SOL9 2.0 Class: Direct3DX12Circle
|
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.
*
*
* Direct3DX12Circle.h
*
*****************************************************************************/
//2016/12/25 Updated
#pragma once
#include <sol/direct3d12/Direct3DX12Shape.h>
#include <sol/direct3d12/D3D12PosVertex.h>
namespace SOL {
class Direct3DX12Circle : public Direct3DX12Shape {
private:
static const UINT CIRCLE_ANGLE = 360;
D3D12PosVertex vertices[CIRCLE_ANGLE];
public:
Direct3DX12Circle(
__in ID3D12Device* device,
__in float px = 0.0f,
__in float py = 0.0f,
__in float pz = 0.5f,
__in float radius = 1.0f)
:Direct3DX12Shape(device)
{
if (device == NULL) {
throw IException("Invalid device.");
}
if (radius < 0.0f) {
throw IException("Invalid parameter.");
}
// Create a vertexBuffer and an indexBuffer
createCircle(px, py, pz, radius);
}
virtual const D3D12_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
{
return D3D12InputElements::getPosColorDesc(count);
}
void createCircle(float px, float py, float pz, float radius)
{
UINT vertexCount = CIRCLE_ANGLE;
for (UINT i = 0; i<vertexCount - 1; i += 2) {
vertices[i ].pos = XMFLOAT3(px + radius * COS(i ), py + radius * SIN(i ), pz);
vertices[i + 1].pos = XMFLOAT3(px + radius * COS(i + 1), py + radius * SIN(i + 1), pz);
}
UINT sizeInByte = sizeof(vertices);
UINT strideInByte = sizeof(D3D12PosVertex);
createVertexBuffer(vertices, sizeInByte, strideInByte, vertexCount);
}
XMFLOAT3 getOrbitPosition(int angle)
{
if (angle > CIRCLE_ANGLE) {
angle -= CIRCLE_ANGLE;
}
if (angle < 0) {
angle = 0;
}
return vertices[angle].pos;
}
virtual void drawInstanced(Direct3D12GraphicsCommandList* graphicsCommandList)
{
graphicsCommandList->setIAPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
Direct3D12VertexBuffer* vertexBuffer = getVertexBuffer();
graphicsCommandList->setIAVertexBuffers(0, 1, *vertexBuffer);
graphicsCommandList->drawInstanced(getVertexCount(), 1, 0, 0);
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.