light/Engine/src/Platform/GraphicsAPI/DirectX/dxBuffers.cpp
2021-06-02 17:20:15 +04:30

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No EOL
1.1 KiB
C++

#include "ltpch.h"
#include "dxBuffers.h"
#include "dxSharedContext.h"
namespace Light {
dxVertexBuffer::dxVertexBuffer(unsigned int count, unsigned int stride, float* vertices, void* sharedContext)
: m_Stride(stride)
{
HRESULT hr;
dxSharedContext* dxContext = static_cast<dxSharedContext*>(sharedContext);
LT_ENGINE_ASSERT(dxContext, "dxShader::dxShader: invalid dxContext");
m_Device = dxContext->device;
m_DeviceContext = dxContext->deviceContext;
D3D11_BUFFER_DESC desc = { 0 };
D3D11_SUBRESOURCE_DATA sd = { 0 };
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.ByteWidth = count * stride;
desc.StructureByteStride = stride;
sd.pSysMem = vertices;
DXC(m_Device->CreateBuffer(&desc, &sd, &m_Buffer));
}
dxVertexBuffer::~dxVertexBuffer()
{
}
void dxVertexBuffer::Bind()
{
static const unsigned int offset = 0u;
m_DeviceContext->IASetVertexBuffers(0u, 1u, m_Buffer.GetAddressOf(), &m_Stride, &offset);
}
void dxVertexBuffer::UnBind()
{
}
}