114 lines
2.6 KiB
C#
114 lines
2.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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namespace OpenRA.Platforms.Default
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{
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sealed class VertexBuffer<T> : ThreadAffine, IVertexBuffer<T>
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where T : struct
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{
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static readonly int VertexSize = Marshal.SizeOf(typeof(T));
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uint buffer;
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bool disposed;
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public VertexBuffer(int size)
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{
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OpenGL.glGenBuffers(1, out buffer);
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OpenGL.CheckGLError();
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Bind();
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var ptr = GCHandle.Alloc(new T[size], GCHandleType.Pinned);
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try
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{
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OpenGL.glBufferData(OpenGL.GL_ARRAY_BUFFER,
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new IntPtr(VertexSize * size),
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ptr.AddrOfPinnedObject(),
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OpenGL.GL_DYNAMIC_DRAW);
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}
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finally
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{
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ptr.Free();
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}
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OpenGL.CheckGLError();
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}
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public void SetData(T[] data, int length)
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{
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SetData(data, 0, length);
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}
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public void SetData(T[] data, int start, int length)
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{
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Bind();
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var ptr = GCHandle.Alloc(data, GCHandleType.Pinned);
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try
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{
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OpenGL.glBufferSubData(OpenGL.GL_ARRAY_BUFFER,
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new IntPtr(VertexSize * start),
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new IntPtr(VertexSize * length),
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ptr.AddrOfPinnedObject());
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}
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finally
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{
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ptr.Free();
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}
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OpenGL.CheckGLError();
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}
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public void SetData(IntPtr data, int start, int length)
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{
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Bind();
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OpenGL.glBufferSubData(OpenGL.GL_ARRAY_BUFFER,
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new IntPtr(VertexSize * start),
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new IntPtr(VertexSize * length),
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data);
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OpenGL.CheckGLError();
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}
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public void Bind()
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{
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VerifyThreadAffinity();
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OpenGL.glBindBuffer(OpenGL.GL_ARRAY_BUFFER, buffer);
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.VertexPosAttributeIndex, 3, OpenGL.GL_FLOAT, false, VertexSize, IntPtr.Zero);
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.TexCoordAttributeIndex, 4, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(12));
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.TexMetadataAttributeIndex, 2, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(28));
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OpenGL.CheckGLError();
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}
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~VertexBuffer()
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{
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Game.RunAfterTick(() => Dispose(false));
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}
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public void Dispose()
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{
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Game.RunAfterTick(() => Dispose(true));
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GC.SuppressFinalize(this);
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}
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void Dispose(bool disposing)
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{
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if (disposed)
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return;
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disposed = true;
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OpenGL.glDeleteBuffers(1, ref buffer);
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}
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}
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}
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