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source: downloads/RenderSystems/Direct3D9/src/OgreD3D9HardwareVertexBuffer.cpp @ 3

Last change on this file since 3 was 3, checked in by anonymous, 17 years ago

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#include "OgreD3D9HardwareVertexBuffer.h"
30#include "OgreD3D9Mappings.h"
31#include "OgreException.h"
32#include "OgreD3D9HardwareBufferManager.h"
33
34namespace Ogre {
35
36        //---------------------------------------------------------------------
37    D3D9HardwareVertexBuffer::D3D9HardwareVertexBuffer(size_t vertexSize, 
38        size_t numVertices, HardwareBuffer::Usage usage, LPDIRECT3DDEVICE9 pDev, 
39        bool useSystemMemory, bool useShadowBuffer)
40        : HardwareVertexBuffer(vertexSize, numVertices, usage, useSystemMemory, useShadowBuffer)
41    {
42        // Create the vertex buffer
43#if OGRE_D3D_MANAGE_BUFFERS
44                mD3DPool = useSystemMemory? D3DPOOL_SYSTEMMEM : 
45                        // If not system mem, use managed pool UNLESS buffer is discardable
46                        // if discardable, keeping the software backing is expensive
47                        (usage & HardwareBuffer::HBU_DISCARDABLE)? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
48#else
49                mD3DPool = useSystemMemory? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT;
50#endif
51        HRESULT hr = pDev->CreateVertexBuffer(
52            static_cast<UINT>(mSizeInBytes), 
53            D3D9Mappings::get(usage), 
54            0, // No FVF here, thankyou
55                        mD3DPool,
56            &mlpD3DBuffer,
57            NULL);
58        if (FAILED(hr))
59        {
60                        String msg = DXGetErrorDescription9(hr);
61            OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
62                                "Cannot create D3D9 vertex buffer: " + msg, 
63                "D3D9HardwareVertexBuffer::D3D9HardwareVertexBuffer");
64        }
65
66    }
67        //---------------------------------------------------------------------
68    D3D9HardwareVertexBuffer::~D3D9HardwareVertexBuffer()
69    {
70        SAFE_RELEASE(mlpD3DBuffer);
71    }
72        //---------------------------------------------------------------------
73    void* D3D9HardwareVertexBuffer::lockImpl(size_t offset, 
74        size_t length, LockOptions options)
75    {
76        void* pBuf;
77        HRESULT hr = mlpD3DBuffer->Lock(
78            static_cast<UINT>(offset), 
79            static_cast<UINT>(length), 
80            &pBuf,
81            D3D9Mappings::get(options, mUsage));
82
83        if (FAILED(hr))
84        {
85                        String msg = DXGetErrorDescription9(hr);
86            OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
87                                "Cannot lock D3D9 vertex buffer: " + msg, 
88                "D3D9HardwareVertexBuffer::lock");
89        }
90
91        return pBuf;
92    }
93        //---------------------------------------------------------------------
94        void D3D9HardwareVertexBuffer::unlockImpl(void)
95    {
96        HRESULT hr = mlpD3DBuffer->Unlock();
97    }
98        //---------------------------------------------------------------------
99    void D3D9HardwareVertexBuffer::readData(size_t offset, size_t length, 
100        void* pDest)
101    {
102        // There is no functional interface in D3D, just do via manual
103        // lock, copy & unlock
104        void* pSrc = this->lock(offset, length, HardwareBuffer::HBL_READ_ONLY);
105        memcpy(pDest, pSrc, length);
106        this->unlock();
107
108    }
109        //---------------------------------------------------------------------
110    void D3D9HardwareVertexBuffer::writeData(size_t offset, size_t length, 
111            const void* pSource,
112                        bool discardWholeBuffer)
113    {
114        // There is no functional interface in D3D, just do via manual
115        // lock, copy & unlock
116        void* pDst = this->lock(offset, length, 
117            discardWholeBuffer ? HardwareBuffer::HBL_DISCARD : HardwareBuffer::HBL_NORMAL);
118        memcpy(pDst, pSource, length);
119        this->unlock();
120    }
121        //---------------------------------------------------------------------
122        bool D3D9HardwareVertexBuffer::releaseIfDefaultPool(void)
123        {
124                if (mD3DPool == D3DPOOL_DEFAULT)
125                {
126                        SAFE_RELEASE(mlpD3DBuffer);
127                        return true;
128                }
129                return false;
130        }
131        //---------------------------------------------------------------------
132        bool D3D9HardwareVertexBuffer::recreateIfDefaultPool(LPDIRECT3DDEVICE9 pDev)
133        {
134                if (mD3DPool == D3DPOOL_DEFAULT)
135                {
136                        HRESULT hr = pDev->CreateVertexBuffer(
137                                static_cast<UINT>(mSizeInBytes), 
138                                D3D9Mappings::get(mUsage), 
139                                0, // No FVF here, thankyou
140                                mD3DPool,
141                                &mlpD3DBuffer,
142                                NULL);
143                        if (FAILED(hr))
144                        {
145                                String msg = DXGetErrorDescription9(hr);
146                                OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
147                                        "Cannot restore D3D9 vertex buffer: " + msg, 
148                                        "D3D9HardwareVertexBuffer::recreateIfDefaultPool");
149                        }
150                        return true;
151                }
152                return false;
153        }
154        //---------------------------------------------------------------------
155}
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