void SuperSolarSystemApp::BuildOrbitBuffers( )
{
	GeometryGenerator geoGen;
	GeometryGenerator::MeshData orbitMash;

	geoGen.CreateCircle( 1.0f, 100, orbitMash );

	//
	// 缓存偏移信息和数量信息
	//

	mCVertexOffset[CVT_ORBIT]  = 0;

	mCIndexCount[CVT_ORBIT]	   = orbitMash.Indices.size( );

	mCIndexOffset[CVT_ORBIT]   = 0;

	//
	// 创建顶点缓冲
	//

	UINT totVertexCount =
		orbitMash.Vertices.size( );

	std::vector<Vertex::ColorObjVertex> vertices;
	vertices.resize( totVertexCount );

	XMFLOAT4 white( 1.0f, 1.0f, 1.0f, 1.0f );

	UINT k = 0;
	for ( size_t i = 0; i < orbitMash.Vertices.size( ); i++, k++ )
	{
		vertices[k].Pos    = orbitMash.Vertices[i].Position;
		vertices[k].Color  = white;
	}

	D3D11_BUFFER_DESC vbd;
	vbd.Usage = D3D11_USAGE_IMMUTABLE;
	vbd.ByteWidth = sizeof( Vertex::ColorObjVertex ) * totVertexCount;
	vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vbd.CPUAccessFlags = 0;
	vbd.MiscFlags = 0;
	vbd.StructureByteStride = 0;

	D3D11_SUBRESOURCE_DATA vinitData;
	vinitData.pSysMem = &vertices[0];

	HR( mD3dDevice->CreateBuffer( &vbd, &vinitData, &mColorVB ) );

	//
	// 创建索引缓冲
	//

	UINT totIndexCount =
		orbitMash.Indices.size( );

	std::vector<UINT> indices;
	indices.insert( indices.end( ), orbitMash.Indices.begin( ), orbitMash.Indices.end( ) );

	D3D11_BUFFER_DESC ibd;
	ibd.Usage = D3D11_USAGE_IMMUTABLE;
	ibd.ByteWidth = sizeof( UINT ) * totIndexCount;
	ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	ibd.CPUAccessFlags = 0;
	ibd.MiscFlags = 0;
	ibd.StructureByteStride = 0;
	D3D11_SUBRESOURCE_DATA iinitData;
	iinitData.pSysMem = &indices[0];
	HR( mD3dDevice->CreateBuffer( &ibd, &iinitData, &mColorIB ) );
}
Example #2
0
Circle::Circle()
{
	GeometryGenerator gen;

	gen.CreateCircle(*m_Data, 0.5f, 12);
}