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Update Mesh.h

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Kim Kulling 5 年之前
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31c6f0db92
共有 1 个文件被更改,包括 72 次插入78 次删除
  1. 72 78
      samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/Mesh.h

+ 72 - 78
samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/Mesh.h

@@ -7,11 +7,9 @@
 #include <iostream>
 #include <vector>
 #include <stdexcept>
-using namespace std;
-
-#include <vector>
 #include <d3d11_1.h>
 #include <DirectXMath.h>
+
 using namespace DirectX;
 
 #include "SafeRelease.hpp"
@@ -26,88 +24,84 @@ struct Texture {
 	string path;
 	ID3D11ShaderResourceView *texture;
 
-	inline void Release() {
+	void Release() {
 		SafeRelease(texture);
 	}
 };
 
 class Mesh {
 public:
-	vector<VERTEX> vertices;
-	vector<UINT> indices;
-	vector<Texture> textures;
-	ID3D11Device *dev;
-
-	Mesh(ID3D11Device *dev, const vector<VERTEX>& vertices, const vector<UINT>& indices, const vector<Texture>& textures) :
-		vertices(vertices),
-		indices(indices),
-		textures(textures),
-		dev(dev),
-		VertexBuffer(nullptr),
-		IndexBuffer(nullptr)
-	{
-		this->setupMesh(this->dev);
-	}
-
-	void Draw(ID3D11DeviceContext *devcon)
-	{
-		UINT stride = sizeof(VERTEX);
-		UINT offset = 0;
-
-		devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
-		devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
-
-		devcon->PSSetShaderResources(0, 1, &textures[0].texture);
-
-		devcon->DrawIndexed(static_cast<UINT>(indices.size()), 0, 0);
-	}
-
-	void Close()
-	{
-		SafeRelease(VertexBuffer);
-		SafeRelease(IndexBuffer);
-	}
+    std::vector<VERTEX> vertices;
+    std::vector<UINT> indices;
+    std::vector<Texture> textures;
+    ID3D11Device *dev;
+
+    Mesh(ID3D11Device *dev, const vector<VERTEX>& vertices, const vector<UINT>& indices, const vector<Texture>& textures) :
+            vertices(vertices),
+            indices(indices),
+            textures(textures),
+            dev(dev),
+            VertexBuffer(nullptr),
+            IndexBuffer(nullptr) {
+        this->setupMesh(this->dev);
+    }
+
+    void Draw(ID3D11DeviceContext *devcon) {
+        UINT stride = sizeof(VERTEX);
+        UINT offset = 0;
+
+        devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
+        devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
+
+        devcon->PSSetShaderResources(0, 1, &textures[0].texture);
+
+        devcon->DrawIndexed(static_cast<UINT>(indices.size()), 0, 0);
+    }
+
+    void Close() {
+        SafeRelease(VertexBuffer);
+        SafeRelease(IndexBuffer);
+    }
 private:
-	/*  Render data  */
-	ID3D11Buffer *VertexBuffer, *IndexBuffer;
-
-	/*  Functions    */
-	// Initializes all the buffer objects/arrays
-	void setupMesh(ID3D11Device *dev)
-	{
-		HRESULT hr;
-
-		D3D11_BUFFER_DESC vbd;
-		vbd.Usage = D3D11_USAGE_IMMUTABLE;
-		vbd.ByteWidth = static_cast<UINT>(sizeof(VERTEX) * vertices.size());
-		vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
-		vbd.CPUAccessFlags = 0;
-		vbd.MiscFlags = 0;
-
-		D3D11_SUBRESOURCE_DATA initData;
-		initData.pSysMem = &vertices[0];
-
-		hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer);
-		if (FAILED(hr)) {
-			Close();
-			throw std::runtime_error("Failed to create vertex buffer.");
-		}
-
-		D3D11_BUFFER_DESC ibd;
-		ibd.Usage = D3D11_USAGE_IMMUTABLE;
-		ibd.ByteWidth = static_cast<UINT>(sizeof(UINT) * indices.size());
-		ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
-		ibd.CPUAccessFlags = 0;
-		ibd.MiscFlags = 0;
-
-		initData.pSysMem = &indices[0];
-
-		hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer);
-		if (FAILED(hr)) {
-			Close();
-			throw std::runtime_error("Failed to create index buffer.");
-		}
-	}
+    // Render data
+    ID3D11Buffer *VertexBuffer, *IndexBuffer;
+
+    // Functions
+    // Initializes all the buffer objects/arrays
+    void setupMesh(ID3D11Device *dev) {
+        HRESULT hr;
+
+        D3D11_BUFFER_DESC vbd;
+        vbd.Usage = D3D11_USAGE_IMMUTABLE;
+        vbd.ByteWidth = static_cast<UINT>(sizeof(VERTEX) * vertices.size());
+        vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+        vbd.CPUAccessFlags = 0;
+        vbd.MiscFlags = 0;
+
+        D3D11_SUBRESOURCE_DATA initData;
+        initData.pSysMem = &vertices[0];
+
+        hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer);
+        if (FAILED(hr)) {
+            Close();
+            throw std::runtime_error("Failed to create vertex buffer.");
+        }
+
+        D3D11_BUFFER_DESC ibd;
+        ibd.Usage = D3D11_USAGE_IMMUTABLE;
+        ibd.ByteWidth = static_cast<UINT>(sizeof(UINT) * indices.size());
+        ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
+        ibd.CPUAccessFlags = 0;
+        ibd.MiscFlags = 0;
+
+        initData.pSysMem = &indices[0];
+
+        hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer);
+        if (FAILED(hr)) {
+            Close();
+            throw std::runtime_error("Failed to create index buffer.");
+        }
+    }
 };
 
 #endif