80 lines
2.6 KiB
C++
80 lines
2.6 KiB
C++
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#include "ltpch.h"
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#include "dxVertexLayout.h"
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#include "dxShader.h"
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#include "dxSharedContext.h"
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namespace Light {
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dxVertexLayout::dxVertexLayout(Shader* shader, const std::vector<std::pair<std::string, VertexElementType>>& elements, void* sharedContext)
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{
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HRESULT hr;
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dxSharedContext* dxContext = static_cast<dxSharedContext*>(sharedContext);
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LT_ENGINE_ASSERT(dxContext, "dxShader::dxShader: invalid dxContext");
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m_Device = dxContext->device;
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m_DeviceContext = dxContext->deviceContext;
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std::vector<D3D11_INPUT_ELEMENT_DESC> inputElementsDesc;
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inputElementsDesc.reserve(elements.size());
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for (const auto& element : elements)
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{
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inputElementsDesc.emplace_back(D3D11_INPUT_ELEMENT_DESC{
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element.first.c_str(),
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0u,
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GetDxgiFormat(element.second),
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0u,
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D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_VERTEX_DATA,
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0u });
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}
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dxShader* dxpShader = static_cast<dxShader*>(shader);
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LT_ENGINE_ASSERT(dxpShader, "dxVertexLayout::dxVertexLayout: failed to cast Shader to dxShader");
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DXC(m_Device->CreateInputLayout(&inputElementsDesc[0], inputElementsDesc.size(), dxpShader->GetVertexBlob().Get()->GetBufferPointer(), dxpShader->GetVertexBlob().Get()->GetBufferSize(), &m_InputLayout));
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}
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dxVertexLayout::~dxVertexLayout()
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{
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}
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void dxVertexLayout::Bind()
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{
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m_DeviceContext->IASetInputLayout(m_InputLayout.Get());
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}
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void dxVertexLayout::UnBind()
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{
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}
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DXGI_FORMAT dxVertexLayout::GetDxgiFormat(VertexElementType type)
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{
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switch (type)
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{
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case Light::VertexElementType::Int1: return DXGI_FORMAT_R32_SINT;
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case Light::VertexElementType::Int2: return DXGI_FORMAT_R32G32_SINT;
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case Light::VertexElementType::Int3: return DXGI_FORMAT_R32G32B32_SINT;
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case Light::VertexElementType::Int4: return DXGI_FORMAT_R32G32B32A32_SINT;
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case Light::VertexElementType::UInt1: return DXGI_FORMAT_R32_UINT;
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case Light::VertexElementType::UInt2: return DXGI_FORMAT_R32G32_UINT;
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case Light::VertexElementType::UInt3: return DXGI_FORMAT_R32G32B32_UINT;
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case Light::VertexElementType::UInt4: return DXGI_FORMAT_R32G32B32A32_UINT;
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case Light::VertexElementType::Float1: return DXGI_FORMAT_R32_FLOAT;
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case Light::VertexElementType::Float2: return DXGI_FORMAT_R32G32_FLOAT;
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case Light::VertexElementType::Float3: return DXGI_FORMAT_R32G32B32_FLOAT;
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case Light::VertexElementType::Float4: return DXGI_FORMAT_R32G32B32A32_FLOAT;
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// TODO:
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case Light::VertexElementType::Double1:
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case Light::VertexElementType::Double2:
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case Light::VertexElementType::Double3:
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case Light::VertexElementType::Double4:
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default: LT_ENGINE_ASSERT(false, "dxVertexLayout::GetDxgiFormat: invalid type");
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}
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}
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}
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