SOL9 2.0 Class: Direct3DX12MultiTexturedBox
|
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.
*
*
* Direct3DX12MultiTexturedBox.h
*
*****************************************************************************/
//2016/12/25 Updated.
#pragma once
#include <sol/direct3d12/D3D12Box.h>
#include <sol/direct3d12/Direct3DX12MultiTexturedShape.h>
#include <sol/direct3d12/Direct3DX12TexturedFace.h>
namespace SOL {
#define NUMBER_OF_BOX_FACES 6
class Direct3DX12MultiTexturedBox : public Direct3DX12MultiTexturedShape<NUMBER_OF_BOX_FACES> {
public:
Direct3DX12MultiTexturedBox(ID3D12Device* device,
int& width,
int& height,
const wchar_t* filenames[],
size_t countOfFilenames,
D3D12Box box)
:Direct3DX12MultiTexturedShape<NUMBER_OF_BOX_FACES>(device,
width,
height,
filenames,
countOfFilenames)
{
createTexturedShape(device, box);
}
virtual const D3D12_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
{
return D3D12InputElements::getPosTexCoordDesc(count);
}
virtual void createTexturedShape(ID3D12Device* device, D3D12Box box)
{
createTexturedShape(device, box.x, box.y, box.z, box.width, box.height, box.depth);
}
void createTexturedShape(ID3D12Device* device, float x, float y, float z,
float width, float height, float depth)
{
try {
D3D12PosTexCoordVertex vertices[NUMBER_OF_BOX_FACES][4] = {
{ //face1
{ XMFLOAT3( -1.0f * width + x, 1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 1.0f, 0.0f ) },
{ XMFLOAT3( 1.0f * width + x, 1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 0.0f, 0.0f ) },
{ XMFLOAT3( 1.0f * width + x, 1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 0.0f, 1.0f ) },
{ XMFLOAT3( -1.0f * width + x, 1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 1.0f, 1.0f ) },
},
{ //face2
{ XMFLOAT3( -1.0f * width + x, -1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 0.0f, 0.0f ) },
{ XMFLOAT3( 1.0f * width + x, -1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 1.0f, 0.0f ) },
{ XMFLOAT3( 1.0f * width + x, -1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 1.0f, 1.0f ) },
{ XMFLOAT3( -1.0f * width + x, -1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 0.0f, 1.0f ) },
},
{ //face3
{ XMFLOAT3( -1.0f * width + x, -1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 0.0f, 1.0f ) },
{ XMFLOAT3( -1.0f * width + x, -1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 1.0f, 1.0f ) },
{ XMFLOAT3( -1.0f * width + x, 1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 1.0f, 0.0f ) },
{ XMFLOAT3( -1.0f * width + x, 1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 0.0f, 0.0f ) },
},
{ //face4
{ XMFLOAT3( 1.0f * width + x, -1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 1.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width + x, -1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 0.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width + x, 1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 0.0f, 0.0f ) },
{ XMFLOAT3( 1.0f * width + x, 1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 1.0f, 0.0f ) },
},
{ //face5
{ XMFLOAT3( -1.0f * width + x, -1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 0.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width + x, -1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 1.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width + x, 1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 1.0f, 0.0f ) },
{ XMFLOAT3( -1.0f * width + x, 1.0f * height + y, -1.0f * depth + z ), XMFLOAT2( 0.0f, 0.0f ) },
},
{ //face6
{ XMFLOAT3( -1.0f * width + x, -1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 1.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width + x, -1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 0.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width + x, 1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 0.0f, 0.0f ) },
{ XMFLOAT3( -1.0f * width + x, 1.0f * height + y, 1.0f * depth + z ), XMFLOAT2( 1.0f, 0.0f ) },
}
};
uint16_t indices[NUMBER_OF_BOX_FACES][6] = {
//face1
{3, 1, 0, 2, 1, 3},
//face2
{2, 0, 1, 3, 0, 2},
//face3
{3, 1, 0, 2, 1, 3},
//fac4
{2, 0, 1, 3, 0, 2},
//face5
{3, 1, 0, 2, 1, 3},
//face6
{2, 0, 1, 3, 0, 2},
};
for (size_t i = 0; i<NUMBER_OF_BOX_FACES; i++) {
faces[i] = new Direct3DX12TexturedFace(device,
vertices[i],
sizeof(vertices[i]),
sizeof(D3D12PosTexCoordVertex),
_countof(vertices[i]),
indices[i],
sizeof(indices[i]),
_countof(indices[i]));
}
} catch (Exception& ex) {
ex.display();
}
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.