예제 #1
0
void WavesCSApp::BuildLandGeometry()
{
    GeometryGenerator geoGen;
    GeometryGenerator::MeshData grid = geoGen.CreateGrid(160.0f, 160.0f, 50, 50);

    //
    // Extract the vertex elements we are interested and apply the height function to
    // each vertex.  In addition, color the vertices based on their height so we have
    // sandy looking beaches, grassy low hills, and snow mountain peaks.
    //

    std::vector<Vertex> vertices(grid.Vertices.size());
    for(size_t i = 0; i < grid.Vertices.size(); ++i)
    {
        auto& p = grid.Vertices[i].Position;
        vertices[i].Pos = p;
        vertices[i].Pos.y = GetHillsHeight(p.x, p.z);
        vertices[i].Normal = GetHillsNormal(p.x, p.z);
		vertices[i].TexC = grid.Vertices[i].TexC;
    }

    const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);

    std::vector<std::uint16_t> indices = grid.GetIndices16();
    const UINT ibByteSize = (UINT)indices.size() * sizeof(std::uint16_t);

	auto geo = std::make_unique<MeshGeometry>();
	geo->Name = "landGeo";

	ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
	CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);

	ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
	CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);

	geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);

	geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

	geo->VertexByteStride = sizeof(Vertex);
	geo->VertexBufferByteSize = vbByteSize;
	geo->IndexFormat = DXGI_FORMAT_R16_UINT;
	geo->IndexBufferByteSize = ibByteSize;

	SubmeshGeometry submesh;
	submesh.IndexCount = (UINT)indices.size();
	submesh.StartIndexLocation = 0;
	submesh.BaseVertexLocation = 0;

	geo->DrawArgs["grid"] = submesh;

	mGeometries["landGeo"] = std::move(geo);
}
예제 #2
0
void WavesCSApp::BuildBoxGeometry()
{
	GeometryGenerator geoGen;
	GeometryGenerator::MeshData box = geoGen.CreateBox(8.0f, 8.0f, 8.0f, 3);

	std::vector<Vertex> vertices(box.Vertices.size());
	for (size_t i = 0; i < box.Vertices.size(); ++i)
	{
		auto& p = box.Vertices[i].Position;
		vertices[i].Pos = p;
		vertices[i].Normal = box.Vertices[i].Normal;
		vertices[i].TexC = box.Vertices[i].TexC;
	}

	const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);

	std::vector<std::uint16_t> indices = box.GetIndices16();
	const UINT ibByteSize = (UINT)indices.size() * sizeof(std::uint16_t);

	auto geo = std::make_unique<MeshGeometry>();
	geo->Name = "boxGeo";

	ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
	CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);

	ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
	CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);

	geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);

	geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

	geo->VertexByteStride = sizeof(Vertex);
	geo->VertexBufferByteSize = vbByteSize;
	geo->IndexFormat = DXGI_FORMAT_R16_UINT;
	geo->IndexBufferByteSize = ibByteSize;

	SubmeshGeometry submesh;
	submesh.IndexCount = (UINT)indices.size();
	submesh.StartIndexLocation = 0;
	submesh.BaseVertexLocation = 0;

	geo->DrawArgs["box"] = submesh;

	mGeometries["boxGeo"] = std::move(geo);
}
예제 #3
0
void TexWaves::BuildLandGeometry()
{
    GeometryGenerator geoGen;
    GeometryGenerator::MeshData grid = geoGen.CreateGrid(160.0f, 160.0f, 50, 50);

    std::vector<FrameResource::Vertex> vertices(grid.Vertices.size());
    for (size_t i = 0; i < grid.Vertices.size(); i++)
    {
        auto& p = grid.Vertices[i].Position;
        vertices[i].Pos = p;
        vertices[i].Pos.y = GetHillsHeight(p.x, p.z);
        vertices[i].Normal = GetHillsNormal(p.z, p.z);
        vertices[i].TexC = grid.Vertices[i].TexCoord;
    }
    const UINT vbByteSize = (UINT)vertices.size() * sizeof(FrameResource::Vertex);
    std::vector<std::uint16_t> indices = grid.GetIndices16();
    const UINT ibByteSize = (UINT)indices.size() * sizeof(uint16_t);

    auto geo = std::make_unique<MeshGeometry>();
    geo->Name = "landGeo";

    geo->VertexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(), _commandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);
    geo->IndexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(), _commandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

    geo->VertexByteStride = sizeof(FrameResource::Vertex);
    geo->VertexBufferByteSize = vbByteSize;
    geo->IndexFormat = DXGI_FORMAT_R16_UINT;
    geo->IndexBufferByteSize = ibByteSize;

