Ocular Engine
D3D11VertexBuffer.hpp
1 
17 #pragma once
18 #ifndef __OCULAR_D3D11_VERTEX_BUFFER__H__
19 #define __OCULAR_D3D11_VERTEX_BUFFER__H__
20 
21 #include "Graphics/Mesh/VertexBuffer.hpp"
22 #include <d3d11.h>
23 
24 //------------------------------------------------------------------------------------------
25 
30 namespace Ocular
31 {
36  namespace Graphics
37  {
42  {
43  public:
44 
45  D3D11VertexBuffer(ID3D11Device* device, ID3D11DeviceContext* context);
46  virtual ~D3D11VertexBuffer();
47 
48  virtual bool build() override;
49  virtual void bind() override;
50  virtual void unbind() override;
51 
52  ID3D11Buffer* getD3DVertexBuffer();
53 
54  protected:
55 
56  ID3D11Device* m_D3DDevice;
57  ID3D11DeviceContext* m_D3DDeviceContext;
58  ID3D11Buffer* m_D3DVertexBuffer;
59 
60  private:
61  };
62  }
66 }
71 //------------------------------------------------------------------------------------------
72 
73 #endif
Definition: VertexBuffer.hpp:78
virtual bool build() override
Definition: D3D11VertexBuffer.cpp:52
virtual void unbind() override
Definition: D3D11VertexBuffer.cpp:127
Note: Once this library is made dynamic, this will no longer be needed.
Definition: Common.hpp:70
virtual void bind() override
Definition: D3D11VertexBuffer.cpp:100
Definition: D3D11VertexBuffer.hpp:41