SOL9 2.0 Class: Direct3DX12Shape
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Source code
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* Direct3DX12Shape.h
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*****************************************************************************/
#pragma once
#include <sol/direct3d12/D3D12InputElements.h>
#include <sol/direct3d12/Direct3D12Device.h>
#include <sol/direct3d12/Direct3D12GraphicsCommandList.h>
#include <sol/direct3d12/Direct3D12Object.h>
#include <sol/direct3d12/Direct3DBlob.h>
#include <sol/direct3d12/Direct3D12VertexBuffer.h>
#include <sol/direct3d12/Direct3D12IndexBuffer.h>
#include <sol/direct3d12/D3D12InputElements.h>
#include <sol/direct3d12/D3D12PosNormalVertex.h>
#include <sol/direct3d12/D3D12PosColorVertex.h>
#include <sol/direct3d12/D3D12PosTexCoordVertex.h>
namespace SOL {
class Direct3DX12Shape : public Direct3D12Object{
private:
ID3D12Device* d3d12Device; //Shallow copy
Direct3D12VertexBuffer* vertexBuffer;
Direct3D12IndexBuffer* indexBuffer;
UINT vertexStride;
int vertexCount;
DXGI_FORMAT dxgiFormat;
int indexCount;
public:
Direct3DX12Shape(ID3D12Device* device)//, Direct3D12GraphicsCommandList* list)
:Direct3D12Object(),
d3d12Device(device),
vertexBuffer(NULL),
indexBuffer(NULL),
vertexCount(0),
indexCount(0)
{
if (device == NULL ) {
throw IException("Invalid argument.");
}
}
~Direct3DX12Shape()
{
delete vertexBuffer;
delete indexBuffer;
}
//Default getInputElmentDesc,
//If needed, please define your one getInputElementDesc in a subclass derived from this class,
virtual const D3D12_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
{
return D3D12InputElements::getPosNormalDesc(count);
}
virtual void createVertexBuffer(D3D12PosNormalVertex* vertices, size_t bytes, size_t vertexCount)
{
createVertexBuffer((const void*)vertices, bytes, sizeof(D3D12PosNormalVertex), vertexCount);
}
/*virtual void createVertexBuffer(D3D12PosTexCoordVertex* vertices, size_t bytes, size_t vertexCount)
{
createVertexBuffer((const void*)vertices, bytes, sizeof(D3D12PosTexCoordVertex), vertexCount);
}
virtual void createVertexBuffer(D3D12PosColorVertex* vertices, size_t bytes, size_t vertexCount)
{
createVertexBuffer((const void*)vertices, bytes, sizeof(D3D12PosColorVertex), vertexCount);
}
*/
void createVertexBuffer(const void* vertices, size_t bytes, size_t stride, size_t vertCount)
{
try {
//1 Create a vertex buffer for the vertex from the above parameters.
vertexBuffer = new Direct3D12VertexBuffer(d3d12Device, vertices, stride, bytes);
vertexCount = vertCount;
vertexStride = stride;
} catch (Exception& ex) {
ex.display();
}
}
virtual void createIndexBuffer(UINT* indices, size_t bytes, size_t inCount)
{
createIndexBuffer((const void*)indices, DXGI_FORMAT_R32_UINT, bytes, inCount);
}
//This is the case that indices is an array of WORDs.
virtual void createIndexBuffer(WORD* indices, size_t bytes, size_t inCount)
{
createIndexBuffer((const void*)indices, DXGI_FORMAT_R16_UNORM, bytes, inCount);
}
void createIndexBuffer(const void* indices, DXGI_FORMAT format, size_t bytes, size_t inCount)
{
try {
indexCount = inCount;
dxgiFormat = format;
// Create an indexBuffer from above parameters.
indexBuffer= new Direct3D12IndexBuffer(d3d12Device, indices, bytes);
} catch (Exception& ex) {
ex.display();
}
}
ID3D12Device* getD3D12Device()
{
return d3d12Device;
}
Direct3D12VertexBuffer* getVertexBuffer()
{
return vertexBuffer;
}
Direct3D12IndexBuffer* getIndexBuffer()
{
return indexBuffer;
}
int getVertexCount()
{
return vertexCount;
}
int getIndexCount()
{
return indexCount;
}
//Define your own method in your subclass derived from this class.
virtual void draw(Direct3D12GraphicsCommandList* graphicsCommandList)
{
//Call drawSomething method of Direct3D12GraphicsCommandList
}
virtual void drawIndexedInstanced(Direct3D12GraphicsCommandList* graphicsCommandList)
{
graphicsCommandList->setIAPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
graphicsCommandList->setIAVertexBuffers(0, 1, *vertexBuffer);
graphicsCommandList->setIAIndexBuffer(*indexBuffer);
graphicsCommandList->drawIndexedInstanced(getIndexCount(), 1, 0, 0, 0);
}
virtual void drawInstanced(Direct3D12GraphicsCommandList* graphicsCommandList)
{
graphicsCommandList->setIAPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
graphicsCommandList->setIAVertexBuffers(0, 1, *vertexBuffer);
graphicsCommandList->setIAIndexBuffer(*indexBuffer);
graphicsCommandList-> drawInstanced( getVertexCount(), 1, 0, 0 );
}
float SIN(int degree)
{
float radian = (float)degree * MATH_PI / 180.0f;
return (float)sin(radian);
}
float COS(int degree)
{
float radian = (float)degree * MATH_PI / 180.0f;
return (float)cos(radian);
}
};
}
Last modified: 5 May 2019
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