/* * 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. */ #include "CustomRenderMesh.h" #include CustomRenderMesh::CustomRenderMesh() : m_indexBuffer(nullptr) { } CustomRenderMesh::CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces, int flags) : m_indexBuffer(nullptr) { initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces, flags); } void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces, int flags) { ID3D11Device* device = GetDeviceManager()->GetDevice(); m_inputDesc = inputDesc; m_numVertices = numVertices; m_vertexSize = vertexSize; m_numFaces = numFaces; m_vertexCapacity = max(1,numVertices); m_indexCapacity = max(1,numFaces); // VB { D3D11_SUBRESOURCE_DATA vertexBufferData; 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 * m_vertexCapacity; bufferDesc.CPUAccessFlags = (flags&DYNAMIC_VERTEX_BUFFER) ? D3D11_CPU_ACCESS_WRITE : 0; bufferDesc.MiscFlags = 0; 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 if (faces != nullptr) { D3D11_SUBRESOURCE_DATA indexBufferData; 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) * 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); } } CustomRenderMesh::~CustomRenderMesh() { SAFE_RELEASE(m_vertexBuffer); 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, int submesh) const { context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); UINT strides[1] = { m_vertexSize }; UINT offsets[1] = { 0 }; context.IASetVertexBuffers(0, 1, &m_vertexBuffer, strides, offsets); context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0); if (m_indexBuffer) context.DrawIndexed(m_numFaces, 0, 0); else context.Draw(m_numVertices, 0); }