300 lines
7.4 KiB
C++
300 lines
7.4 KiB
C++
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////////////////////////////////////////////////////////////////////////////////
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// Filename: debugwindowclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "debugwindowclass.h"
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DebugWindowClass::DebugWindowClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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}
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DebugWindowClass::DebugWindowClass(const DebugWindowClass& other)
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{
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}
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DebugWindowClass::~DebugWindowClass()
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{
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}
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bool DebugWindowClass::Initialize(ID3D11Device* device, int screenWidth, int screenHeight, int bitmapWidth, int bitmapHeight)
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{
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bool result;
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// Store the screen size.
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m_screenWidth = screenWidth;
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m_screenHeight = screenHeight;
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// Store the size in pixels that this bitmap should be rendered at.
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m_bitmapWidth = bitmapWidth;
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m_bitmapHeight = bitmapHeight;
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// Initialize the previous rendering position to negative one.
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m_previousPosX = -1;
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m_previousPosY = -1;
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// Initialize the vertex and index buffers.
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result = InitializeBuffers(device);
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if(!result)
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{
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return false;
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}
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return true;
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}
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void DebugWindowClass::Shutdown()
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{
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// Shutdown the vertex and index buffers.
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ShutdownBuffers();
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return;
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}
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bool DebugWindowClass::Render(ID3D11DeviceContext* deviceContext, int positionX, int positionY)
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{
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bool result;
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// Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen.
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result = UpdateBuffers(deviceContext, positionX, positionY);
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if(!result)
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{
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return false;
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}
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// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
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RenderBuffers(deviceContext);
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return true;
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}
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int DebugWindowClass::GetIndexCount()
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{
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return m_indexCount;
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}
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bool DebugWindowClass::InitializeBuffers(ID3D11Device* device)
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{
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VertexType* vertices;
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unsigned long* indices;
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D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
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D3D11_SUBRESOURCE_DATA vertexData, indexData;
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HRESULT result;
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int i;
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// Set the number of vertices in the vertex array.
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m_vertexCount = 6;
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// Set the number of indices in the index array.
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m_indexCount = m_vertexCount;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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if(!vertices)
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{
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return false;
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}
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// Create the index array.
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indices = new unsigned long[m_indexCount];
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if(!indices)
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{
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return false;
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}
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// Initialize vertex array to zeros at first.
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memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
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// Load the index array with data.
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for(i=0; i<m_indexCount; i++)
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{
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indices[i] = i;
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}
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// Set up the description of the static vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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vertexBufferDesc.MiscFlags = 0;
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vertexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the vertex data.
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vertexData.pSysMem = vertices;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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// Now create the vertex buffer.
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result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
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if(FAILED(result))
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{
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return false;
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}
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// Set up the description of the static index buffer.
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indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
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indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexBufferDesc.CPUAccessFlags = 0;
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indexBufferDesc.MiscFlags = 0;
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indexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the index data.
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indexData.pSysMem = indices;
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indexData.SysMemPitch = 0;
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indexData.SysMemSlicePitch = 0;
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// Create the index buffer.
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result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
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if(FAILED(result))
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{
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return false;
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}
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// Release the arrays now that the vertex and index buffers have been created and loaded.
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delete [] vertices;
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vertices = 0;
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delete [] indices;
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indices = 0;
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return true;
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}
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void DebugWindowClass::ShutdownBuffers()
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{
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// Release the index buffer.
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if(m_indexBuffer)
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{
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m_indexBuffer->Release();
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m_indexBuffer = 0;
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}
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// Release the vertex buffer.
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if(m_vertexBuffer)
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{
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m_vertexBuffer->Release();
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m_vertexBuffer = 0;
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}
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return;
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}
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bool DebugWindowClass::UpdateBuffers(ID3D11DeviceContext* deviceContext, int positionX, int positionY)
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{
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float left, right, top, bottom;
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VertexType* vertices;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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VertexType* verticesPtr;
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HRESULT result;
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// If the position we are rendering this bitmap to has not changed then don't update the vertex buffer since it
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// currently has the correct parameters.
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if((positionX == m_previousPosX) && (positionY == m_previousPosY))
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{
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return true;
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}
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// If it has changed then update the position it is being rendered to.
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m_previousPosX = positionX;
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m_previousPosY = positionY;
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// Calculate the screen coordinates of the left side of the bitmap.
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left = (float)((m_screenWidth / 2) * -1) + (float)positionX;
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// Calculate the screen coordinates of the right side of the bitmap.
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right = left + (float)m_bitmapWidth;
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// Calculate the screen coordinates of the top of the bitmap.
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top = (float)(m_screenHeight / 2) - (float)positionY;
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// Calculate the screen coordinates of the bottom of the bitmap.
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bottom = top - (float)m_bitmapHeight;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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if(!vertices)
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{
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return false;
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}
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// Load the vertex array with data.
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// First triangle.
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vertices[0].position = D3DXVECTOR3(left, top, 0.0f); // Top left.
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vertices[0].texture = D3DXVECTOR2(0.0f, 0.0f);
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vertices[1].position = D3DXVECTOR3(right, bottom, 0.0f); // Bottom right.
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vertices[1].texture = D3DXVECTOR2(1.0f, 1.0f);
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vertices[2].position = D3DXVECTOR3(left, bottom, 0.0f); // Bottom left.
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vertices[2].texture = D3DXVECTOR2(0.0f, 1.0f);
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// Second triangle.
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vertices[3].position = D3DXVECTOR3(left, top, 0.0f); // Top left.
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vertices[3].texture = D3DXVECTOR2(0.0f, 0.0f);
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vertices[4].position = D3DXVECTOR3(right, top, 0.0f); // Top right.
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vertices[4].texture = D3DXVECTOR2(1.0f, 0.0f);
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vertices[5].position = D3DXVECTOR3(right, bottom, 0.0f); // Bottom right.
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vertices[5].texture = D3DXVECTOR2(1.0f, 1.0f);
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// Lock the vertex buffer so it can be written to.
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result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if(FAILED(result))
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{
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return false;
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}
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// Get a pointer to the data in the vertex buffer.
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verticesPtr = (VertexType*)mappedResource.pData;
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// Copy the data into the vertex buffer.
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memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
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// Unlock the vertex buffer.
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deviceContext->Unmap(m_vertexBuffer, 0);
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// Release the vertex array as it is no longer needed.
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delete [] vertices;
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vertices = 0;
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return true;
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}
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void DebugWindowClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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{
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unsigned int stride;
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unsigned int offset;
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// Set vertex buffer stride and offset.
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stride = sizeof(VertexType);
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offset = 0;
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// Set the vertex buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
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// Set the index buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
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// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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return;
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}
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