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RenderItem.h
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RenderItem.h
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#pragma once
#include <DirectXMath.h>
#include "Mesh.h"
#include "FrameResource.h"
// Note; _never_ use using namespace X in a header, since it gets "imported" as well
enum class RENDER_ITEM_TYPE
{
// General render items
OPAQUE_DYNAMIC = 1,
TRANSPARENT_DYNAMIC,
WIREFRAME_DYNAMIC,
OPAQUE_STATIC,
TRANSPARENT_STATIC,
WIREFRAME_STATIC,
// Unique render items
DEBUG_BOXES,
ENVIRONMENT_MAP,
DEBUG_QUAD_SHADOWMAP
};
/*
Just a small helper class to store info needed to draw a single item
*/
struct RenderItem
{
RenderItem(int numFramesDirty, UINT maxInstances = 1u)
: NumFramesDirty(numFramesDirty), mId(++nextId), MaxInstances(maxInstances) {};
// We disable copy and assignment constructors to avoid mess with instance ids. Work around later if needed.
RenderItem(const RenderItem&) = delete;
RenderItem& operator=(const RenderItem&) = delete;
// Given in local space
DirectX::BoundingBox BoundsB{};
std::string Name;
// We use a circular array of frame "resources" to mitigate cpu/gpu locking. As such, set this to however many
// frame resources are in our array, indicating that they must all be updated.
int NumFramesDirty = -1;
Mesh* Geo = nullptr;
const UINT MaxInstances;
D3D12_PRIMITIVE_TOPOLOGY PrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
// Params for DrawIndexed
UINT IndexCount = 0;
UINT StartIndexLocation = 0;
int BaseVertexLocation = 0;
// Convex hull representation
SubmeshGeometry CollisionMesh;
public:
int Id() const { return mId; }
InstanceData& Instance(size_t idx) { return mInstances[idx]; }
size_t InstanceCount() { return mInstances.size(); }
// Attempt to add an instance. If the item already has MaxInstances instances, -1 is returned.
// This is because we need to reserve memory in the associated upload buffer.
int AddInstance(InstanceData& data)
{
if (mInstances.size() >= MaxInstances)
{
::OutputDebugStringA("Attempting to add instance beyond capacity in RenderItem::AddInstance\n");
return -1;
}
mInstances.push_back(data);
return 1;
}
void ClearInstances()
{
mInstances.clear();
}
private:
static int nextId;
int mId = -1;
std::vector<InstanceData> mInstances;
};