SOL9 2.0 Class: Direct3DX11TexturedCube

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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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 *  Direct3DX11TexturedCube.h
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//2016/01/20
//This is based on MakeCube function in the following code.
// C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\DXUT\Optional\DXUTShape.cpp


#pragma once
#include <math.h>
#include <sol/direct3d11/Direct3DX11Shape.h>


namespace SOL {

class Direct3DX11TexturedCube : public Direct3DX11Shape {
public:
  Direct3DX11TexturedCube(
        __in Direct3D11Device*        device, 
        __in Direct3D11DeviceContext* context,
        __in float width  = 1.0f,
        __in float height = 1.0f,
        __in float depth  = 1.0f)
  :Direct3DX11Shape(device,  context)
  {
    if (device == NULL) {
      throw IException("Invalid devie.");
    }
    if (context == NULL ) {
      throw IException("Invalid devieContex.t");
    }

    // Create a vertexBuffer and an indexBuffer
    createTexturedCube(width, height, depth);
  }

public:
  Direct3DX11TexturedCube(
        __in Direct3D11Device*        device, 
        __in Direct3D11DeviceContext* context,
        __in Direct3D11Blob*          vertexShaderBlob,
        __in float width  = 1.0f,
        __in float height = 1.0f,
        __in float depth  = 1.0f)
  :Direct3DX11Shape(device,  context)
  {
    if (device == NULL) {
      throw IException("Invalid devie.");
    }
    if (context == NULL ) {
      throw IException("Invalid devieContex.t");
    }
    if (vertexShaderBlob == NULL) {
      throw IException("Invalid vertexShaderBlob");
    }     

    // Create a vertexBuffer and an indexBuffer
    createTexturedCube(width, height, depth);

    createInputLayout(vertexShaderBlob); 

  }

  virtual const D3D11_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
  {
    return D3D11InputElements::getPosTexCoordDesc(count); 
  }
  
  void createTexturedCube(float width, float height, float depth)
  {
    try {
        Direct3D11Device* d3d11Device = getD3D11Device();
        Direct3D11DeviceContext* d3d11DeviceContext = getD3D11DeviceContext();
        
        D3D11PosTexCoordVertex vertices[] = {
        { XMFLOAT3( -1.0f,  1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3(  1.0f,  1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3(  1.0f,  1.0f,  1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3( -1.0f,  1.0f,  1.0f ), XMFLOAT2( 1.0f, 1.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3(  1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3(  1.0f, -1.0f,  1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f,  1.0f ), XMFLOAT2( 0.0f, 1.0f ) },

        { XMFLOAT3( -1.0f, -1.0f,  1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f,  1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3( -1.0f,  1.0f,  1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

        { XMFLOAT3(  1.0f, -1.0f,  1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3(  1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3(  1.0f,  1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3(  1.0f,  1.0f,  1.0f ), XMFLOAT2( 1.0f, 0.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3(  1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3(  1.0f,  1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3( -1.0f,  1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

        { XMFLOAT3( -1.0f, -1.0f,  1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3(  1.0f, -1.0f,  1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3(  1.0f,  1.0f,  1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3( -1.0f,  1.0f,  1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        };
        
        UINT indices[] = {
         3, 1, 0,    2, 1, 3,
         6, 4, 5,    7, 4, 6,
        11, 9, 8,   10, 9,11,
        14,12,13,   15,12,14,
        19,17,16,   18,17,19,
        22,20,21,   23,20,22
        };  

        createVertexBuffer(vertices, sizeof(vertices), CountOf(vertices));
        createIndexBuffer(indices, sizeof(indices), CountOf(indices));

      } catch (Exception& ex) {
        ex.display();
      }    
  }


  ~Direct3DX11TexturedCube()
  {
  }
  
};

}


Last modified: 5 May 2019

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