1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
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);
}
|