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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.
*/
#include "CustomRenderMesh.h"
#include <assert.h>
CustomRenderMesh::CustomRenderMesh()
: m_indexBuffer(nullptr)
{
}
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, 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<D3D11_INPUT_ELEMENT_DESC>& 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);
}
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