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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.
*/
#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, int submesh) const;
//flags
enum
{
DYNAMIC_VERTEX_BUFFER = 1
};
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, int flags = 0);
virtual ~CustomRenderMesh();
void updateVertices(const void* vertices, uint32_t numVertices, uint32_t vertexSize);
uint32_t getVertexCapacity() const { return m_vertexCapacity; }
uint32_t getIndexCapacity() const { return m_indexCapacity; }
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, int flags);
private:
ID3D11Buffer* m_vertexBuffer;
ID3D11Buffer* m_indexBuffer;
uint32_t m_numFaces;
uint32_t m_numVertices;
uint32_t m_vertexSize;
uint32_t m_vertexCapacity;
uint32_t m_indexCapacity;
std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
};
#endif //CUSTOM_RENDER_MESH_H
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