    SubmeshGeometry submesh;
    submesh.IndexCount = (UINT)indices.size();
    submesh.StartIndexLocation = 0;
    submesh.BaseVertexLocation = 0;

    geo->DrawArgs["grid"] = submesh;
    _geometries["landGeo"] = std::move(geo);
}
예제 #4
0
void TexWaves::BuildBoxGeometry()
{
    GeometryGenerator geoGen;
    GeometryGenerator::MeshData box = geoGen.CreateBox(8.0f, 8.0f, 8.0f, 3);

    SubmeshGeometry boxSubmesh;
    boxSubmesh.IndexCount = (UINT)box.Indices32.size();
    boxSubmesh.StartIndexLocation = 0;
    boxSubmesh.BaseVertexLocation = 0;

    std::vector<FrameResource::Vertex> vertices(box.Vertices.size());

    for (size_t i = 0; i < box.Vertices.size(); i++)
    {
        vertices[i].Pos = box.Vertices[i].Position;
        vertices[i].Normal = box.Vertices[i].Normal;
        vertices[i].TexC = box.Vertices[i].TexCoord;
    }
    std::vector<uint16_t> indices = box.GetIndices16();
    const UINT vbByteSize = sizeof(FrameResource::Vertex) * (UINT)vertices.size();
    const UINT ibByteSize = sizeof(uint16_t) * (UINT)indices.size();

    auto geo = std::make_unique<MeshGeometry>();
    geo->Name = "boxGeo";

    geo->VertexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(), _commandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);
    geo->IndexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(), _commandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

    geo->VertexByteStride = sizeof(FrameResource::Vertex);
    geo->VertexBufferByteSize = vbByteSize;
    geo->IndexFormat = DXGI_FORMAT_R16_UINT;
    geo->IndexBufferByteSize = ibByteSize;

    geo->DrawArgs["box"] = boxSubmesh;
    _geometries[geo->Name] = move(geo);
}
void CameraAndDynamicIndexingApp::BuildShapeGeometry()
{
    GeometryGenerator geoGen;
	GeometryGenerator::MeshData box = geoGen.CreateBox(1.0f, 1.0f, 1.0f, 3);
	GeometryGenerator::MeshData grid = geoGen.CreateGrid(20.0f, 30.0f, 60, 40);
	GeometryGenerator::MeshData sphere = geoGen.CreateSphere(0.5f, 20, 20);
	GeometryGenerator::MeshData cylinder = geoGen.CreateCylinder(0.5f, 0.3f, 3.0f, 20, 20);

	//
	// We are concatenating all the geometry into one big vertex/index buffer.  So
	// define the regions in the buffer each submesh covers.
	//

	// Cache the vertex offsets to each object in the concatenated vertex buffer.
	UINT boxVertexOffset = 0;
	UINT gridVertexOffset = (UINT)box.Vertices.size();
	UINT sphereVertexOffset = gridVertexOffset + (UINT)grid.Vertices.size();
	UINT cylinderVertexOffset = sphereVertexOffset + (UINT)sphere.Vertices.size();

	// Cache the starting index for each object in the concatenated index buffer.
	UINT boxIndexOffset = 0;
	UINT gridIndexOffset = (UINT)box.Indices32.size();
	UINT sphereIndexOffset = gridIndexOffset + (UINT)grid.Indices32.size();
	UINT cylinderIndexOffset = sphereIndexOffset + (UINT)sphere.Indices32.size();

	SubmeshGeometry boxSubmesh;
	boxSubmesh.IndexCount = (UINT)box.Indices32.size();
	boxSubmesh.StartIndexLocation = boxIndexOffset;
	boxSubmesh.BaseVertexLocation = boxVertexOffset;

