Reign.Video.IBufferLayoutDesc.ElementsUsages C# (CSharp) Méthode

ElementsUsages() public méthode

public ElementsUsages ( BufferLayoutElementUsages usage ) : List
usage BufferLayoutElementUsages
Résultat List
        public List<BufferLayoutElement> ElementsUsages(BufferLayoutElementUsages usage)
        {
            List<BufferLayoutElement> newList = new List<BufferLayoutElement>();
            foreach (var element in Elements)
            {
                if (element.Usage == usage) newList.Add(element);
            }
            return newList;
        }

Usage Example

Exemple #1
0
        private void init(IBufferLayoutDesc bufferLayoutDesc, int vertexCount)
        {
            vertexArraySize = bufferLayoutDesc.FloatCount;

            var positions = bufferLayoutDesc.ElementsUsages(BufferLayoutElementUsages.Position);

            positionOffset = new int[positions.Count];
            positionTypes  = new BufferLayoutElementTypes[positions.Count];
            int i = 0;

            foreach (var position in positions)
            {
                positionOffset[i] = position.FloatOffset;
                positionTypes[i]  = position.Type;
                ++i;
            }

            var colors = bufferLayoutDesc.ElementsUsages(BufferLayoutElementUsages.Color);

            colorOffset = new int[colors.Count];
            i           = 0;
            foreach (var color in colors)
            {
                colorOffset[i] = color.FloatOffset;
                ++i;
            }

            var uvs = bufferLayoutDesc.ElementsUsages(BufferLayoutElementUsages.UV);

            uvOffset = new int[uvs.Count];
            i        = 0;
            foreach (var uv in uvs)
            {
                uvOffset[i] = uv.FloatOffset;
                ++i;
            }

            var normals = bufferLayoutDesc.ElementsUsages(BufferLayoutElementUsages.Normal);

            normalOffset = new int[normals.Count];
            i            = 0;
            foreach (var normal in normals)
            {
                normalOffset[i] = normal.FloatOffset;
                ++i;
            }

            vertex = new float[vertexArraySize];
            for (i = 0; i != vertex.Length; ++i)
            {
                vertex[i] = 0;
            }
            this.vertexCount = vertexCount;
            vertices         = new float[vertexCount * vertexArraySize];
            for (i = 0; i != vertices.Length; ++i)
            {
                vertices[i] = 0;
            }
        }