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/*
* Copyright (c) 2008-2018, 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.
*/
#define _SCL_SECURE_NO_WARNINGS
#include "D3D12Mesh.h"
#include "d3dx12.h"
bool D3D12Mesh::InitializeFromMesh(ID3D12Device* device, Mesh& mesh)
{
mNumIndices = (uint32_t)mesh.mIndices.size();
ID3D12Resource* vertexBuffer = nullptr;
ID3D12Resource* indexBuffer = nullptr;
uint32_t vertexBufferSize = (uint32_t)mesh.mVertices.size() * sizeof(decltype(mesh.mVertices)::value_type);
uint32_t indexBufferSize = (uint32_t)mesh.mIndices.size() * sizeof(decltype(mesh.mIndices)::value_type);
device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&vertexBuffer));
device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(indexBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&indexBuffer));
void* uploadPtr = nullptr;
vertexBuffer->Map(0, nullptr, &uploadPtr);
std::copy(mesh.mVertices.begin(), mesh.mVertices.end(), (decltype(mesh.mVertices)::value_type*)uploadPtr);
vertexBuffer->Unmap(0, nullptr);
indexBuffer->Map(0, nullptr, &uploadPtr);
std::copy(mesh.mIndices.begin(), mesh.mIndices.end(), (decltype(mesh.mIndices)::value_type*)uploadPtr);
indexBuffer->Unmap(0, nullptr);
mVertexBuffer.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
mVertexBuffer.SizeInBytes = vertexBufferSize;
mVertexBuffer.StrideInBytes = sizeof(decltype(mesh.mVertices)::value_type);
mIndexBuffer.BufferLocation = indexBuffer->GetGPUVirtualAddress();
mIndexBuffer.SizeInBytes = indexBufferSize;
mIndexBuffer.Format = DXGI_FORMAT_R32_UINT;
return true;
}
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