void SpriteRenderer::UpdateBuffer(const GameContext& gameContext) { UNREFERENCED_PARAMETER(gameContext); //TODO: // if the vertex buffer does not exists, or the number of sprites is bigger then the buffer size // release the buffer // update the buffer size (if needed) // Create a new buffer. Make sure the Usage flag is set to Dynamic, you bind to the vertex buffer // and you set the cpu access flags to access_write // // Finally create the buffer. You can use the device in the game context. Be sure to log the HResult! if (!m_pVertexBuffer) { if(m_pVertexBuffer != nullptr) m_pVertexBuffer->Release(); D3D11_BUFFER_DESC buffDesc; buffDesc.Usage = D3D11_USAGE_DYNAMIC; buffDesc.ByteWidth = sizeof(SpriteVertex) * m_Sprites.size(); //update the size? this updates the size or am I not getting it right? buffDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; buffDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; buffDesc.MiscFlags = 0; const auto hr = gameContext.pDevice->CreateBuffer(&buffDesc, nullptr, &m_pVertexBuffer); if (Logger::LogHResult(hr, L"SpriteRenderer::UpdateBuffer > m_pVertexBuffer creation failed!")) return; } //------------------------ //Sort Sprites //SORT BY TEXTURE sort(m_Sprites.begin(), m_Sprites.end(), [](const SpriteVertex& v0, const SpriteVertex& v1) { return v0.TextureId < v1.TextureId; }); //SORT BY DEPTH sort(m_Sprites.begin(), m_Sprites.end(), SpriteSortByDepth); sort(m_Sprites.begin(), m_Sprites.end(), [](const SpriteVertex& v0, const SpriteVertex& v1) { if (v0.TextureId == v1.TextureId) { return v0.TransformData.z < v1.TransformData.z; } return false; }); //------------------------ //TODO: Fill Buffer // Finally fill the buffer. You will need to create a D3D11_MAPPED_SUBRESOURCE // Next you will need to use the device context to map the vertex buffer to the mapped resource // use memcpy to copy all our sprites to the mapped resource // unmap the vertex buffer if (!m_pVertexBuffer) { D3D11_MAPPED_SUBRESOURCE mappedResource; gameContext.pDeviceContext->Map(m_pVertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource); memcpy(mappedResource.pData, &m_Sprites, sizeof(SpriteVertex) * m_Sprites.size()); gameContext.pDeviceContext->Unmap(m_pVertexBuffer, 0); //m_ImmediateVertex = m_Sprites; } }