Exemplo n.º 1
0
        /// <summary>
        /// Updates the vertex buffer object from the <see cref="Vertices"/> array.
        /// </summary>
        /// <typeparam name="TVertex">The type of vertex buffer to use.</typeparam>
        /// <param name="transform">Function that transforms the vertex array data to a interleaved struct format.</param>
        private void UpdateVertices <TVertex>(
            Func <Vector3, Vector3, Color4, TVertex> transform
            ) where TVertex : struct, IVertexData
        {
            // if the type of the vertex data has changed we need to create a new buffer
            if (m_vertexBuffer != null && m_vertexBuffer.GetType() != typeof(VertexBuffer <TVertex>))
            {
                m_vertexBuffer.Dispose();
                m_vertexBuffer = null;
            }

            // create vertex buffer if needed
            if (m_vertexBuffer == null)
            {
                m_vertexBuffer = new VertexBuffer <TVertex>(m_vertices.Length);
            }

            // copy the vertices into the buffer
            VertexBuffer <TVertex> buffer = m_vertexBuffer as VertexBuffer <TVertex>;

            buffer.Clear();

            int offset;

            TVertex[] vertexArray = buffer.WriteDirectly(m_vertices.Length, out offset);

            for (int i = 0; i < m_vertices.Length; i++)
            {
                vertexArray[i] = transform(m_vertices[i], m_normals[i], m_colors[i]);
            }

            // upload to the GPU
            buffer.BufferData();
            m_vertexBufferDirty = false;
        }