	SubmeshGeometry gridSubmesh;
	gridSubmesh.IndexCount = (UINT)grid.Indices32.size();
	gridSubmesh.StartIndexLocation = gridIndexOffset;
	gridSubmesh.BaseVertexLocation = gridVertexOffset;

	SubmeshGeometry sphereSubmesh;
	sphereSubmesh.IndexCount = (UINT)sphere.Indices32.size();
	sphereSubmesh.StartIndexLocation = sphereIndexOffset;
	sphereSubmesh.BaseVertexLocation = sphereVertexOffset;

	SubmeshGeometry cylinderSubmesh;
	cylinderSubmesh.IndexCount = (UINT)cylinder.Indices32.size();
	cylinderSubmesh.StartIndexLocation = cylinderIndexOffset;
	cylinderSubmesh.BaseVertexLocation = cylinderVertexOffset;

	//
	// Extract the vertex elements we are interested in and pack the
	// vertices of all the meshes into one vertex buffer.
	//

	auto totalVertexCount =
		box.Vertices.size() +
		grid.Vertices.size() +
		sphere.Vertices.size() +
		cylinder.Vertices.size();

	std::vector<Vertex> vertices(totalVertexCount);

	UINT k = 0;
	for(size_t i = 0; i < box.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = box.Vertices[i].Position;
		vertices[k].Normal = box.Vertices[i].Normal;
		vertices[k].TexC = box.Vertices[i].TexC;
	}

	for(size_t i = 0; i < grid.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = grid.Vertices[i].Position;
		vertices[k].Normal = grid.Vertices[i].Normal;
		vertices[k].TexC = grid.Vertices[i].TexC;
	}

	for(size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = sphere.Vertices[i].Position;
		vertices[k].Normal = sphere.Vertices[i].Normal;
		vertices[k].TexC = sphere.Vertices[i].TexC;
	}

	for(size_t i = 0; i < cylinder.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = cylinder.Vertices[i].Position;
		vertices[k].Normal = cylinder.Vertices[i].Normal;
		vertices[k].TexC = cylinder.Vertices[i].TexC;
	}

	std::vector<std::uint16_t> indices;
	indices.insert(indices.end(), std::begin(box.GetIndices16()), std::end(box.GetIndices16()));
	indices.insert(indices.end(), std::begin(grid.GetIndices16()), std::end(grid.GetIndices16()));
	indices.insert(indices.end(), std::begin(sphere.GetIndices16()), std::end(sphere.GetIndices16()));
	indices.insert(indices.end(), std::begin(cylinder.GetIndices16()), std::end(cylinder.GetIndices16()));

    const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
    const UINT ibByteSize = (UINT)indices.size()  * sizeof(std::uint16_t);

	auto geo = std::make_unique<MeshGeometry>();
	geo->Name = "shapeGeo";

	ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
	CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);

	ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
	CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);

	geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);

	geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

	geo->VertexByteStride = sizeof(Vertex);
	geo->VertexBufferByteSize = vbByteSize;
	geo->IndexFormat = DXGI_FORMAT_R16_UINT;
	geo->IndexBufferByteSize = ibByteSize;

	geo->DrawArgs["box"] = boxSubmesh;
	geo->DrawArgs["grid"] = gridSubmesh;
	geo->DrawArgs["sphere"] = sphereSubmesh;
	geo->DrawArgs["cylinder"] = cylinderSubmesh;

	mGeometries[geo->Name] = std::move(geo);
}
예제 #6
0
void TextureWave::BuildGeometries()
{
    GeometryGenerator::MeshData meshData;
    GeometryGenerator generator;
    generator.CreateGrid(160.0f, 160.0f, 50, 50, meshData);

    m_wave.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f);

    m_landIndexCount = static_cast<UINT>(meshData.Indices.size());

    std::vector<D3DHelper::CustomVertexWithTexture> tempVerties(meshData.Vertices.size());

    UINT vertexCount = static_cast<UINT>(meshData.Vertices.size());

    for (UINT i = 0; i < vertexCount; ++i)
    {
        XMFLOAT3 pos = meshData.Vertices[i].Position;
        pos.y = GetHillHeight(pos.x, pos.z);

        tempVerties[i].Position = pos;
        tempVerties[i].Normal = GetHillNormal(pos.x, pos.z);;
        tempVerties[i].TexCoord = meshData.Vertices[i].TexC;
    }

