;
break;
default:
d3dElements[i].UsageIndex = (byte)element.Index;
break;
} // switch
} // for
// configure the last element to be the end
d3dElements[elements.Count] = D3D.VertexElement.VertexDeclarationEnd;
// create the new declaration
d3dVertexDecl = new D3D.VertexDeclaration(device, d3dElements);
// reset the flag
needsRebuild = false;
}
return d3dVertexDecl;
}
}
#endregion
}
}
|