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authorMiles Macklin <[email protected]>2017-06-09 13:41:15 +1200
committerMiles Macklin <[email protected]>2017-06-09 13:41:15 +1200
commit688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch)
tree7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d11/meshRenderD3D11.h
parentUpdate README.md (diff)
downloadflex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.tar.xz
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1.2.0.beta.11.2.0.beta.1
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+
+/*
+ * Copyright (c) 2008-2017, 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.
+ */
+
+#pragma once
+
+#include <DirectXMath.h>
+
+#include "appD3D11Ctx.h"
+
+#include "core/maths.h"
+#include "../d3d/renderParamsD3D.h"
+
+#include <wrl.h>
+using namespace Microsoft::WRL;
+
+struct GpuMeshD3D11
+{
+ GpuMeshD3D11(ID3D11Device* device, ID3D11DeviceContext* deviceContext) ;
+
+ void resize(int numVertices, int numFaces);
+
+ void updateData(const Vec3* positions, const Vec3* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces);
+ // duplicate method to handle conversion from vec4 to vec3 positions / normals
+ void updateData(const Vec4* positions, const Vec4* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces);
+
+ ComPtr<ID3D11Buffer> m_positionBuffer;
+ ComPtr<ID3D11Buffer> m_normalBuffer;
+ ComPtr<ID3D11Buffer> m_texcoordBuffer;
+ ComPtr<ID3D11Buffer> m_colorBuffer;
+
+ ComPtr<ID3D11Buffer> m_indexBuffer;
+
+ int m_numVertices;
+ int m_numFaces;
+
+ int m_maxVertices;
+ int m_maxFaces;
+
+ ID3D11Device* m_device;
+ ID3D11DeviceContext* m_deviceContext;
+};
+
+
+struct MeshRendererD3D11
+{
+ void init(ID3D11Device* device, ID3D11DeviceContext* context, bool asyncComputeBenchmark);
+ void draw(const GpuMeshD3D11* mesh, const MeshDrawParamsD3D* params);
+
+ MeshRendererD3D11():
+ m_device(nullptr),
+ m_deviceContext(nullptr)
+ {}
+
+ ID3D11Device* m_device;
+ ID3D11DeviceContext* m_deviceContext;
+
+ ComPtr<ID3D11InputLayout> m_inputLayout;
+ ComPtr<ID3D11VertexShader> m_meshVs;
+ ComPtr<ID3D11PixelShader> m_meshPs;
+ ComPtr<ID3D11PixelShader> m_meshShadowPs;
+ ComPtr<ID3D11Buffer> m_constantBuffer;
+ ComPtr<ID3D11RasterizerState> m_rasterizerState[NUM_MESH_RENDER_MODES][NUM_MESH_CULL_MODES];
+};
+
+
+