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Mesh.cpp
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166 lines (131 loc) · 4.36 KB
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#include "Mesh.h"
Mesh::Mesh(const Mesh &other)
: mVertexBuffers(other.mVertexBuffers), mIndexBuffer(other.mIndexBuffer), mVertexCount(other.mVertexCount), mStrides(other.mStrides), mAttributeMapping(other.mAttributeMapping), mMapIndex(other.mMapIndex), mReferenceCount(other.mReferenceCount)
{
mReferenceCount->Increment();
}
Mesh::Mesh(Mesh &&other)
: mVertexBuffers(other.mVertexBuffers), mIndexBuffer(other.mIndexBuffer), mVertexCount(other.mVertexCount), mStrides(other.mStrides), mAttributeMapping(other.mAttributeMapping), mMapIndex(other.mMapIndex), mReferenceCount(other.mReferenceCount)
{
other.mVertexBuffers.clear();
other.mIndexBuffer = nullptr;
other.mReferenceCount = nullptr;
}
Mesh::~Mesh()
{
if (mReferenceCount)
{
mReferenceCount->Decrement();
if (mReferenceCount == 0)
{
for (ID3D11Buffer *buffer : mVertexBuffers)
buffer->Release();
if (mIndexBuffer)
mIndexBuffer->Release();
delete mReferenceCount;
}
}
}
Mesh &Mesh::operator=(const Mesh &other)
{
Mesh temp(other);
Swap(temp);
mReferenceCount->Increment();
return *this;
}
Mesh &Mesh::operator=(Mesh &&other)
{
Swap(other);
return *this;
}
void Mesh::Swap(Mesh &other)
{
ReferenceCount *tempRefCount = mReferenceCount;
mReferenceCount = other.mReferenceCount;
other.mReferenceCount = tempRefCount;
std::vector<ID3D11Buffer*> tempBuffs = mVertexBuffers;
mVertexBuffers = other.mVertexBuffers;
other.mVertexBuffers = tempBuffs;
std::vector<unsigned int> tempStrides = mStrides;
mStrides = other.mStrides;
other.mStrides = tempStrides;
unsigned int tempMapIndex = mMapIndex;
mMapIndex = other.mMapIndex;
other.mMapIndex = tempMapIndex;
std::map<std::string, unsigned int> tempAttributeMap = mAttributeMapping;
mAttributeMapping = other.mAttributeMapping;
other.mAttributeMapping = tempAttributeMap;
ID3D11Buffer *tempRes = mIndexBuffer;
mIndexBuffer = other.mIndexBuffer;
other.mIndexBuffer = tempRes;
unsigned int tempVertexCount = mVertexCount;
mVertexCount = other.mVertexCount;
other.mVertexCount = tempVertexCount;
}
void Mesh::Clear()
{
mReferenceCount->Decrement();
if (mReferenceCount == 0)
{
for (ID3D11Buffer *buffer : mVertexBuffers)
buffer->Release();
if (mIndexBuffer)
mIndexBuffer->Release();
delete mReferenceCount;
}
mReferenceCount = new ReferenceCount;
mVertexBuffers.clear();
mStrides.clear();
mAttributeMapping.clear();
mMapIndex = 0;
mIndexBuffer = nullptr;
mVertexCount = 0;
}
void Mesh::LoadIndexBuffer(std::vector<unsigned int> indices)
{
// index buffer description
D3D11_BUFFER_DESC bufferDesc = {};
bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.ByteWidth = sizeof(unsigned int) * indices.size();
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
// index buffer data
D3D11_SUBRESOURCE_DATA bufferData = {};
bufferData.pSysMem = &indices[0];
// create index buffer
GraphicsSystem::GetInstance().GetDevice()->CreateBuffer(&bufferDesc, &bufferData, &mIndexBuffer);
// set number of vertices to draw
mVertexCount = indices.size();
}
void Mesh::BindAttribute(std::string attributeSemantic, unsigned int slot) const
{
unsigned int index = mAttributeMapping[attributeSemantic];
ID3D11Buffer *vertexBuffer = mVertexBuffers[index];
unsigned int offset = 0;
GraphicsSystem::GetInstance().GetDeviceContext()->IASetVertexBuffers(slot, 1, &vertexBuffer, &mStrides[index], &offset);
// if present, bind index buffer
if (mIndexBuffer)
GraphicsSystem::GetInstance().GetDeviceContext()->IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
}
void Mesh::BindIndexBuffer() const
{
if (mIndexBuffer)
GraphicsSystem::GetInstance().GetDeviceContext()->IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
}
void Mesh::Bind() const
{
std::vector<unsigned int> offsets(mVertexBuffers.size()); // all elements are 0
GraphicsSystem::GetInstance().GetDeviceContext()->IASetVertexBuffers(0, mVertexBuffers.size(), &mVertexBuffers[0], &mStrides[0], &offsets[0]);
// if present, bind index buffer
if (mIndexBuffer)
GraphicsSystem::GetInstance().GetDeviceContext()->IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
}
void Mesh::Draw() const
{
if (mIndexBuffer)
GraphicsSystem::GetInstance().GetDeviceContext()->DrawIndexed(mVertexCount, 0, 0);
else
GraphicsSystem::GetInstance().GetDeviceContext()->Draw(mVertexCount, 0);
}