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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef BT_SOFT_BODY_SOLVER_VERTEX_BUFFER_DX11_H
- #define BT_SOFT_BODY_SOLVER_VERTEX_BUFFER_DX11_H
- #include "BulletSoftBody/btSoftBodySolverVertexBuffer.h"
- #include <windows.h>
- #include <crtdbg.h>
- #include <d3d11.h>
- #include <d3dx11.h>
- #include <d3dcompiler.h>
- class btDX11VertexBufferDescriptor : public btVertexBufferDescriptor
- {
- protected:
- /** Context of the DX11 device on which the vertex buffer is stored. */
- ID3D11DeviceContext* m_context;
- /** DX11 vertex buffer */
- ID3D11Buffer* m_vertexBuffer;
- /** UAV for DX11 buffer */
- ID3D11UnorderedAccessView* m_vertexBufferUAV;
- public:
- /**
- * buffer is a pointer to the DX11 buffer to place the vertex data in.
- * UAV is a pointer to the UAV representation of the buffer laid out in floats.
- * vertexOffset is the offset in floats to the first vertex.
- * vertexStride is the stride in floats between vertices.
- */
- btDX11VertexBufferDescriptor( ID3D11DeviceContext* context, ID3D11Buffer* buffer, ID3D11UnorderedAccessView *UAV, int vertexOffset, int vertexStride )
- {
- m_context = context;
- m_vertexBuffer = buffer;
- m_vertexBufferUAV = UAV;
- m_vertexOffset = vertexOffset;
- m_vertexStride = vertexStride;
- m_hasVertexPositions = true;
- }
- /**
- * buffer is a pointer to the DX11 buffer to place the vertex data in.
- * UAV is a pointer to the UAV representation of the buffer laid out in floats.
- * vertexOffset is the offset in floats to the first vertex.
- * vertexStride is the stride in floats between vertices.
- * normalOffset is the offset in floats to the first normal.
- * normalStride is the stride in floats between normals.
- */
- btDX11VertexBufferDescriptor( ID3D11DeviceContext* context, ID3D11Buffer* buffer, ID3D11UnorderedAccessView *UAV, int vertexOffset, int vertexStride, int normalOffset, int normalStride )
- {
- m_context = context;
- m_vertexBuffer = buffer;
- m_vertexBufferUAV = UAV;
- m_vertexOffset = vertexOffset;
- m_vertexStride = vertexStride;
- m_hasVertexPositions = true;
-
- m_normalOffset = normalOffset;
- m_normalStride = normalStride;
- m_hasNormals = true;
- }
- virtual ~btDX11VertexBufferDescriptor()
- {
- }
- /**
- * Return the type of the vertex buffer descriptor.
- */
- virtual BufferTypes getBufferType() const
- {
- return DX11_BUFFER;
- }
- virtual ID3D11DeviceContext* getContext() const
- {
- return m_context;
- }
- virtual ID3D11Buffer* getbtDX11Buffer() const
- {
- return m_vertexBuffer;
- }
- virtual ID3D11UnorderedAccessView* getDX11UAV() const
- {
- return m_vertexBufferUAV;
- }
- };
- #endif // #ifndef BT_SOFT_BODY_SOLVER_VERTEX_BUFFER_DX11_H
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