Beispiel #1
0
 public override void Dispose()
 {
     if (d3dBuffer != null)
     {
         d3dBuffer.Dispose();
         d3dBuffer = null;
     }
 }
Beispiel #2
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 public bool ReleaseIfDefaultPool()
 {
     if (d3dPool == Pool.Default)
     {
         if (d3dBuffer != null)
         {
             d3dBuffer.Dispose();
             d3dBuffer = null;
         }
         return(true);
     }
     return(false);
 }
Beispiel #3
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        public void Indexes()
        {
            indexes = new int[9000];

            LowestPartIndexes(0);
            //Highest index index is now 144
            HiltIndexes(144);
            //Highest index is now 480
            BladeIndexes(480, 104);
            //Highest index is now 2400

            ib = new Direct3D.IndexBuffer(typeof(int), indexes.Length, DXDevice, Direct3D.Usage.WriteOnly, Direct3D.Pool.Default);
            ib.SetData(indexes, 0, Direct3D.LockFlags.None);
        }
Beispiel #4
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        //---------------------------------------------------------------------
        public bool RecreateIfDefaultPool(D3D.Device device)
        {
            if (d3dPool == Pool.Default)
            {
                Type bufferType = (type == IndexType.Size16) ? typeof(short) : typeof(int);
                // Create the Index buffer
                d3dBuffer = new IndexBuffer(
                    bufferType,
                    //sizeInBytes, // sizeInBytes is wrong, because the D3D API is expecting the number of indices
                    numIndices,
                    device,
                    D3DHelper.ConvertEnum(usage),
                    d3dPool);

                return(true);
            }
            return(false);
        }
Beispiel #5
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        /// <summary>
        /// Reloads the IndexBuffer for the vertices of the TerrainPage.
        /// </summary>
        public void RefreshIndexBuffer_Vertices()
        {
            if (_page != null)
            {
                GraphicsStream stream;
                short[]        indices   = new short[_page.TerrainPatch.NumVertices * 6];
                short          vertCount = 0;

                for (int i = 0; i < indices.Length; i += 6, vertCount += 4)
                {
                    indices[i]     = vertCount;
                    indices[i + 1] = (short)(vertCount + 1);
                    indices[i + 2] = (short)(vertCount + 2);
                    indices[i + 3] = (short)(vertCount + 2);
                    indices[i + 4] = (short)(vertCount + 3);
                    indices[i + 5] = vertCount;
                }

                if (_ibVerts != null)
                {
                    _ibVerts.Dispose();
                    _ibVerts = null;
                }

                _ibVerts = new D3D.IndexBuffer(typeof(short), indices.Length,
                                               _viewport.Device, D3D.Usage.WriteOnly, D3D.Pool.Managed);

                stream = _ibVerts.Lock(0, 0, D3D.LockFlags.None);
                stream.Write(indices);
                _ibVerts.Unlock();

                _ibVertSize = indices.Length;
            }
            else if (_ibVerts != null)
            {
                if (!_ibVerts.Disposed)
                {
                    _ibVerts.Dispose();
                }

                _ibVerts    = null;
                _ibVertSize = 0;
            }
        }
Beispiel #6
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        /// <summary>
        /// Reloads the IndexBuffer for the TerrainPage.
        /// </summary>
        public void RefreshIndexBuffer_Page()
        {
            if (_page != null)
            {
                GraphicsStream stream;
                short[]        indices = new short[_page.TerrainPatch.Indices.Length];

                for (int i = 0; i < indices.Length; i++)
                {
                    indices[i] = _page.TerrainPatch.Indices[i];
                }

                if (_ib != null)
                {
                    _ib.Dispose();
                    _ib = null;
                }

                _ib = new D3D.IndexBuffer(typeof(short), indices.Length,
                                          _viewport.Device, D3D.Usage.WriteOnly, D3D.Pool.Managed);

                stream = _ib.Lock(0, 0, D3D.LockFlags.None);
                stream.Write(indices);
                _ib.Unlock();

                _ibSize = indices.Length;
            }
            else if (_ib != null)
            {
                if (!_ib.Disposed)
                {
                    _ib.Dispose();
                }

