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2025-05-13 02:46:21 +03:00

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C++

#ifndef I_VERTEX_BUFFER11_H__
#define I_VERTEX_BUFFER11_H__
#include "render/IVertexBuffer.h"
#include "ResourceManager.h"
#include "IMemoryStream.h"
#include <d3d11.h>
#include <dxgi.h>
#include <d3dx11.h>
#include "Globals.h"
namespace LifeGraphics
{
class IVertexBuffer11 : public IVertexBuffer
{
public:
ID3D11Buffer* vb;
ID3D11Device* device;
ID3D11DeviceContext* context;
D3D11_MAPPED_SUBRESOURCE mappedData;
LifeCore::IMemoryStream stm;
~IVertexBuffer11()
{
SAFE_RELEASE(vb);
}
IVertexBuffer11(ID3D11Device* _device, void* pBuffer, int _size, int _stride, int staging)
{
device = _device;
length = _size;
stride = _stride;
//g_desc = new BufferDescription(size, D3D11.ResourceUsage.Default,
// BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
if(pBuffer)
bd.Usage = D3D11_USAGE_DEFAULT;
else
bd.Usage = D3D11_USAGE_DYNAMIC;
if(staging)
bd.Usage = D3D11_USAGE_STAGING;
bd.ByteWidth = _size;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(bd.Usage == D3D11_USAGE_DEFAULT)
bd.CPUAccessFlags = 0;
else if(bd.Usage == D3D11_USAGE_DYNAMIC)
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
else if(bd.Usage == D3D11_USAGE_STAGING)
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
if(pBuffer)
{
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = pBuffer;
device->CreateBuffer( &bd, &InitData, &vb );
}
else
device->CreateBuffer( &bd, NULL, &vb );
device->GetImmediateContext(&context);
//if( FAILED( hr ) )
// return hr;
}
LifeCore::IDataStream* Map(int offset, int flags)
{
D3D11_MAP mapFlags;
if (flags & LF_Discard)
mapFlags = D3D11_MAP_WRITE_DISCARD;
else if ((flags & LF_NoOverwrite))
mapFlags = D3D11_MAP_WRITE_NO_OVERWRITE;
else if ((flags & LF_ReadOnly))
mapFlags = D3D11_MAP_READ;
else if (flags == LF_None)
mapFlags = D3D11_MAP_READ_WRITE;
else
mapFlags = D3D11_MAP_WRITE;
context->Map(vb,0, mapFlags,0, &mappedData);
stm.Reset(((char*)mappedData.pData) + offset, length);
return &stm;
}
void Update(void* data, size_t length)
{
D3D11_BOX b;
b.left = 0;
b.right = 1;
b.top = 0;
b.bottom = 1;
b.front = 0;
b.back = 0;
context->UpdateSubresource(vb, 0, NULL, data, length, 0);
}
void Unmap()
{
context->Unmap(vb, 0);
}
};
}
#endif