    D3D11_BUFFER_DESC vbd;
    vbd.Usage = D3D11_USAGE_IMMUTABLE;
    vbd.ByteWidth = static_cast<UINT>(sizeof(D3DHelper::CustomVertexWithTexture) * tempVerties.size());
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
    D3D11_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = &tempVerties[0];
    auto hr = m_d3dDevice->CreateBuffer(&vbd, &vinitData, &m_landVB);
    D3DHelper::ThrowIfFailed(hr);

    D3D11_BUFFER_DESC ibd;
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(UINT) * m_landIndexCount;
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    D3D11_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = &meshData.Indices[0];
    hr = m_d3dDevice->CreateBuffer(&ibd, &iinitData, &m_landIB);
    D3DHelper::ThrowIfFailed(hr);

    meshData.Clear();

    // *** start create wave
    m_waveIndexCount = m_wave.IndexCount();

    vbd.Usage = D3D11_USAGE_DYNAMIC;
    vbd.ByteWidth = static_cast<UINT>(sizeof(D3DHelper::CustomVertexWithTexture) * m_wave.VertexCount());
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    vbd.MiscFlags = 0;
    hr = m_d3dDevice->CreateBuffer(&vbd, nullptr, &m_waveVB);
    D3DHelper::ThrowIfFailed(hr);

    std::vector<UINT> indices(3 * m_wave.TriangleCount()); // 3 indices per face
    UINT m = m_wave.RowCount();
    UINT n = m_wave.ColumnCount();
    int k = 0;
    for (UINT i = 0; i < m - 1; ++i)
    {
        for (DWORD j = 0; j < n - 1; ++j)
        {
            indices[k] = i*n + j;
            indices[k + 1] = i*n + j + 1;
            indices[k + 2] = (i + 1)*n + j;

            indices[k + 3] = (i + 1)*n + j;
            indices[k + 4] = i*n + j + 1;
            indices[k + 5] = (i + 1)*n + j + 1;

            k += 6; // next quad
        }
    }

    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(UINT) * m_waveIndexCount;
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    iinitData;
    iinitData.pSysMem = &indices[0];
    hr = m_d3dDevice->CreateBuffer(&ibd, &iinitData, &m_waveIB);
    D3DHelper::ThrowIfFailed(hr);

    // *** end of create wave

    meshData.Clear();
    generator.CreateBox(4, 4, 4, meshData);
    tempVerties.clear();
    tempVerties.resize(meshData.Vertices.size());
    vertexCount = static_cast<UINT>(meshData.Vertices.size());
    for (UINT i = 0; i < vertexCount; ++i)
    {
        tempVerties[i].Position = meshData.Vertices[i].Position;
        tempVerties[i].Normal = meshData.Vertices[i].Normal;
        tempVerties[i].TexCoord = meshData.Vertices[i].TexC;
    }

    vbd.Usage = D3D11_USAGE_IMMUTABLE;
    vbd.ByteWidth = static_cast<UINT>(sizeof(D3DHelper::CustomVertexWithTexture) * tempVerties.size());
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
    vinitData.pSysMem = &tempVerties[0];
    hr = m_d3dDevice->CreateBuffer(&vbd, &vinitData, &m_boxVB);
    D3DHelper::ThrowIfFailed(hr);

    m_boxIndexCount = static_cast<UINT>(meshData.Indices.size());
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(UINT) * m_boxIndexCount;
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    iinitData.pSysMem = &meshData.Indices[0];
    hr = m_d3dDevice->CreateBuffer(&ibd, &iinitData, &m_boxIB);
    D3DHelper::ThrowIfFailed(hr);
}
예제 #7
0
void DynamicIndexing::BuildShapeGeometry()
{
    GeometryGenerator geoGen;
    GeometryGenerator::MeshData box = geoGen.CreateBox(1.0f, 1.0f, 1.0f, 3);
    GeometryGenerator::MeshData grid = geoGen.CreateGrid(20.0f, 30.0f, 60, 40);
    GeometryGenerator::MeshData sphere = geoGen.CreateSphere(0.5f, 20, 20);
    GeometryGenerator::MeshData cylinder = geoGen.CreateCylinder(0.5f, 0.3f, 3.0f, 20, 20);

