diff options
Diffstat (limited to 'NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp')
| -rw-r--r-- | NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp | 58 |
1 files changed, 49 insertions, 9 deletions
diff --git a/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp index 8dfbbb6..c634921 100644 --- a/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp +++ b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp @@ -9,7 +9,7 @@ */ #include "CustomRenderMesh.h" - +#include <assert.h> CustomRenderMesh::CustomRenderMesh() : m_indexBuffer(nullptr) @@ -17,14 +17,14 @@ CustomRenderMesh::CustomRenderMesh() } 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) + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces, int flags) : m_indexBuffer(nullptr) { - initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces); + initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces, flags); } 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) + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces, int flags) { ID3D11Device* device = GetDeviceManager()->GetDevice(); @@ -32,6 +32,8 @@ void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, ui m_numVertices = numVertices; m_vertexSize = vertexSize; m_numFaces = numFaces; + m_vertexCapacity = max(1,numVertices); + m_indexCapacity = max(1,numFaces); // VB { @@ -40,16 +42,26 @@ void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, ui ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); vertexBufferData.pSysMem = vertices; + void* backupBuffer = nullptr; + if(vertices == nullptr) + { + void* backupBuffer = malloc(vertexSize * m_vertexCapacity); + vertexBufferData.pSysMem = backupBuffer; + } + 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.ByteWidth = vertexSize * m_vertexCapacity; + bufferDesc.CPUAccessFlags = (flags&DYNAMIC_VERTEX_BUFFER) ? D3D11_CPU_ACCESS_WRITE : 0; bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + bufferDesc.Usage = (flags&DYNAMIC_VERTEX_BUFFER) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_IMMUTABLE; V(device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); + + if(vertices = nullptr) + free(backupBuffer); } // IB @@ -60,16 +72,26 @@ void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, ui ZeroMemory(&indexBufferData, sizeof(indexBufferData)); indexBufferData.pSysMem = faces; + void* backupBuffer = nullptr; + if(faces == nullptr) + { + void* backupBuffer = malloc(sizeof(uint16_t) * m_indexCapacity); + indexBufferData.pSysMem = backupBuffer; + } + D3D11_BUFFER_DESC bufferDesc; memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.ByteWidth = sizeof(uint16_t) * numFaces; + bufferDesc.ByteWidth = sizeof(uint16_t) * m_indexCapacity; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; V(device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); + + if(faces = nullptr) + free(backupBuffer); } } @@ -79,8 +101,26 @@ CustomRenderMesh::~CustomRenderMesh() SAFE_RELEASE(m_indexBuffer); } +void CustomRenderMesh::updateVertices(const void* vertices, uint32_t numVertices, uint32_t vertexSize) +{ + assert(numVertices <= m_vertexCapacity); + assert(vertexSize == m_vertexSize); + ID3D11Device* device = GetDeviceManager()->GetDevice(); + ID3D11DeviceContext* context; + device->GetImmediateContext(&context); + + D3D11_MAPPED_SUBRESOURCE mappedResource; + ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE)); + + context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + // Update the vertex buffer here. + memcpy(mappedResource.pData, vertices, vertexSize*numVertices); + // Reenable GPU access to the vertex buffer data. + context->Unmap(m_vertexBuffer, 0); +} + -void CustomRenderMesh::render(ID3D11DeviceContext& context) const +void CustomRenderMesh::render(ID3D11DeviceContext& context, int submesh) const { context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |