light/modules/engine/src/platform/graphics/directx/vertex_layout.cpp

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#include <engine/platform/graphics/directx/shader.hpp>
#include <engine/platform/graphics/directx/shared_context.hpp>
#include <engine/platform/graphics/directx/vertex_layout.hpp>
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namespace Light {
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dxVertexLayout::dxVertexLayout(
Ref<Shader> shader,
const std::vector<std::pair<std::string, VertexElementType>> &elements,
Ref<dxSharedContext> sharedContext
)
: m_Context(sharedContext)
, m_InputLayout(nullptr)
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{
// occupy space for input elements
std::vector<D3D11_INPUT_ELEMENT_DESC> inputElementsDesc;
inputElementsDesc.reserve(elements.size());
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// extract elements desc
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for (const auto &element : elements)
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{
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inputElementsDesc.emplace_back(D3D11_INPUT_ELEMENT_DESC { element.first.c_str(),
NULL,
GetDxgiFormat(element.second),
0u,
D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA,
0u });
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}
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Ref<dxShader> dxpShader = std::dynamic_pointer_cast<dxShader>(shader);
ASSERT(dxpShader, "Failed to cast 'Shader' to 'dxShader'");
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// create input layout (vertex layout)
HRESULT hr;
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DXC(m_Context->GetDevice()->CreateInputLayout(
&inputElementsDesc[0],
inputElementsDesc.size(),
dxpShader->GetVertexBlob().Get()->GetBufferPointer(),
dxpShader->GetVertexBlob().Get()->GetBufferSize(),
&m_InputLayout
));
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}
dxVertexLayout::~dxVertexLayout()
{
UnBind();
}
void dxVertexLayout::Bind()
{
m_Context->GetDeviceContext()->IASetInputLayout(m_InputLayout.Get());
}
void dxVertexLayout::UnBind()
{
m_Context->GetDeviceContext()->IASetInputLayout(nullptr);
}
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DXGI_FORMAT dxVertexLayout::GetDxgiFormat(VertexElementType type)
{
switch (type)
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{
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/* byte */
case Light::VertexElementType::Byte1: return DXGI_FORMAT_R8_SINT;
case Light::VertexElementType::Byte2: return DXGI_FORMAT_R8G8_SINT;
case Light::VertexElementType::Byte4: return DXGI_FORMAT_R8_SINT;
/* ubyte */
case Light::VertexElementType::UByte1: return DXGI_FORMAT_R8_UINT;
case Light::VertexElementType::UByte2: return DXGI_FORMAT_R8G8_UINT;
case Light::VertexElementType::UByte4: return DXGI_FORMAT_R8G8B8A8_UINT;
/* int */
case Light::VertexElementType::Int1: return DXGI_FORMAT_R32_SINT;
case Light::VertexElementType::Int2: return DXGI_FORMAT_R32G32_SINT;
case Light::VertexElementType::Int3: return DXGI_FORMAT_R32G32B32_SINT;
case Light::VertexElementType::Int4: return DXGI_FORMAT_R32G32B32A32_SINT;
/* uint */
case Light::VertexElementType::UInt1: return DXGI_FORMAT_R32_UINT;
case Light::VertexElementType::UInt2: return DXGI_FORMAT_R32G32_UINT;
case Light::VertexElementType::UInt3: return DXGI_FORMAT_R32G32B32_UINT;
case Light::VertexElementType::UInt4: return DXGI_FORMAT_R32G32B32A32_UINT;
/* float */
case Light::VertexElementType::Float1: return DXGI_FORMAT_R32_FLOAT;
case Light::VertexElementType::Float2: return DXGI_FORMAT_R32G32_FLOAT;
case Light::VertexElementType::Float3: return DXGI_FORMAT_R32G32B32_FLOAT;
case Light::VertexElementType::Float4: return DXGI_FORMAT_R32G32B32A32_FLOAT;
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default: ASSERT(false, "Invalid 'VertexElementType'"); return DXGI_FORMAT_UNKNOWN;
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}
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}
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} // namespace Light