                _ib     = null;
                _ibSize = 0;
            }
        }
Beispiel #7
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        /// <summary>
        /// Clears the buffers used.
        /// </summary>
        public void ClearBuffers()
        {
            if (_vb != null && !_vb.Disposed)
            {
                _vb.Dispose();
                _vb     = null;
                _vbSize = 0;
            }

            if (_vbVerts != null && !_vbVerts.Disposed)
            {
                _vbVerts.Dispose();
                _vbVerts    = null;
                _vbVertSize = 0;
            }

            if (_vbByHeight != null && !_vbByHeight.Disposed)
            {
                _vbByHeight.Dispose();
                _vbByHeight = null;
                _vbSize     = 0;
            }

            if (_ib != null && !_ib.Disposed)
            {
                _ib.Dispose();
                _ib     = null;
                _ibSize = 0;
            }

            if (_ibVerts != null && !_ibVerts.Disposed)
            {
                _ibVerts.Dispose();
                _ibVerts    = null;
                _ibVertSize = 0;
            }
        }
        public D3DHardwareIndexBuffer(IndexType type, int numIndices, BufferUsage usage, 
            D3D.Device device, bool useSystemMemory, bool useShadowBuffer)
            : base(type, numIndices, usage, useSystemMemory, useShadowBuffer)
        {
            #if !NO_OGRE_D3D_MANAGE_BUFFERS
            d3dPool = useSystemMemory? Pool.SystemMemory :
                // If not system mem, use managed pool UNLESS buffer is discardable
                // if discardable, keeping the software backing is expensive
                ((usage & BufferUsage.Discardable) != 0) ? Pool.Default : Pool.Managed;
            #else
            d3dPool = useSystemMemory ? Pool.SystemMemory : Pool.Default;
            #endif

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

            // create the buffer
            d3dBuffer = new IndexBuffer(
                bufferType,
                //sizeInBytes, // sizeInBytes is wrong, because the D3D API is expecting the number of indices
                numIndices,
                device,
                D3DHelper.ConvertEnum(usage),
                d3dPool);
        }
        private bool Initialize(GeometryManager manager, int size, bool isLarge, bool dynamic)
        {
            try
            {
                D3d.Pool  d3dPool  = D3d.Pool.Managed;
                D3d.Usage d3dUsage = D3d.Usage.WriteOnly;

                if (dynamic)
                {
                    d3dUsage |= D3d.Usage.Dynamic;
                }

                d3dManager   = manager;
                d3dIndexSize = size;
                d3dIsLarge   = isLarge;

                d3dIndexBuffer = new D3d.IndexBuffer(this.Type, d3dIndexSize, manager.Device.D3dDevice,
                                                     d3dUsage, d3dPool);

                return(true);
            }
            catch (D3d.InvalidCallException e)
            {
                log.Warning("Unable to create index stream: {0}", e.Message);
            }
            catch (D3d.OutOfVideoMemoryException e)
            {
                log.Warning("Unable to create index stream: {0}", e.Message);
            }
            catch (OutOfMemoryException e)
            {
                log.Warning("Unable to create index stream: {0}", e.Message);
            }

            return(false);
        }
Beispiel #10
0
        public D3DHardwareIndexBuffer(IndexType type, int numIndices, BufferUsage usage,
                                      D3D.Device device, bool useSystemMemory, bool useShadowBuffer)
            : base(type, numIndices, usage, useSystemMemory, useShadowBuffer)
        {
#if !NO_OGRE_D3D_MANAGE_BUFFERS
            d3dPool = useSystemMemory? Pool.SystemMemory :
                      // If not system mem, use managed pool UNLESS buffer is discardable
                      // if discardable, keeping the software backing is expensive
                      ((usage & BufferUsage.Discardable) != 0) ? Pool.Default : Pool.Managed;
#else
            d3dPool = useSystemMemory ? Pool.SystemMemory : Pool.Default;
#endif

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

            // create the buffer
            d3dBuffer = new IndexBuffer(
                bufferType,
                //sizeInBytes, // sizeInBytes is wrong, because the D3D API is expecting the number of indices
                numIndices,
                device,
                D3DHelper.ConvertEnum(usage),
                d3dPool);
        }
 public bool ReleaseIfDefaultPool()
 {
     if (d3dPool == Pool.Default)
     {
         if (d3dBuffer != null) {
             d3dBuffer.Dispose();
             d3dBuffer = null;
         }
         return true;
     }
     return false;
 }
        //---------------------------------------------------------------------
        public bool RecreateIfDefaultPool(D3D.Device device)
        {
            if (d3dPool == Pool.Default)
            {
                Type bufferType = (type == IndexType.Size16) ? typeof(short) : typeof(int);
                // Create the Index buffer
                d3dBuffer = new IndexBuffer(
                    bufferType,
                    //sizeInBytes, // sizeInBytes is wrong, because the D3D API is expecting the number of indices
                    numIndices,
                    device,
                    D3DHelper.ConvertEnum(usage),
                    d3dPool);