    UINT boxVertexOffset = 0;
    UINT gridVertexOffset = (UINT)box.Vertices.size();
    UINT sphereVertexOffset = gridVertexOffset + (UINT)grid.Vertices.size();
    UINT cylinderVertexOffset = sphereVertexOffset + (UINT)sphere.Vertices.size();

    UINT boxIndexOffset = 0;
    UINT gridIndexOffset = (UINT)box.Indices32.size();
    UINT sphereIndexOffset = gridIndexOffset + (UINT)grid.Indices32.size();
    UINT cylinderIndexOffset = sphereIndexOffset + (UINT)sphere.Indices32.size();

    SubmeshGeometry boxSubmesh;
    boxSubmesh.IndexCount = (UINT)box.Indices32.size();
    boxSubmesh.StartIndexLocation = boxIndexOffset;
    boxSubmesh.BaseVertexLocation = boxVertexOffset;

    SubmeshGeometry gridSubmesh;
    gridSubmesh.IndexCount = (UINT)grid.Indices32.size();
    gridSubmesh.StartIndexLocation = gridIndexOffset;
    gridSubmesh.BaseVertexLocation = gridVertexOffset;

    SubmeshGeometry sphereSubmesh;
    sphereSubmesh.IndexCount = (UINT)sphere.Indices32.size();
    sphereSubmesh.StartIndexLocation = sphereIndexOffset;
    sphereSubmesh.BaseVertexLocation = sphereVertexOffset;

    SubmeshGeometry cylinderSubmesh;
    cylinderSubmesh.IndexCount = (UINT)cylinder.Indices32.size();
    cylinderSubmesh.StartIndexLocation = cylinderIndexOffset;
    cylinderSubmesh.BaseVertexLocation = cylinderVertexOffset;

    auto totalVertexCount =
        box.Vertices.size() +
        grid.Vertices.size() +
        sphere.Vertices.size() +
        cylinder.Vertices.size();

    std::vector<Vertex> vertices(totalVertexCount);

    UINT k = 0;
    for (size_t i = 0; i < box.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = box.Vertices[i].Position;
        vertices[k].Normal = box.Vertices[i].Normal;
        vertices[k].Uv = box.Vertices[i].TexCoord;
    }

    for (size_t i = 0; i < grid.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = grid.Vertices[i].Position;
        vertices[k].Normal = grid.Vertices[i].Normal;
        vertices[k].Uv = grid.Vertices[i].TexCoord;
    }

    for (size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = sphere.Vertices[i].Position;
        vertices[k].Normal = sphere.Vertices[i].Normal;
        vertices[k].Uv = sphere.Vertices[i].TexCoord;
    }

    for (size_t i = 0; i < cylinder.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = cylinder.Vertices[i].Position;
        vertices[k].Normal = cylinder.Vertices[i].Normal;
        vertices[k].Uv = cylinder.Vertices[i].TexCoord;
    }

    std::vector<uint16_t> indices;
    indices.insert(indices.end(), begin(box.GetIndices16()), end(box.GetIndices16()));
    indices.insert(indices.end(), begin(grid.GetIndices16()), end(grid.GetIndices16()));
    indices.insert(indices.end(), begin(sphere.GetIndices16()), end(sphere.GetIndices16()));
    indices.insert(indices.end(), begin(cylinder.GetIndices16()), end(cylinder.GetIndices16()));

    const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
    const UINT ibByteSize = (UINT)indices.size()  * sizeof(uint16_t);

    auto geo = std::make_unique<MeshGeometry>();
    geo->Name = "shapeGeo";

    ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
    CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);

    ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
    CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);

    geo->VertexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(),
        _commandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);

    geo->IndexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(),
        _commandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

    geo->VertexByteStride = sizeof(Vertex);
    geo->VertexBufferByteSize = vbByteSize;
    geo->IndexFormat = DXGI_FORMAT_R16_UINT;
    geo->IndexBufferByteSize = ibByteSize;

    geo->DrawArgs["box"] = boxSubmesh;
    geo->DrawArgs["grid"] = gridSubmesh;
    geo->DrawArgs["sphere"] = sphereSubmesh;
    geo->DrawArgs["cylinder"] = cylinderSubmesh;

    _geometries[geo->Name] = move(geo);
}