SOL9 2.0 Class: Direct3DX11Torus
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Source code
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* Direct3DX11Torus.h
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//2016/0/20
//This is based on MakeTorus 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 Direct3DX11Torus : public Direct3DX11Shape {
public:
Direct3DX11Torus(
__in Direct3D11Device* device,
__in Direct3D11DeviceContext* context,
__in float fInnerRadius = 1.0f,
__in float fOuterRadius = 2.0f,
__in UINT uSides = 8,
__in UINT uRings = 15)
:Direct3DX11Shape(device, context)
{
if (device == NULL) {
throw IException("Invalid devie.");
}
if (context == NULL ) {
throw IException("Invalid devieContex.t");
}
if (fInnerRadius < 0.0f || fOuterRadius < 0.0f || uSides < 3 || uRings < 3) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createTorus(fInnerRadius, fOuterRadius, uSides, uRings);
}
public:
Direct3DX11Torus(
__in Direct3D11Device* device,
__in Direct3D11DeviceContext* context,
__in Direct3D11Blob* vertexShaderBlob,
__in float fInnerRadius = 1.0f,
__in float fOuterRadius = 2.0f,
__in UINT uSides = 8,
__in UINT uRings = 15)
: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");
}
if (fInnerRadius < 0.0f || fOuterRadius < 0.0f || uSides < 3 || uRings < 3) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createTorus(fInnerRadius, fOuterRadius, uSides, uRings);
createInputLayout(vertexShaderBlob);
}
//The following createTorus is based on MakeToris 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 createTorus( float fInnerRadius, float fOuterRadius, UINT uSides,
UINT uRings )
{
UINT cFaces = 2 * uSides * uRings;
UINT cVertices = uRings * uSides;
D3D11PosNormalVertex* vertices = new D3D11PosNormalVertex[cVertices];
UINT i, j;
// Generate vertices
D3D11PosNormalVertex* pVertex = vertices;
for( i = 0; i < uRings; i++ )
{
float theta = ( float )i * 2.0f * (float)MATH_PI / ( float )uRings;
float st = sinf(theta);
float ct = cosf(theta);
//sincosf( theta, &st, &ct );
for( j = 0; j < uSides; j++ )
{
float phi = ( float )j * 2.0f * (float)MATH_PI / (float)uSides;
float sp = sinf(phi);
float cp = cosf(phi);
//sincosf( phi, &sp, &cp );
pVertex->pos.x = ct * ( fOuterRadius + fInnerRadius * cp );
pVertex->pos.y = -st * ( fOuterRadius + fInnerRadius * cp );
pVertex->pos.z = sp * fInnerRadius;
pVertex->normal.x = ct * cp;
pVertex->normal.y = -st * cp;
pVertex->normal.z = sp;
pVertex++;
}
}
UINT* indices = new UINT[ cFaces * 3 ];
// Generate indices
UINT* pwFace = indices;
for( i = 0; i < uRings - 1; i++ )
{
for( j = 0; j < uSides - 1; j++ )
{
// Tri 1 (Top-Left tri, CCW)
pwFace[0] = ( WORD )( i * uSides + j );
pwFace[1] = ( WORD )( i * uSides + j + 1 );
pwFace[2] = ( WORD )( ( i + 1 ) * uSides + j );
pwFace += 3;
// Tri 2 (Bottom-Right tri, CCW)
pwFace[0] = ( WORD )( ( i + 1 ) * uSides + j );
pwFace[1] = ( WORD )( i * uSides + j + 1 );
pwFace[2] = ( WORD )( ( i + 1 ) * uSides + j + 1 );
pwFace += 3;
}
// Tri 1 (Top-Left tri, CCW)
pwFace[0] = ( WORD )( i * uSides + j );
pwFace[1] = ( WORD )( i * uSides );
pwFace[2] = ( WORD )( ( i + 1 ) * uSides + j );
pwFace += 3;
// Tri 2 (Bottom-Right tri, CCW)
pwFace[0] = ( WORD )( ( i + 1 ) * uSides + j );
pwFace[1] = ( WORD )( i * uSides + 0 );
pwFace[2] = ( WORD )( ( i + 1 ) * uSides + 0 );
pwFace += 3;
}
// join the two ends of the tube
for( j = 0; j < uSides - 1; j++ )
{
// Tri 1 (Top-Left tri, CCW)
pwFace[0] = ( WORD )( i * uSides + j );
pwFace[1] = ( WORD )( i * uSides + j + 1 );
pwFace[2] = ( WORD )( j );
pwFace += 3;
// Tri 2 (Bottom-Right tri, CCW)
pwFace[0] = ( WORD )( j );
pwFace[1] = ( WORD )( i * uSides + j + 1 );
pwFace[2] = ( WORD )( j + 1 );
pwFace += 3;
}
// Tri 1 (Top-Left tri, CCW)
pwFace[0] = ( WORD )( i * uSides + j );
pwFace[1] = ( WORD )( i * uSides );
pwFace[2] = ( WORD )( j );
pwFace += 3;
// Tri 2 (Bottom-Right tri, CCW)
pwFace[0] = ( WORD )( j );
pwFace[1] = ( WORD )( i * uSides );
pwFace[2] = ( WORD )( 0 );
pwFace += 3;
createVertexBuffer(vertices, sizeof(D3D11PosNormalVertex) * cVertices, cVertices);
createIndexBuffer(indices, sizeof(UINT) * cFaces * 3, cFaces * 3 );
delete[] vertices;
delete[] indices;
}
~Direct3DX11Torus()
{
}
};
}
Last modified: 5 May 2019
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