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DSHFJGHLKG

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Dec 15th, 2019
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C++ 0.87 KB | None | 0 0
  1. #include "IndexBuffer.h"
  2. #include "GraphicsEngine.h"
  3.  
  4. IndexBuffer::IndexBuffer() : m_buffer(0)
  5. {
  6. }
  7.  
  8. bool IndexBuffer::load(void* list_indices, UINT size_list)
  9. {
  10.     if (m_buffer)m_buffer->Release();
  11.  
  12.     D3D11_BUFFER_DESC buff_desc = {};
  13.     buff_desc.Usage = D3D11_USAGE_DEFAULT;
  14.     buff_desc.ByteWidth = 4 * size_list;
  15.     buff_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  16.     buff_desc.CPUAccessFlags = 0;
  17.     buff_desc.MiscFlags = 0;
  18.  
  19.     D3D11_SUBRESOURCE_DATA init_data = {};
  20.     init_data.pSysMem = list_indices;
  21.  
  22.     m_size_list = size_list;
  23.  
  24.     if (FAILED(GraphicsEngine::get()->m_d3d_device->CreateBuffer(&buff_desc, &init_data, &m_buffer)))
  25.     {
  26.         return false;
  27.     }
  28.  
  29.     return true;
  30. }
  31.  
  32. UINT IndexBuffer::getSizeIndexList()
  33. {
  34.     return this->m_size_list;
  35. }
  36.  
  37. bool IndexBuffer::release()
  38. {
  39.     m_buffer->Release();
  40.     delete this;
  41.     return true;
  42. }
  43.  
  44. IndexBuffer::~IndexBuffer()
  45. {
  46. }
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