void Draw(const Microsoft::WRL::ComPtr<ID3D11DeviceContext> &pDeviceContext) { // VBのセット ID3D11Buffer* pBufferTbl[] = { m_pVertexBuf.Get() }; UINT SizeTbl[] = { sizeof(Vertex) }; UINT OffsetTbl[] = { 0 }; pDeviceContext->IASetVertexBuffers(0, 1, pBufferTbl, SizeTbl, OffsetTbl); // IBのセット pDeviceContext->IASetIndexBuffer(m_pIndexBuf.Get(), DXGI_FORMAT_R32_UINT, 0); // プリミティブタイプのセット pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); pDeviceContext->DrawIndexed(m_indices // index count , 0, 0); }
void Cube::RenderBuffers(Microsoft::WRL::ComPtr<ID3D11DeviceContext1> &d3dContext) { UINT stride = sizeof(VertexPositionColor); UINT offset = 0; d3dContext->IASetVertexBuffers( 0, 1, m_vertexBuffer.GetAddressOf(), &stride, &offset ); d3dContext->IASetIndexBuffer( m_indexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0 ); d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); }