SOL9 2.0 Class: Direct3D12TransformLightConstantBufferView

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Source code

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 *
 * Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR 
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 *  Direct3D12TransformLightConstantBufferView.h
 *
 *****************************************************************************/

// 2016/10/15
// Simple constBufferView for D3D12ConstantBuffer (worldViewProject)
#pragma once

#include <sol/direct3d12/Direct3D12ConstantBufferView.h>

#include <sol/direct3d12/D3D12TransformLight.h>
#include <sol/direct3d12/DirectXTransformLight.h>

namespace SOL {

class Direct3D12TransformLightConstantBufferView : public Direct3D12ConstantBufferView {

public:
  Direct3D12TransformLightConstantBufferView(
    __in ID3D12Device* device,
    __in D3D12_CPU_DESCRIPTOR_HANDLE cbvHandle //Handle gotten from Direct3D12CommonDescriptorHeap
     )
    :Direct3D12ConstantBufferView(
        device,
        cbvHandle,
        sizeof(D3D12TransformLight))
  {
  }

  ~Direct3D12TransformLightConstantBufferView()
  {
  }
  
  
  //Transformation for World, View, Projection, LightDirection, LightColor and OutputColor. 
  void update(DirectXTransformLight& lwvp)
  {
    D3D12TransformLight constantBuffer;
   
    constantBuffer.world          = DirectXMatrix::transpose(lwvp.world);
    constantBuffer.view           = DirectXMatrix::transpose(lwvp.view);
    constantBuffer.projection     = DirectXMatrix::transpose(lwvp.projection);

    constantBuffer.lightDirection = lwvp.lightDirection;
      constantBuffer.lightColor     = lwvp.lightColor;
    
    Direct3D12ConstantBufferView::update((void*)&constantBuffer, sizeof(constantBuffer));
    
  }

};

}


Last modified: 5 May 2019

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