/* * $RCSfile$ * * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision$ * $Date$ * $State$ */ #if !defined(D3DVERTEXBUFFER_H) #define D3DVERTEXBUFFER_H #include "StdAfx.h" class D3dCtx; class D3dVertexBuffer; typedef D3dVertexBuffer* LPD3DVERTEXBUFFER; typedef vector D3dVertexBufferVector; //ISSUE 135 iterator for D3dVertexBuffer typedef vector::iterator ITER_LPD3DVERTEXBUFFER; class D3dVertexBuffer { public: // Actual buffer memory to hold all the vertices LPDIRECT3DVERTEXBUFFER9 buffer; // Indexed buffer for rendering IndexedGeometry LPDIRECT3DINDEXBUFFER9 indexBuffer; // D3D type of this Vertex Buffer D3DPRIMITIVETYPE primitiveType; // Length of following numVertices array allocate UINT numVerticesLen; // Store the number of vertices for each strip USHORT *numVertices; // It true when QuadArray is used or // indexGeometry is used. BOOL isIndexPrimitive; // If D3DUSAGE_POINTS flag is used to // create this VertexBuffer BOOL isPointFlagUsed; // Flexible vertex format for this VB DWORD vertexFormat; // Stride of each vertex in the buffer // compute from above vertexFormat UINT stride; UINT numCoorTexSupported; // Number of strips used for StripGeometryArray // For each strip i the number of vertex is // numVertices[i] UINT stripLen; // Point to next overflow VB when size > VB limit LPD3DVERTEXBUFFER nextVB; // content that this buffer belongs, only the first node set this one. D3dCtx *ctx; // vcount is the number of vertex that this buffer // can hold. vcount*stride is always equal to // current VB size UINT vcount; // indexCount is the number of index that this buffer // can hold. indexCount*indexSize is always equal to // current index VB size. UINT indexCount; // Vertex count of all VBs link by nextVB, // only the first node need to remember this info. // The other overflow buffer always set it to zero. DWORD totalVertexCount; // Same as above, except for indexBuffer DWORD totalIndexCount; // This is a list of VB remember by D3dCtx // so that it can release() all surface when canvas resize // Only the header D3dVertexBuffer contains non-null entry LPD3DVERTEXBUFFER next; LPD3DVERTEXBUFFER previous; // Pointer back to the GeometryArrayRetained pVertexBuffers // This is used to remove itself from pVertexBuffers table // when ctx destroy D3dVertexBufferVector* vbVector; // Last texture coordinate position = // (i) textureCoordSetMap[pass] if executeVA() // (ii) texCoordSetMapOffset[pass] if execute() or buildGA() // (iii) TEX_EYE_LINEAR/TEX_SPHERE_MAP/TEX_OBJ_LINEAR/TEX_REFLECT_MAP // if automatic texture generation is used // This is used for VertexBuffer to know whether Texture // coordinate need to copy or not in case texture unit swap // or texture unit change from automatic texture generation // to use coordinate index specifies by user. int texCoordPosition[D3DDP_MAXTEXCOORD]; // Max vertex limit allow for this primitive type // This is used for display list optimization without // recompute it again. int maxVertexLimit; D3dVertexBuffer(); ~D3dVertexBuffer(); VOID release(); VOID render(D3dCtx *d3dCtx); BOOL initializeNumVertices(int len); VOID addStride(int len); VOID addStrides(jint stripLen, jint *strips); VOID appendStrides(jint stripLen, USHORT *strips); }; #endif