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| author | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
|---|---|---|
| committer | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
| commit | 5581909a4d19db97304449f66404ff99a0429d3f (patch) | |
| tree | a90f7eb85c095a8aba45cf5e909c82c1cdbed77d /NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h | |
| parent | Fix cmake visual studio project generation (locate_gw_root.bat) (diff) | |
| download | nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.tar.xz nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.zip | |
Add visual samples.
Diffstat (limited to 'NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h')
| -rw-r--r-- | NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h new file mode 100644 index 0000000..c00eafc --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h @@ -0,0 +1,43 @@ +/* +* 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. +*/ + +#ifndef CUSTOM_RENDER_MESH_H +#define CUSTOM_RENDER_MESH_H + +#include "Renderable.h" + + +class CustomRenderMesh : public IRenderMesh +{ +public: + const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; } + void render(ID3D11DeviceContext& context) const; + + CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces = nullptr, uint32_t numFaces = 0); + virtual ~CustomRenderMesh(); + +protected: + CustomRenderMesh(); + void initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces); + +private: + ID3D11Buffer* m_vertexBuffer; + ID3D11Buffer* m_indexBuffer; + uint32_t m_numFaces; + uint32_t m_numVertices; + uint32_t m_vertexSize; + + std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc; +}; + + +#endif //CUSTOM_RENDER_MESH_H
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