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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
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| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp | |
| parent | first commit (diff) | |
| download | blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp')
| -rw-r--r-- | tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp new file mode 100644 index 0000000..61ae9e0 --- /dev/null +++ b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp @@ -0,0 +1,96 @@ +/* +* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, related documentation +* and any modifications thereto. Any use, reproduction, disclosure or +* distribution of this software and related documentation without an express +* license agreement from NVIDIA CORPORATION is strictly prohibited. +*/ + +#include "CustomRenderMesh.h" + + +CustomRenderMesh::CustomRenderMesh() + : m_indexBuffer(nullptr) +{ +} + +CustomRenderMesh::CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces) + : m_indexBuffer(nullptr) +{ + initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces); +} + +void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces) +{ + ID3D11Device* device = GetDeviceManager()->GetDevice(); + + m_inputDesc = inputDesc; + m_numVertices = numVertices; + m_vertexSize = vertexSize; + m_numFaces = numFaces; + + // VB + { + D3D11_SUBRESOURCE_DATA vertexBufferData; + + ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); + vertexBufferData.pSysMem = vertices; + + D3D11_BUFFER_DESC bufferDesc; + + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.ByteWidth = vertexSize * numVertices; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); + } + + // IB + if (faces != nullptr) + { + D3D11_SUBRESOURCE_DATA indexBufferData; + + ZeroMemory(&indexBufferData, sizeof(indexBufferData)); + indexBufferData.pSysMem = faces; + + D3D11_BUFFER_DESC bufferDesc; + + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; + bufferDesc.ByteWidth = sizeof(uint16_t) * numFaces; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); + } +} + +CustomRenderMesh::~CustomRenderMesh() +{ + SAFE_RELEASE(m_vertexBuffer); + SAFE_RELEASE(m_indexBuffer); +} + + +void CustomRenderMesh::render(ID3D11DeviceContext& context) const +{ + context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + + UINT strides[1] = { m_vertexSize }; + UINT offsets[1] = { 0 }; + context.IASetVertexBuffers(0, 1, &m_vertexBuffer, strides, offsets); + + context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0); + + if (m_indexBuffer) + context.DrawIndexed(m_numFaces, 0, 0); + else + context.Draw(m_numVertices, 0); +} + |