79 lines
1.9 KiB
C++
79 lines
1.9 KiB
C++
#include "Mesh.h"
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#include "Utilities.h"
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#include "Vertex.h"
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UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
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{
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UINT error = 0;
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error = createVertexBuffer(pD3DDevice);
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CheckError(error);
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error = createIndexBuffer(pD3DDevice);
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CheckError(error);
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return 0;
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}
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void Mesh::update(FLOAT dt)
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{
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}
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void Mesh::render(IDirect3DDevice9* pD3DDevice)
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{
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// 1. set mesh data
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pD3DDevice->SetStreamSource(0, _pVertexBuffer, 0, _vertexStride);
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pD3DDevice->SetFVF(FVF);
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// 2. draw call
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// vertex buffer only
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pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
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}
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void Mesh::deInit()
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{
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safeRelease(_pIndexBuffer);
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safeRelease(_pVertexBuffer);
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}
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UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
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{
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// 1. define mesh parameters
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_vertexCount = 3;
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_vertexStride = sizeof(Vertex);
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// 2. create vertex buffer object WITHOUT data
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HRESULT hr = pD3DDevice->CreateVertexBuffer(
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_vertexCount * _vertexStride, // vertex buffer size in bytes
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D3DUSAGE_WRITEONLY, // how to access the buffer
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FVF, // FVF - Flexible Vertex Format
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D3DPOOL_MANAGED, // video memory management
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&_pVertexBuffer, // vertex buffer object
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nullptr // not used anymore
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);
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CheckFailed(hr, 300);
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// 3. set vertex data
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Vertex* pVertices = nullptr;
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hr = _pVertexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pVertices), 0); // transfer vertex buffer from video memory to cpu memory
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CheckFailed(hr, 310);
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// fill vertex buffer with data
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pVertices[0] = Vertex(0.0f, 0.5f, 0.0f);
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pVertices[1] = Vertex(0.5f, -0.5f, 0.0f);
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pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
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hr = _pVertexBuffer->Unlock(); // transfer vertex buffer back from cpu memory to video memory
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CheckFailed(hr, 320);
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pVertices = nullptr;
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return 0;
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}
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UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
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{
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return 0;
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}
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