#region ================== Namespaces using System; using CodeImp.DoomBuilder.VisualModes; using SlimDX.Direct3D9; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.GZBuilder.Rendering { internal sealed class VisualVertexHandle : IDisposable, ID3DResource { #region ================== Variables private VertexBuffer upper; private VertexBuffer lower; private bool isdisposed; #endregion #region ================== Properties public VertexBuffer Upper { get { return upper; } } public VertexBuffer Lower { get { return lower; } } #endregion #region ================== Constructor / Disposer public VisualVertexHandle() { // Create geometry ReloadResource(); // Register as resource General.Map.Graphics.RegisterResource(this); } public void Dispose() { // Not already disposed? if(!isdisposed) { if(upper != null) upper.Dispose(); upper = null; if(lower != null) lower.Dispose(); lower = null; // Unregister resource General.Map.Graphics.UnregisterResource(this); // Done isdisposed = true; } } #endregion #region ================== Methods // This is called resets when the device is reset // (when resized or display adapter was changed) public void ReloadResource() { float radius = VisualVertex.DEFAULT_SIZE * General.Settings.GZVertexScale3D; WorldVertex c = new WorldVertex(); WorldVertex v0 = new WorldVertex(-radius, -radius, -radius); WorldVertex v1 = new WorldVertex(-radius, radius, -radius); WorldVertex v2 = new WorldVertex(radius, radius, -radius); WorldVertex v3 = new WorldVertex(radius, -radius, -radius); WorldVertex v4 = new WorldVertex(-radius, -radius, radius); WorldVertex v5 = new WorldVertex(-radius, radius, radius); WorldVertex v6 = new WorldVertex(radius, radius, radius); WorldVertex v7 = new WorldVertex(radius, -radius, radius); WorldVertex[] vu = new []{ c, v0, c, v1, c, v2, c, v3, v0, v1, v1, v2, v2, v3, v3, v0 }; upper = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vu.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); upper.Lock(0, WorldVertex.Stride * vu.Length, LockFlags.None).WriteRange(vu); upper.Unlock(); WorldVertex[] vl = new[]{ c, v4, c, v5, c, v6, c, v7, v4, v5, v5, v6, v6, v7, v7, v4 }; lower = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vl.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); lower.Lock(0, WorldVertex.Stride * vl.Length, LockFlags.None).WriteRange(vl); lower.Unlock(); } // This is called before a device is reset // (when resized or display adapter was changed) public void UnloadResource() { // Trash geometry buffers if(upper != null) upper.Dispose(); upper = null; if(lower != null) lower.Dispose(); lower = null; } #endregion } }