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Object-Oriented Graphics Rendering Engine
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OgreD3D11VertexDeclaration.h
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1 /*
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4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
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28 #ifndef __D3D11VERTEXDECLARATION_H__
29 #define __D3D11VERTEXDECLARATION_H__
30 
31 #include "OgreD3D11Prerequisites.h"
34 
35 namespace Ogre {
36 
39  {
40  protected:
42 
44 
46  typedef ShaderToILayoutMap::iterator ShaderToILayoutMapIterator;
48  typedef ShaderToInputDesc::iterator ShaderToInputDescIterator;
49 
51 
53 
56  ID3D11InputLayout * getILayoutByShader(D3D11HLSLProgram* boundVertexProgram, VertexBufferBinding* binding);
57  public:
60 
62  const VertexElement& addElement(unsigned short source, size_t offset, VertexElementType theType,
63  VertexElementSemantic semantic, unsigned short index = 0);
64 
66  const VertexElement& insertElement(unsigned short atPosition,
67  unsigned short source, size_t offset, VertexElementType theType,
68  VertexElementSemantic semantic, unsigned short index = 0);
69 
71  void removeElement(unsigned short elem_index);
72 
74  void removeElement(VertexElementSemantic semantic, unsigned short index = 0);
75 
77  void removeAllElements(void);
78 
79 
81  void modifyElement(unsigned short elem_index, unsigned short source, size_t offset, VertexElementType theType,
82  VertexElementSemantic semantic, unsigned short index = 0);
83 
84 
85  D3D11_INPUT_ELEMENT_DESC * getD3DVertexDeclaration(D3D11HLSLProgram* boundVertexProgram, VertexBufferBinding* binding);
86  void bindToShader(D3D11HLSLProgram* boundVertexProgram, VertexBufferBinding* binding);
87 
88  };
89 
90 }
91 
92 #endif
D3D11_INPUT_ELEMENT_DESC * getD3DVertexDeclaration(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
Records the state of all the vertex buffer bindings required to provide a vertex declaration with the...
D3D11VertexDeclaration(D3D11Device &device)
const VertexElement & insertElement(unsigned short atPosition, unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
VertexElementSemantic
Vertex element semantics, used to identify the meaning of vertex buffer contents. ...
void bindToShader(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
void removeAllElements(void)
See VertexDeclaration.
map< D3D11HLSLProgram *, ID3D11InputLayout * >::type ShaderToILayoutMap
This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaratio...
ShaderToInputDesc::iterator ShaderToInputDescIterator
ID3D11InputLayout * getILayoutByShader(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
Gets the D3D11-specific vertex declaration.
map< D3D11HLSLProgram *, D3D11_INPUT_ELEMENT_DESC * >::type ShaderToInputDesc
VertexElementType
Vertex element type, used to identify the base types of the vertex contents.
void modifyElement(unsigned short elem_index, unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
void removeElement(unsigned short elem_index)
See VertexDeclaration.
This class declares the format of a set of vertex inputs, which can be issued to the rendering API th...
ShaderToILayoutMap::iterator ShaderToILayoutMapIterator
Specialisation of VertexDeclaration for D3D11.
const VertexElement & addElement(unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL)...