                return true;
            }
            return false;
        }
 public override void Dispose()
 {
     if (d3dBuffer != null)
     {
         d3dBuffer.Dispose();
         d3dBuffer = null;
     }
 }
Beispiel #14
0
        /// <summary>
        /// Reloads the IndexBuffer for the TerrainPage.
        /// </summary>
        public void RefreshIndexBuffer_Page()
        {
            if ( _page != null )
            {
                GraphicsStream stream;
                short[] indices = new short[_page.TerrainPatch.Indices.Length];

                for ( int i = 0; i < indices.Length; i++ )
                    indices[i] = _page.TerrainPatch.Indices[i];

                if ( _ib != null )
                {
                    _ib.Dispose();
                    _ib = null;
                }

                _ib = new D3D.IndexBuffer( typeof( short ), indices.Length,
                    _viewport.Device, D3D.Usage.WriteOnly, D3D.Pool.Managed );

                stream = _ib.Lock( 0, 0, D3D.LockFlags.None );
                stream.Write( indices );
                _ib.Unlock();

                _ibSize = indices.Length;
            }
            else if ( _ib != null )
            {
                if ( !_ib.Disposed )
                    _ib.Dispose();

                _ib = null;
                _ibSize = 0;
            }
        }
Beispiel #15
0
        /// <summary>
        /// Reloads the IndexBuffer for the vertices of the TerrainPage.
        /// </summary>
        public void RefreshIndexBuffer_Vertices()
        {
            if ( _page != null )
            {
                GraphicsStream stream;
                short[] indices = new short[_page.TerrainPatch.NumVertices * 6];
                short vertCount = 0;

                for ( int i = 0; i < indices.Length; i += 6, vertCount += 4 )
                {
                    indices[i] = vertCount;
                    indices[i + 1] = (short) ( vertCount + 1 );
                    indices[i + 2] = (short) ( vertCount + 2 );
                    indices[i + 3] = (short) ( vertCount + 2 );
                    indices[i + 4] = (short) ( vertCount + 3 );
                    indices[i + 5] = vertCount;
                }

                if ( _ibVerts != null )
                {
                    _ibVerts.Dispose();
                    _ibVerts = null;
                }

                _ibVerts = new D3D.IndexBuffer( typeof( short ), indices.Length,
                    _viewport.Device, D3D.Usage.WriteOnly, D3D.Pool.Managed );

                stream = _ibVerts.Lock( 0, 0, D3D.LockFlags.None );
                stream.Write( indices );
                _ibVerts.Unlock();

                _ibVertSize = indices.Length;
            }
            else if ( _ibVerts != null )
            {
                if ( !_ibVerts.Disposed )
                    _ibVerts.Dispose();

                _ibVerts = null;
                _ibVertSize = 0;
            }
        }
Beispiel #16
0
        /// <summary>
        /// Clears the buffers used.
        /// </summary>
        public void ClearBuffers()
        {
            if ( _vb != null && !_vb.Disposed )
            {
                _vb.Dispose();
                _vb = null;
                _vbSize = 0;
            }

            if ( _vbVerts != null && !_vbVerts.Disposed )
            {
                _vbVerts.Dispose();
                _vbVerts = null;
                _vbVertSize = 0;
            }

            if ( _vbByHeight != null && !_vbByHeight.Disposed )
            {
                _vbByHeight.Dispose();
                _vbByHeight = null;
                _vbSize = 0;
            }

            if ( _ib != null && !_ib.Disposed )
            {
                _ib.Dispose();
                _ib = null;
                _ibSize = 0;
            }

            if ( _ibVerts != null && !_ibVerts.Disposed )
            {
                _ibVerts.Dispose();
                _ibVerts = null;
                _ibVertSize = 0;
            }
        }
        public void OnDeviceReset(object sender, System.EventArgs e)
        {
            Direct3D.Device dev = (Direct3D.Device)sender;

            dev.RenderState.Lighting = false;

