The Nebula Device 3: Direct3D9::D3D9MemoryVertexBufferLoader Class Reference

The Nebula Device 3

Direct3D9::D3D9MemoryVertexBufferLoader Class Reference

#include <d3d9memoryvertexbufferloader.h>

Inheritance diagram for Direct3D9::D3D9MemoryVertexBufferLoader:

Base::MemoryVertexBufferLoaderBase Resources::ResourceLoader Core::RefCounted CoreGraphics::MemoryVertexBufferLoader


Detailed Description

Initialize a D3D9VertexBuffer from data in memory. This resource loader only creates static VertexBuffers which are initialized once and are not accessible by the CPU.

(C) 2007 Radon Labs GmbH

Public Member Functions

virtual bool OnLoadRequested ()
 called by resource when a load is requested
void Setup (const Util::Array< CoreGraphics::VertexComponent > &vertexComponents, SizeT numVertices, void *ptr, SizeT numBytes)
 setup vertex buffer data, must remain valid until OnLoadRequested() is called!
void Setup (const Util::Array< CoreGraphics::VertexComponent > &vertexComponents, SizeT numVertices, SizeT numBytes, CoreGraphics::VertexBuffer::Usage usage, CoreGraphics::VertexBuffer::Access access)
 setup a empty vertex buffer
void Setup (const Util::Array< CoreGraphics::VertexComponent > &vertexComponents, SizeT numVertices, void *ptr, SizeT numBytes, CoreGraphics::VertexBuffer::Usage usage, CoreGraphics::VertexBuffer::Access access)
 setup a vertex buffer, vertex buffer data, must remain valid until OnLoadRequested() is called!
virtual void OnAttachToResource (const Ptr< Resource > &res)
 called when the resource loader is attached to its resource
virtual void OnRemoveFromResource ()
 called when the resource loader is removed from its resource
bool IsAttachedToResource () const
 return true if attached to resource
const Ptr< Resource > & GetResource () const
 get pointer to resource
virtual bool CanLoadAsync () const
 return true if asynchronous loading is supported
virtual void OnLoadCancelled ()
 called by resource to cancel a pending load
virtual bool OnPending ()
 call frequently while after OnLoadRequested() to put Resource into loaded state
Resource::State GetState () const
 return current state
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

void SetState (Resource::State s)
 set current state

Member Function Documentation

bool Direct3D9::D3D9MemoryVertexBufferLoader::OnLoadRequested (  )  [virtual]

called by resource when a load is requested

This will create a D3D9 vertex buffer and vertex declaration object from the data provided in the Setup() method and setup our resource object (which must be a D3D9VertexBuffer object). The data pointer provided to Setup() will be invalidated inside OnLoadRequested(). Resource usage will be set to UsageImmutable and resource access to AccessNone.

Reimplemented from Resources::ResourceLoader.

void Base::MemoryVertexBufferLoaderBase::Setup ( const Util::Array< CoreGraphics::VertexComponent > &  components,
SizeT  num,
void *  ptr,
SizeT  numBytes 
) [inherited]

setup vertex buffer data, must remain valid until OnLoadRequested() is called!

Setup all information needed to initialize the VertexBuffer resource. The data must remain valid until OnLoadRequested() is called (which will invaliate the data).

void Base::MemoryVertexBufferLoaderBase::Setup ( const Util::Array< CoreGraphics::VertexComponent > &  vertexComponents,
SizeT  num,
SizeT  numBytes,
CoreGraphics::VertexBuffer::Usage  usage,
CoreGraphics::VertexBuffer::Access  access 
) [inherited]

setup a empty vertex buffer

Setup all information needed to initialize a empty VertexBuffer resource.

void Base::MemoryVertexBufferLoaderBase::Setup ( const Util::Array< CoreGraphics::VertexComponent > &  components,
SizeT  num,
void *  ptr,
SizeT  numBytes,
CoreGraphics::VertexBuffer::Usage  usage,
CoreGraphics::VertexBuffer::Access  access 
) [inherited]

setup a vertex buffer, vertex buffer data, must remain valid until OnLoadRequested() is called!

Setup all information needed to initialize the VertexBuffer resource. The data must remain valid until OnLoadRequested() is called (which will invaliate the data).

bool Resources::ResourceLoader::CanLoadAsync (  )  const [virtual, inherited]

return true if asynchronous loading is supported

This method should be overriden in a subclass and indicates whether the resource loader supports asynchronous resource loading. If asynchronous loading is requested, the OnLoadRequested() method will return immediately and the Resource object will be put into Pending state. Afterwards, the Resource object needs to poll the ResourceLoader using the OnPending method, which will eventually setup the Resource object.

Reimplemented in Direct3D9::D3D9StreamShaderLoader, Direct3D9::D3D9StreamTextureLoader, CoreGraphics::StreamAnimationLoader, CoreGraphics::StreamMeshLoader, and Models::StreamModelLoader.

void Resources::ResourceLoader::OnLoadCancelled (  )  [virtual, inherited]

called by resource to cancel a pending load

This method is called by our Resource object if a pending asynchronous load should be cancelled.

Reimplemented in Direct3D9::D3D9StreamTextureLoader, CoreGraphics::StreamAnimationLoader, CoreGraphics::StreamMeshLoader, and Models::StreamModelLoader.

bool Resources::ResourceLoader::OnPending (  )  [virtual, inherited]

call frequently while after OnLoadRequested() to put Resource into loaded state

This method should be called at some time after OnLoadRequested() as long as the ResourceLoader is in the Pending state. This will check whether the asynchronous loader job has finished, and if yes, setup the Resource object, bringing it from the Pending into the Loaded state. If something goes wrong, the ResourceLoader will go into the Failed state. If the outstanding loader job isn't finished yet, the ResourceLoader should remain in Pending state, and the method should return false. Otherwise the Resource should be initialized, and the method should return true.

Reimplemented in Direct3D9::D3D9StreamTextureLoader, CoreGraphics::StreamAnimationLoader, CoreGraphics::StreamMeshLoader, and Models::StreamModelLoader.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.