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// TAGRELEASE: PUBLIC
#pragma once
class NvSimpleRawMesh
{
public:
class Vertex
{
public:
float Position[3];
float Normal[3];
float UV[2];
float Tangent[3];
};
NvSimpleRawMesh();
~NvSimpleRawMesh();
UINT GetIndexSize();
INT GetVertexStride();
INT GetNumVertices();
INT GetNumIndices();
Vertex* GetVertices();
BYTE* GetRawVertices();
BYTE* GetRawIndices();
float* GetExtents() {return m_extents;}
float* GetCenter() {return m_center;}
static HRESULT TryGuessFilename(WCHAR *szDestBuffer,WCHAR *szMeshFilename, WCHAR *szGuessSuffix);
ID3D11Texture2D *CreateD3D11DiffuseTextureFor(ID3D11Device *pd3dDevice);
ID3D11Texture2D *CreateD3D11NormalsTextureFor(ID3D11Device *pd3dDevice);
ID3D11Buffer *CreateD3D11IndexBufferFor(ID3D11Device *pd3dDevice);
ID3D11Buffer *CreateD3D11VertexBufferFor(ID3D11Device *pd3dDevice);
Vertex *m_pVertexData;
BYTE *m_pIndexData;
UINT m_iNumVertices;
UINT m_iNumIndices;
UINT m_IndexSize;
float m_extents[3];
float m_center[3];
WCHAR m_szMeshFilename[MAX_PATH];
WCHAR m_szDiffuseTexture[MAX_PATH];
WCHAR m_szNormalTexture[MAX_PATH];
// Utils to wrap making d3d11 render buffers from a loader mesh
static const D3D11_INPUT_ELEMENT_DESC D3D11InputElements[];
static const int D3D11ElementsSize;
};
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