            // ZBufferring is on by default
            //dev.RenderState.ZBufferEnable = true;

            if(null != vertexBuffer)
            {
                vertexBuffer.Dispose();
            }

            vertexBuffer = new Direct3D.VertexBuffer(m_aVertices[0].GetType(),
                                                     m_aVertices.Length,
                                                     dev,
                                                     Direct3D.Usage.WriteOnly,
                                                     Direct3D.CustomVertex.PositionColoredTextured.Format,
                                                     Direct3D.Pool.Default);

            vertexBuffer.SetData(m_aVertices, 0, Direct3D.LockFlags.None);

            // In DirectX 9, Vertex and Pixel Shaders do not need to be recreated on a device reset
            dev.VertexShader = vertexShader;
            dev.PixelShader  = pixelShader;
            dev.VertexFormat = Direct3D.CustomVertex.PositionColoredTextured.Format;
            dev.SetStreamSource(0, vertexBuffer, 0);

            if(null != indexBuffer)
            {
                indexBuffer.Dispose();
            }

            indexBuffer = new Direct3D.IndexBuffer(m_aIndices[0].GetType(),
                                                   m_aIndices.Length,
                                                   dev,
                                                   Direct3D.Usage.WriteOnly,
                                                   Direct3D.Pool.Default);
            indexBuffer.SetData(m_aIndices, 0, Direct3D.LockFlags.None);

            dev.Indices = indexBuffer;

            System.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();
            System.IO.Stream stream = assembly.GetManifestResourceStream("_6_ShaderAsm.photo.png");

            // If you want to know the names of all of the embedded resources,
            // you can get an array of strings with the names.
            // string[] resourceNames = assembly.GetManifestResourceNames();

            // If you want to load the texture from a file instead of an embedded resource, you can do this:
            // texture = Direct3D.TextureLoader.FromFile(dev, "photo.png");

            if(null != texture)
            {
                texture.Dispose();
            }

            texture = Direct3D.TextureLoader.FromStream(dev, stream);
            stream.Close();

            dev.SetTexture(0, texture);
        }
        private bool Initialize(GeometryManager manager,int size, bool isLarge, bool dynamic)
        {
            try
            {
                D3d.Pool d3dPool = D3d.Pool.Managed;
                D3d.Usage d3dUsage = D3d.Usage.WriteOnly;

                if( dynamic )
                {
                    d3dUsage |= D3d.Usage.Dynamic;
                }

                d3dManager = manager;
                d3dIndexSize = size;
                d3dIsLarge = isLarge;

                d3dIndexBuffer = new D3d.IndexBuffer( this.Type,d3dIndexSize,manager.Device.D3dDevice,
                    d3dUsage,d3dPool );

                return true;
            }
            catch (D3d.InvalidCallException e)
            {
                log.Warning("Unable to create index stream: {0}", e.Message);
            }
            catch (D3d.OutOfVideoMemoryException e)
            {
                log.Warning("Unable to create index stream: {0}", e.Message);
            }
            catch (OutOfMemoryException e)
            {
                log.Warning("Unable to create index stream: {0}", e.Message);
            }

            return false;
        }
        public void OnDeviceReset(object sender, System.EventArgs e)
        {
            Direct3D.Device dev = (Direct3D.Device)sender;

            dev.RenderState.Lighting = false;

            if(null != vertexBuffer)
            {
                vertexBuffer.Dispose();
            }

            vertexBuffer = new Direct3D.VertexBuffer(m_aVertices[0].GetType(),
                                                     m_aVertices.Length,
                                                     dev,
                                                     Direct3D.Usage.WriteOnly,
                                                     Direct3D.CustomVertex.TransformedColored.Format,
                                                     Direct3D.Pool.Default);

            vertexBuffer.SetData(m_aVertices, 0, Direct3D.LockFlags.None);

            dev.VertexShader = null;
            dev.VertexFormat = Direct3D.CustomVertex.TransformedColored.Format;
            dev.SetStreamSource(0, vertexBuffer, 0);

            if(null != indexBuffer)
            {
                indexBuffer.Dispose();
            }

            indexBuffer = new Direct3D.IndexBuffer(m_aIndices[0].GetType(),
                                                   m_aIndices.Length,
                                                   dev,
                                                   Direct3D.Usage.WriteOnly,
                                                   Direct3D.Pool.Default);
            indexBuffer.SetData(m_aIndices, 0, Direct3D.LockFlags.None);

            dev.Indices = indexBuffer;
        }