MAJOR UPDATE - BROKEN
- New way of loading Texture
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140
enginecustom/include/Inc/PrimitiveBatch.h
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140
enginecustom/include/Inc/PrimitiveBatch.h
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//--------------------------------------------------------------------------------------
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// File: PrimitiveBatch.h
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#pragma once
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include <d3d11_x.h>
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#else
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#include <d3d11_1.h>
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#endif
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#include <cstddef>
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#include <cstdint>
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#include <cstring>
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#include <memory>
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#include <utility>
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namespace DirectX
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{
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inline namespace DX11
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{
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namespace Private
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{
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// Base class, not to be used directly: clients should access this via the derived PrimitiveBatch<T>.
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class PrimitiveBatchBase
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{
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protected:
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PrimitiveBatchBase(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize);
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PrimitiveBatchBase(PrimitiveBatchBase&&) noexcept;
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PrimitiveBatchBase& operator= (PrimitiveBatchBase&&) noexcept;
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PrimitiveBatchBase(PrimitiveBatchBase const&) = delete;
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PrimitiveBatchBase& operator= (PrimitiveBatchBase const&) = delete;
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virtual ~PrimitiveBatchBase();
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public:
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// Begin/End a batch of primitive drawing operations.
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void __cdecl Begin();
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void __cdecl End();
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protected:
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// Internal, untyped drawing method.
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void __cdecl Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, _In_opt_count_(indexCount) uint16_t const* indices, size_t indexCount, size_t vertexCount, _Out_ void** pMappedVertices);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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}
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// Template makes the API typesafe, eg. PrimitiveBatch<VertexPositionColor>.
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template<typename TVertex>
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class PrimitiveBatch : public Private::PrimitiveBatchBase
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{
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static constexpr size_t DefaultBatchSize = 2048;
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public:
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explicit PrimitiveBatch(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices = DefaultBatchSize * 3, size_t maxVertices = DefaultBatchSize)
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: PrimitiveBatchBase(deviceContext, maxIndices, maxVertices, sizeof(TVertex))
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{
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}
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PrimitiveBatch(PrimitiveBatch&&) = default;
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PrimitiveBatch& operator= (PrimitiveBatch&&) = default;
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PrimitiveBatch(PrimitiveBatch const&) = delete;
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PrimitiveBatch& operator= (PrimitiveBatch const&) = delete;
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// Similar to the D3D9 API DrawPrimitiveUP.
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void Draw(D3D11_PRIMITIVE_TOPOLOGY topology, _In_reads_(vertexCount) TVertex const* vertices, size_t vertexCount)
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{
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void* mappedVertices;
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PrimitiveBatchBase::Draw(topology, false, nullptr, 0, vertexCount, &mappedVertices);
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memcpy(mappedVertices, vertices, vertexCount * sizeof(TVertex));
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}
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// Similar to the D3D9 API DrawIndexedPrimitiveUP.
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void DrawIndexed(D3D11_PRIMITIVE_TOPOLOGY topology, _In_reads_(indexCount) uint16_t const* indices, size_t indexCount, _In_reads_(vertexCount) TVertex const* vertices, size_t vertexCount)
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{
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void* mappedVertices;
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PrimitiveBatchBase::Draw(topology, true, indices, indexCount, vertexCount, &mappedVertices);
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memcpy(mappedVertices, vertices, vertexCount * sizeof(TVertex));
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}
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void DrawLine(TVertex const& v1, TVertex const& v2)
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{
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TVertex* mappedVertices;
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PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_LINELIST, false, nullptr, 0, 2, reinterpret_cast<void**>(&mappedVertices));
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mappedVertices[0] = v1;
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mappedVertices[1] = v2;
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}
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void DrawTriangle(TVertex const& v1, TVertex const& v2, TVertex const& v3)
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{
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TVertex* mappedVertices;
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PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, false, nullptr, 0, 3, reinterpret_cast<void**>(&mappedVertices));
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mappedVertices[0] = v1;
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mappedVertices[1] = v2;
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mappedVertices[2] = v3;
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}
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void DrawQuad(TVertex const& v1, TVertex const& v2, TVertex const& v3, TVertex const& v4)
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{
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static const uint16_t quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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TVertex* mappedVertices;
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PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, true, quadIndices, 6, 4, reinterpret_cast<void**>(&mappedVertices));
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mappedVertices[0] = v1;
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mappedVertices[1] = v2;
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mappedVertices[2] = v3;
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mappedVertices[3] = v4;
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}
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};
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}
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}
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