Axiom.Graphics.VertexElement.GetTypeSize C# (CSharp) Method

GetTypeSize() public static method

Utility method for helping to calculate offsets.
public static GetTypeSize ( VertexElementType type ) : int
type VertexElementType
return int
		public static int GetTypeSize( VertexElementType type )
		{

			switch ( type )
			{
				case VertexElementType.Color_ABGR:
				case VertexElementType.Color_ARGB:
				case VertexElementType.Color:
					return Marshal.SizeOf( typeof( int ) );

				case VertexElementType.Float1:
					return Marshal.SizeOf( typeof( float ) );

				case VertexElementType.Float2:
					return Marshal.SizeOf( typeof( float ) ) * 2;

				case VertexElementType.Float3:
					return Marshal.SizeOf( typeof( float ) ) * 3;

				case VertexElementType.Float4:
					return Marshal.SizeOf( typeof( float ) ) * 4;

				case VertexElementType.Short1:
					return Marshal.SizeOf( typeof( short ) );

				case VertexElementType.Short2:
					return Marshal.SizeOf( typeof( short ) ) * 2;

				case VertexElementType.Short3:
					return Marshal.SizeOf( typeof( short ) ) * 3;

				case VertexElementType.Short4:
					return Marshal.SizeOf( typeof( short ) ) * 4;

				case VertexElementType.UByte4:
					return Marshal.SizeOf( typeof( byte ) ) * 4;
			} // end switch

			// keep the compiler happy
			return 0;
		}

Usage Example

        protected void SetPointsImpl(List <Vector3> points, List <ColorEx> colors, List <List <VertexBoneAssignment> > boneAssignments)
        {
            if (colors != null && points.Count != colors.Count)
            {
                throw new Exception("Invalid parameters to SetPoints.  Point list length does not match colors list length");
            }
            Vector3 min = Vector3.Zero;
            Vector3 max = Vector3.Zero;

            // set up vertex data
            vertexData = new VertexData();

            // set up vertex declaration
            VertexDeclaration vertexDeclaration = vertexData.vertexDeclaration;
            int currentOffset = 0;

            // always need positions
            vertexDeclaration.AddElement(0, currentOffset, VertexElementType.Float3, VertexElementSemantic.Position);
            currentOffset += VertexElement.GetTypeSize(VertexElementType.Float3);
            int colorOffset = currentOffset / sizeof(float);

            if (colors != null)
            {
                vertexDeclaration.AddElement(0, currentOffset, VertexElementType.Color, VertexElementSemantic.Diffuse);
                currentOffset += VertexElement.GetTypeSize(VertexElementType.Color);
            }
            int boneIndexOffset = currentOffset / sizeof(float);

            if (boneAssignments != null)
            {
                vertexDeclaration.AddElement(0, currentOffset, VertexElementType.UByte4, VertexElementSemantic.BlendIndices);
                currentOffset += VertexElement.GetTypeSize(VertexElementType.UByte4);
            }
            int boneWeightOffset = currentOffset / sizeof(float);

            if (boneAssignments != null)
            {
                vertexDeclaration.AddElement(0, currentOffset, VertexElementType.Float4, VertexElementSemantic.BlendWeights);
                currentOffset += VertexElement.GetTypeSize(VertexElementType.Float4);
            }
            int stride = currentOffset / sizeof(float);

            vertexData.vertexCount = points.Count;

            // allocate vertex buffer
            HardwareVertexBuffer vertexBuffer = HardwareBufferManager.Instance.CreateVertexBuffer(vertexDeclaration.GetVertexSize(0), vertexData.vertexCount, BufferUsage.StaticWriteOnly);

            // set up the binding, one source only
            VertexBufferBinding binding = vertexData.vertexBufferBinding;

            binding.SetBinding(0, vertexBuffer);

            // Generate vertex data
            unsafe {
                // lock the vertex buffer
                IntPtr data = vertexBuffer.Lock(BufferLocking.Discard);

                byte * pData  = (byte *)data.ToPointer();
                float *pFloat = (float *)pData;
                uint * pInt   = (uint *)pData;
                for (int i = 0; i < points.Count; ++i)
                {
                    Vector3 vec = points[i];
                    // assign to geometry
                    pFloat[stride * i]     = vec.x;
                    pFloat[stride * i + 1] = vec.y;
                    pFloat[stride * i + 2] = vec.z;
                    if (colors != null)
                    {
                        // assign to diffuse
                        pInt[stride * i + colorOffset] = Root.Instance.RenderSystem.ConvertColor(colors[i]);
                    }
                    if (boneAssignments != null)
                    {
                        for (int j = 0; j < 4; ++j)
                        {
                            pData[4 * (stride * i + boneIndexOffset) + j] = (byte)(boneAssignments[i][j].boneIndex);
                            pFloat[stride * i + boneWeightOffset + j]     = boneAssignments[i][j].weight;
                        }
                    }
                }
                // unlock the buffer
                vertexBuffer.Unlock();
            } // unsafe

            for (int i = 0; i < points.Count; ++i)
            {
                Vector3 vec = points[i];
                // Also update the bounding sphere radius
                float len = vec.Length;
                if (len > boundingSphereRadius)
                {
                    boundingSphereRadius = len;
                }
                // Also update the bounding box
                if (vec.x < min.x)
                {
                    min.x = vec.x;
                }
                if (vec.y < min.y)
                {
                    min.y = vec.y;
                }
                if (vec.z < min.z)
                {
                    min.z = vec.z;
                }
                if (vec.x > max.x)
                {
                    max.x = vec.x;
                }
                if (vec.y > max.y)
                {
                    max.y = vec.y;
                }
                if (vec.z > max.z)
                {
                    max.z = vec.z;
                }
            }

            // Set the SimpleRenderable bounding box
            box = new AxisAlignedBox(min, max);
        }