SOL9 2.0 Class: Direct3DX11Box
|
Source code
/******************************************************************************
*
* Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* Direct3DX11Box.h
*
*****************************************************************************/
//This is based on MakeBox function in the following code.
// C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\DXUT\Optional\DXUTShape.cpp
#pragma once
#include <sol/direct3d11/Direct3DX11Shape.h>
namespace SOL {
class Direct3DX11Box : public Direct3DX11Shape {
public:
Direct3DX11Box(
__in Direct3D11Device* device,
__in Direct3D11DeviceContext* context,
__in float fWidth = 1.0f,
__in float fHeight = 1.0f,
__in float fDepth = 1.0f)
:Direct3DX11Shape(device, context)
{
if (device == NULL) {
throw IException("Invalid device.");
}
if (context == NULL ) {
throw IException("Invalid deviceContex.t");
}
if (fWidth < 0.0f || fHeight < 0.0f || fDepth < 0.0f) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createBox(fWidth, fHeight, fDepth);
}
public:
Direct3DX11Box(
__in Direct3D11Device* device,
__in Direct3D11DeviceContext* context,
__in Direct3D11Blob* vertexShaderBlob,
__in float fWidth = 1.0f,
__in float fHeight = 1.0f,
__in float fDepth = 1.0f)
:Direct3DX11Shape(device, context)
{
if (device == NULL) {
throw IException("Invalid device.");
}
if (context == NULL ) {
throw IException("Invalid deviceContex.t");
}
if (vertexShaderBlob == NULL) {
throw IException("Invalid vertexShaderBlob");
}
if (fWidth < 0.0f || fHeight < 0.0f || fDepth < 0.0f) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createBox(fWidth, fHeight, fDepth);
createInputLayout(vertexShaderBlob);
}
//The following createBox is based on MakeBox function in the following code.
//
//C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\DXUT\Optional\DXUTShape.cpp
//--------------------------------------------------------------------------------------
// File: DXUTShapes.cpp
//
// Shape creation functions for DXUT
//
// Copyright (c) Microsoft Corporation. All rights reserved
//--------------------------------------------------------------------------------------
void createBox( float fWidth, float fHeight, float fDepth)
{
static float cubeN[6][3] = {
{-1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}
};
static WORD cubeF[6][4] = {
{ 0, 1, 5, 4 }, { 4, 5, 6, 7 }, { 7, 6, 2, 3 },
{ 1, 0, 3, 2 }, { 1, 2, 6, 5 }, { 0, 4, 7, 3 }
};
static float cubeV[8][3] = {
// Lower tier (lower in y)
{-.5f, -.5f, -.5f},
{-.5f, -.5f, .5f},
{ .5f, -.5f, .5f},
{ .5f, -.5f, -.5f},
// Upper tier
{-.5f, .5f, -.5f},
{-.5f, .5f, .5f},
{ .5f, .5f, .5f},
{ .5f, .5f, -.5f},
};
static float cubeT[4][2] = {
// Lower tier (lower in y)
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f}
};
static WORD cubeFT[6][4] = {
{ 3, 0, 1, 2 }, { 0, 1, 2, 3 }, { 1, 2, 3, 0 },
{ 0, 1, 2, 3 }, { 3, 0, 1, 2 }, { 0, 1, 2, 3 }
};
UINT cFaces = 12;
UINT cVertices = 24;
D3D11PosNormalVertex* vertices = new D3D11PosNormalVertex[cVertices];
UINT* indices = new UINT[ cFaces * 3 ];
D3D11PosNormalVertex* pVertex = vertices;
unsigned int* pwFace = indices;
UINT iVertex = 0;
// i iterates over the faces, 2 triangles per face
for( int i = 0; i < 6; i++ ) {
for( int j = 0; j < 4; j++ ) {
pVertex->pos.x = cubeV[cubeF[i][j]][0] * fWidth;
pVertex->pos.y = cubeV[cubeF[i][j]][1] * fHeight;
pVertex->pos.z = cubeV[cubeF[i][j]][2] * fDepth;
pVertex->normal.x = cubeN[i][0];
pVertex->normal.y = cubeN[i][1];
pVertex->normal.z = cubeN[i][2];
pVertex++;
}
pwFace[0] = ( WORD )( iVertex );
pwFace[1] = ( WORD )( iVertex + 1 );
pwFace[2] = ( WORD )( iVertex + 2 );
pwFace += 3;
pwFace[0] = ( WORD )( iVertex + 2 );
pwFace[1] = ( WORD )( iVertex + 3 );
pwFace[2] = ( WORD )( iVertex );
pwFace += 3;
iVertex += 4;
}
createVertexBuffer(vertices, sizeof(D3D11PosNormalVertex) * cVertices, cVertices);
createIndexBuffer(indices, sizeof(UINT) * cFaces * 3, cFaces * 3 );
delete[] vertices;
delete[] indices;
}
~Direct3DX11Box()
{
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.