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// 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) 2008-2017 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<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);
}
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