// 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) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef CUSTOM_RENDER_MESH_H #define CUSTOM_RENDER_MESH_H #include "Renderable.h" class CustomRenderMesh : public IRenderMesh { public: const std::vector& getInputElementDesc() const { return m_inputDesc; } void render(ID3D11DeviceContext& context) const; CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces = nullptr, uint32_t numFaces = 0); virtual ~CustomRenderMesh(); protected: CustomRenderMesh(); void initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces); private: ID3D11Buffer* m_vertexBuffer; ID3D11Buffer* m_indexBuffer; uint32_t m_numFaces; uint32_t m_numVertices; uint32_t m_vertexSize; std::vector m_inputDesc; }; #endif //CUSTOM_RENDER_MESH_H