add d3d11 project
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#pragma once
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#include <d3d11.h>
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#include <DirectXMath.h>
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using namespace DirectX;
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class Mesh
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{
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public:
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UINT init(ID3D11Device* pD3DDevice);
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void update(FLOAT dt);
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void render(ID3D11DeviceContext* pD3DDeviceContext);
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void deInit();
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const XMFLOAT4X4& getWorldMatrix() const { return _worldMatrix; }
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private:
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UINT createVertexBuffer(ID3D11Device* pD3DDevice);
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UINT createIndexBuffer(ID3D11Device* pD3DDevice);
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ID3D11Buffer* _pVertexBuffer = nullptr; // dumps mesh vertices
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ID3D11Buffer* _pIndexBuffer = nullptr; // dumps mesh indices
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UINT _vertexCount = 0; // amount of vertices
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UINT _vertexStride = 0; // size of one vertex in bytes
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UINT _indexCount = 0; // amount of indices
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XMFLOAT4X4 _worldMatrix = {};
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};
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