| 357 | } |
| 358 | |
| 359 | void MeshRenderer::SetModel(const Model* model) |
| 360 | { |
| 361 | Assert_(model != nullptr); |
| 362 | sceneModel = model; |
| 363 | |
| 364 | meshInputLayouts.clear(); |
| 365 | meshDepthInputLayouts.clear(); |
| 366 | |
| 367 | for(uint64 i = 0; i < sceneModel->Meshes().size(); ++i) |
| 368 | { |
| 369 | // Generate input layouts for the scene meshes |
| 370 | const Mesh& mesh = sceneModel->Meshes()[i]; |
| 371 | ID3D11InputLayoutPtr inputLayout; |
| 372 | DXCall(device->CreateInputLayout(mesh.InputElements(), mesh.NumInputElements(), |
| 373 | meshVS->ByteCode->GetBufferPointer(), meshVS->ByteCode->GetBufferSize(), &inputLayout)); |
| 374 | meshInputLayouts.push_back(inputLayout); |
| 375 | |
| 376 | DXCall(device->CreateInputLayout(mesh.InputElements(), mesh.NumInputElements(), |
| 377 | meshDepthVS->ByteCode->GetBufferPointer(), meshDepthVS->ByteCode->GetBufferSize(), &inputLayout)); |
| 378 | meshDepthInputLayouts.push_back(inputLayout); |
| 379 | } |
| 380 | } |
| 381 | |
| 382 | void MeshRenderer::Update(const Camera& camera, Float2 jitterOffset) |
| 383 | { |
no test coverage detected