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- #include "IndexBuffer.h"
- #include "GraphicsEngine.h"
- IndexBuffer::IndexBuffer() : m_buffer(0)
- {
- }
- bool IndexBuffer::load(void* list_indices, UINT size_list)
- {
- if (m_buffer)m_buffer->Release();
- D3D11_BUFFER_DESC buff_desc = {};
- buff_desc.Usage = D3D11_USAGE_DEFAULT;
- buff_desc.ByteWidth = 4 * size_list;
- buff_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- buff_desc.CPUAccessFlags = 0;
- buff_desc.MiscFlags = 0;
- D3D11_SUBRESOURCE_DATA init_data = {};
- init_data.pSysMem = list_indices;
- m_size_list = size_list;
- if (FAILED(GraphicsEngine::get()->m_d3d_device->CreateBuffer(&buff_desc, &init_data, &m_buffer)))
- {
- return false;
- }
- return true;
- }
- UINT IndexBuffer::getSizeIndexList()
- {
- return this->m_size_list;
- }
- bool IndexBuffer::release()
- {
- m_buffer->Release();
- delete this;
- return true;
- }
- IndexBuffer::~IndexBuffer()
- {
- }
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