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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