/* * 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& 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& 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); }