light/Engine/src/Platform/GraphicsAPI/DirectX/dxVertexLayout.cpp

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#include "ltpch.h"
#include "dxVertexLayout.h"
#include "dxShader.h"
#include "dxSharedContext.h"
namespace Light {
dxVertexLayout::dxVertexLayout(Shader* shader, const std::vector<std::pair<std::string, VertexElementType>>& elements, std::shared_ptr<dxSharedContext> sharedContext)
: m_Context(sharedContext)
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{
// local
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std::vector<D3D11_INPUT_ELEMENT_DESC> inputElementsDesc;
inputElementsDesc.reserve(elements.size());
// extract elements desc
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for (const auto& element : elements)
{
inputElementsDesc.emplace_back(D3D11_INPUT_ELEMENT_DESC{
element.first.c_str(),
0u,
GetDxgiFormat(element.second),
0u,
D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA,
0u });
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}
// #todo: take in shared_ptr
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dxShader* dxpShader = static_cast<dxShader*>(shader);
LT_ENGINE_ASSERT(dxpShader, "dxVertexLayout::dxVertexLayout: failed to cast Shader to dxShader");
// create input layout (vertex layout)
HRESULT hr;
DXC(m_Context->device->CreateInputLayout(&inputElementsDesc[0], inputElementsDesc.size(), dxpShader->GetVertexBlob().Get()->GetBufferPointer(), dxpShader->GetVertexBlob().Get()->GetBufferSize(), &m_InputLayout));
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}
dxVertexLayout::~dxVertexLayout()
{
UnBind();
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}
void dxVertexLayout::Bind()
{
m_Context->deviceContext->IASetInputLayout(m_InputLayout.Get());
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}
void dxVertexLayout::UnBind()
{
m_Context->deviceContext->IASetInputLayout(nullptr);
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}
DXGI_FORMAT dxVertexLayout::GetDxgiFormat(VertexElementType type)
{
switch (type)
{
// int
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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
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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
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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;
// #todo:
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case Light::VertexElementType::Double1:
case Light::VertexElementType::Double2:
case Light::VertexElementType::Double3:
case Light::VertexElementType::Double4:
default: LT_ENGINE_ASSERT(false, "dxVertexLayout::GetDxgiFormat: invalid type");
}
}
}