6e8fbca745
match the genesis editor version 1.3.0.653.
87 lines
3.3 KiB
C++
87 lines
3.3 KiB
C++
/****************************************************************************
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Copyright (c) 2007, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#if WIN32
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#include "stdneb.h"
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#include "VertexLayoutD3D9.h"
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#include "RenderDeviceD3D9.h"
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#include "D3D9Types.h"
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#include "rendersystem/base/BufferData.h"
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namespace D3D9
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{
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using namespace RenderBase;
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__ImplementClass(VertexLayoutD3D9,'IDD9',RenderBase::VertexLayout)
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VertexLayoutD3D9::VertexLayoutD3D9():d3d9VertexDeclaration(NULL)
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{
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}
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VertexLayoutD3D9::~VertexLayoutD3D9()
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{
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if ( d3d9VertexDeclaration )
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{
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d3d9VertexDeclaration->Release();
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d3d9VertexDeclaration = NULL;
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}
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}
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void VertexLayoutD3D9::GenerateDeclarationD3D9()
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{
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n_assert(GetVertexComponents().Size() > 0);
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components = GetVertexComponents();
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// create a D3D9 vertex declaration object
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const SizeT maxElements = 32;
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n_assert(this->components.Size() < maxElements);
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D3DVERTEXELEMENT9 decl[maxElements] = { 0 };
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IndexT curOffset[RenderBase::MaxNumVertexStreams] = { 0 };
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IndexT compIndex;
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for (compIndex = 0; compIndex < this->components.Size(); compIndex++)
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{
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const VertexComponent& component = this->components[compIndex];
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WORD streamIndex = (WORD) component.GetStreamIndex();
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n_assert(streamIndex < RenderBase::MaxNumVertexStreams);
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decl[compIndex].Stream = streamIndex;
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decl[compIndex].Offset = (WORD) curOffset[streamIndex];
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decl[compIndex].Type = D3D9Types::AsD3D9VertexDeclarationType(component.GetFormat());
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decl[compIndex].Method = D3DDECLMETHOD_DEFAULT;
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decl[compIndex].Usage = (BYTE) D3D9Types::AsD3D9VertexDeclarationUsage(component.GetSemanticName());
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decl[compIndex].UsageIndex = (BYTE) component.GetSemanticIndex();
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curOffset[streamIndex] += component.GetByteSize();
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}
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decl[compIndex].Stream = 0xff;
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decl[compIndex].Type = (WORD) D3DDECLTYPE_UNUSED;
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RenderDeviceD3D9* device = RenderDeviceD3D9::Instance();
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IDirect3DVertexDeclaration9* d3d9VertexDeclaration;
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HRESULT hr = device->CreateVertexDeclaration(decl, &d3d9VertexDeclaration);
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n_assert(SUCCEEDED(hr));
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n_assert(0 != d3d9VertexDeclaration);
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SetD3D9VertexDeclaration(d3d9VertexDeclaration);
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}
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}
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#endif |