bool D3DVertexBuffer::create(const VertexLayout& layout, int length, int usage)
{
   mStride = layout.getStride();

   D3D11_BUFFER_DESC desc = {0};
   desc.ByteWidth = mStride * length;
   desc.Usage = D3D11_USAGE_DYNAMIC;
   desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
   desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
   desc.MiscFlags = 0;
   desc.StructureByteStride = 0;

   HRESULT hr = mDevice.getDevice().CreateBuffer(&desc, NULL, &mpBuffer);
   if ( FAILED(hr) )
      return false;

   return true;
}
Exemple #2
0
void Vao::initialize(RenderState& rs, ShaderProgram& _program, const VertexOffsets& _vertexOffsets,
                     VertexLayout& _layout, GLuint _vertexBuffer, GLuint _indexBuffer) {

    m_glVAOs.resize(_vertexOffsets.size());

    GL::genVertexArrays(m_glVAOs.size(), m_glVAOs.data());

    fastmap<std::string, GLuint> locations;

    // FIXME (use a bindAttrib instead of getLocation) to make those locations shader independent
    for (auto& attrib : _layout.getAttribs()) {
        GLint location = _program.getAttribLocation(attrib.name);
        locations[attrib.name] = location;
    }

    rs.vertexBuffer(_vertexBuffer);

    int vertexOffset = 0;
    for (size_t i = 0; i < _vertexOffsets.size(); ++i) {
        auto vertexIndexOffset = _vertexOffsets[i];
        int nVerts = vertexIndexOffset.second;
        GL::bindVertexArray(m_glVAOs[i]);

        // ELEMENT_ARRAY_BUFFER must be bound after bindVertexArray to be used by VAO
        if (_indexBuffer != 0) {
            rs.indexBufferUnset(_indexBuffer);
            rs.indexBuffer(_indexBuffer);
        }

        // Enable vertex layout on the specified locations
        _layout.enable(locations, vertexOffset * _layout.getStride());

        vertexOffset += nVerts;
    }

    GL::bindVertexArray(0);

    rs.vertexBuffer(0);
    rs.indexBuffer(0);
}