verus/RendererDirect3D11/src/CGI/GeometryD3D11.h

50 lines
1.5 KiB
C++

// Copyright (C) 2021-2022, Dmitry Maluev (dmaluev@gmail.com). All rights reserved.
#pragma once
namespace verus
{
namespace CGI
{
class GeometryD3D11 : public BaseGeometry
{
struct BufferEx
{
ComPtr<ID3D11Buffer> _pBuffer;
UINT64 _bufferSize = 0;
};
Vector<BufferEx> _vVertexBuffers;
BufferEx _indexBuffer;
Vector<D3D11_INPUT_ELEMENT_DESC> _vInputElementDescs;
Vector<int> _vStrides;
public:
GeometryD3D11();
virtual ~GeometryD3D11() override;
virtual void Init(RcGeometryDesc desc) override;
virtual void Done() override;
virtual void CreateVertexBuffer(int count, int binding) override;
virtual void UpdateVertexBuffer(const void* p, int binding, PBaseCommandBuffer pCB, INT64 size, INT64 offset) override;
virtual void CreateIndexBuffer(int count) override;
virtual void UpdateIndexBuffer(const void* p, PBaseCommandBuffer pCB, INT64 size, INT64 offset) override;
virtual Continue Scheduled_Update() override;
//
// D3D11
//
void GetD3DInputElementDescs(UINT32 bindingsFilter, Vector<D3D11_INPUT_ELEMENT_DESC>& vInputElementDescs) const;
int GetStride(int binding) const { return _vStrides[binding]; }
int GetVertexBufferCount() const { return Utils::Cast32(_vVertexBuffers.size()); }
ID3D11Buffer* GetD3DVertexBuffer(int binding) const;
ID3D11Buffer* GetD3DIndexBuffer() const;
};
VERUS_TYPEDEFS(GeometryD3D11);
}
}