GLHardwareIndexBuffer.cs :  » Game » RealmForge » Axiom » RenderSystems » OpenGL » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » RenderSystems » OpenGL » GLHardwareIndexBuffer.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 Axiom.Core;
using Axiom.Graphics;
using Tao.OpenGl;

namespace Axiom.RenderSystems.OpenGL{
    /// <summary>
    ///   Summary description for GLHardwareIndexBuffer.
    /// </summary>
    public class GLHardwareIndexBuffer : HardwareIndexBuffer {
        #region Fields
    
        /// <summary>
        ///     Saves the GL buffer ID for this buffer.
        /// </summary>
        private int bufferID;

        #endregion
    
        #region Constructors
    
        /// <summary>
        ///     Constructor.
        /// </summary>
        /// <param name="type">Index type (16 or 32 bit).</param>
        /// <param name="numIndices">Number of indices in the buffer.</param>
        /// <param name="usage">Usage flags.</param>
        /// <param name="useShadowBuffer">Should this buffer be backed by a software shadow buffer?</param>
        public GLHardwareIndexBuffer(IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer) 
            : base(type, numIndices, usage, false, useShadowBuffer) {

            // generate the buffer
            Gl.glGenBuffersARB(1, out bufferID);

            if(bufferID == 0)
                throw new Exception("Cannot create GL index buffer");

            Gl.glBindBufferARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, bufferID);

            // initialize this buffer.  we dont have data yet tho
            Gl.glBufferDataARB(
                Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, 
                sizeInBytes, 
                IntPtr.Zero, 
                GLHelper.ConvertEnum(usage));
        }
    
        #endregion

        #region HardwareIndexBuffer Implementation

        /// <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) {
            int access = 0;

      if(isLocked) {
        throw new Exception("Invalid attempt to lock an index buffer that has already been locked.");
      }

            // bind this buffer
            Gl.glBindBufferARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, bufferID);

            if(locking == BufferLocking.Discard) {
                // commented out to fix ATI issues
               /*Gl.glBufferDataARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB,
                    sizeInBytes,
                    IntPtr.Zero,
                    GLHelper.ConvertEnum(usage));
                */

                // find out how we shall access this buffer
                access = (usage == BufferUsage.Dynamic) ? 
                    Gl.GL_READ_WRITE_ARB : Gl.GL_WRITE_ONLY_ARB;
            }
            else if(locking == BufferLocking.ReadOnly) {
        if(usage == BufferUsage.WriteOnly) {
          LogManager.Instance.Write("Invalid attempt to lock a write-only vertex buffer as read-only.");
        }

                access = Gl.GL_READ_ONLY_ARB;
            }
            else if (locking == BufferLocking.Normal || locking == BufferLocking.NoOverwrite) {
                access = (usage == BufferUsage.Dynamic) ?
                    Gl.GL_READ_WRITE_ARB : Gl.GL_WRITE_ONLY_ARB;
            }

            IntPtr ptr = Gl.glMapBufferARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, access);

      if(ptr == IntPtr.Zero) {
        throw new Exception("GL Vertex Buffer: Out of memory");
      }

            isLocked = true;

            return new IntPtr(ptr.ToInt32() + offset);
        }

        /// <summary>
        /// 
        /// </summary>
        public override void UnlockImpl() {
            Gl.glBindBufferARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, bufferID);

      if(Gl.glUnmapBufferARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB) == 0) {
        throw new Exception("Buffer data corrupted!");
      }

            isLocked = false;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="length"></param>
        /// <param name="src"></param>
        /// <param name="discardWholeBuffer"></param>
        public override void WriteData(int offset, int length, IntPtr src, bool discardWholeBuffer) {
            Gl.glBindBufferARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, bufferID);

      if(useShadowBuffer) {
        // lock the buffer for reading
        IntPtr dest = shadowBuffer.Lock(offset, length, 
          discardWholeBuffer ? BufferLocking.Discard : BufferLocking.Normal);
      
        // copy that data in there
        Memory.Copy(src, dest, length);

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

            if(discardWholeBuffer) {
                Gl.glBufferDataARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB,
                    sizeInBytes,
                    IntPtr.Zero,
                    GLHelper.ConvertEnum(usage));
            }

            Gl.glBufferSubDataARB(
                Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, 
                offset, 
                length, 
                src);
        }

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

        // unlock the buffer
        shadowBuffer.Unlock();
      }
      else {
        Gl.glBindBufferARB(Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, bufferID);
  
        Gl.glGetBufferSubDataARB(
            Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, 
            offset, 
            length, 
            dest);
      }
        }

        /// <summary>
        ///     Called to destroy this buffer.
        /// </summary>
        public override void Dispose() {
            Gl.glDeleteBuffersARB(1, ref bufferID);
        }

        #endregion HardwareIndexBuffer Implementation
    
        #region Properties

        /// <summary>
        ///    Gets the GL buffer ID for this buffer.
        /// </summary>
        public int GLBufferID {
            get { 
        return bufferID; 
      }
        }
    
        #endregion
    }
}
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