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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];
};
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