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_input_layout(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,
get_dxgi_format(element.second),
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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);
lt_assert(dxpShader, "Failed to cast 'Shader' to 'dxShader'");
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// create input layout (vertex layout)
HRESULT hr;
dxc(m_context->get_device()->CreateInputLayout(
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&inputElementsDesc[0],
inputElementsDesc.size(),
dxpShader->get_vertex_blob().Get()->GetBufferPointer(),
dxpShader->get_vertex_blob().Get()->GetBufferSize(),
&m_input_layout
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));
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}
dxVertexLayout::~dxVertexLayout()
{
un_bind();
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}
void dxVertexLayout::bind()
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{
m_context->get_device_context()->IASetInputLayout(m_input_layout.Get());
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}
void dxVertexLayout::un_bind()
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{
m_context->get_device_context()->IASetInputLayout(nullptr);
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}
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DXGI_FORMAT dxVertexLayout::get_dxgi_format(VertexElementType type)
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{
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;
default: lt_assert(false, "Invalid 'VertexElementType'"); return DXGI_FORMAT_UNKNOWN;
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}
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}
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} // namespace Light