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Mesh.h
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Mesh.h
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#pragma once
#include <windows.h>
#include <wrl.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include "d3dx12.h"
#include <DirectXMath.h>
#include "Utility.h"
#include <vector>
#include <array>
#include <D3DCompiler.h>
using namespace std;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
class Mesh
{
public:
Mesh();
~Mesh();
// Vertex and index buffers on CPU side
ComPtr<ID3DBlob> mCPUVertexBuffer = nullptr;
ComPtr<ID3DBlob> mCPUIndexBuffer = nullptr;
// Vertex and index buffers on GPU side
ComPtr<ID3D12Resource> mGPUVertexBuffer = nullptr;
ComPtr<ID3D12Resource> mGPUIndexBuffer = nullptr;
// Vertex and index buffer uploaders
ComPtr<ID3D12Resource> mVertexBufferUploader = nullptr;
ComPtr<ID3D12Resource> mIndexBufferUploader = nullptr;
// Data about buffers.
UINT mVertexByteStride = 0;
UINT mVertexBufferByteSize = 0;
DXGI_FORMAT mIndexFormat = DXGI_FORMAT_R32_UINT;
UINT mIndexBufferByteSize = 0;
int mIndicesCount = 0;
// Geometry
std::vector<Vertex> mVertices;
std::vector<uint32_t> mIndices;
// Material and texture array
std::vector<Texture*> mTextures;
Material* mMaterial;
D3D12_VERTEX_BUFFER_VIEW GetVertexBufferView();
D3D12_INDEX_BUFFER_VIEW GetIndexBufferView();
void EmptyUploaders();
// Calculate buffer data for geometry
void CalculateBufferData(ID3D12Device* d3DDevice, ID3D12GraphicsCommandList* commandList);
// Calculates buffer data for if being used in dynamic vertex + index buffers
void CalculateDynamicBufferData();
void Draw(ID3D12GraphicsCommandList* commandList);
};