assimp/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/Mesh.h

103 lines
2.0 KiB
C++

#ifndef MESH_H
#define MESH_H
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <vector>
using namespace std;
#include <vector>
#include <d3d11_1.h>
#include <DirectXMath.h>
using namespace DirectX;
struct VERTEX {
FLOAT X, Y, Z;
XMFLOAT2 texcoord;
};
struct Texture {
string type;
string path;
ID3D11ShaderResourceView *texture;
};
class Mesh {
public:
vector<VERTEX> vertices;
vector<UINT> indices;
vector<Texture> textures;
ID3D11Device *dev;
Mesh(ID3D11Device *dev, vector<VERTEX> vertices, vector<UINT> indices, vector<Texture> textures)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
this->dev = dev;
this->setupMesh(dev);
}
void Draw(ID3D11DeviceContext *devcon)
{
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
devcon->PSSetShaderResources(0, 1, &textures[0].texture);
devcon->DrawIndexed(indices.size(), 0, 0);
}
void Close()
{
VertexBuffer->Release();
IndexBuffer->Release();
}
private:
/* Render data */
ID3D11Buffer *VertexBuffer, *IndexBuffer;
/* Functions */
// Initializes all the buffer objects/arrays
bool setupMesh(ID3D11Device *dev)
{
HRESULT hr;
D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(VERTEX) * vertices.size();
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &vertices[0];
hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer);
if (FAILED(hr))
return false;
D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT) * indices.size();
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
initData.pSysMem = &indices[0];
hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer);
if (FAILED(hr))
return false;
}
};
#endif