// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #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); }