SOL9 2.0 Class: Direct3DX12TexturedRectangle
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Source code
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* Direct3DX12TexturedRectangle.h
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//2016/02/10 Updated
//2016/12/20 Updated
#pragma once
#include <math.h>
#include <sol/direct3d12/Direct3DX12Shape.h>
#include <sol/direct3d12/D3D12Rectangle.h>
namespace SOL {
class Direct3DX12TexturedRectangle : public Direct3DX12Shape {
public:
Direct3DX12TexturedRectangle(
__in ID3D12Device* device,
__in float width, // = 1.0f,
__in float height) // = 1.0f)
:Direct3DX12Shape(device)
{
if (device == NULL) {
throw IException("Invalid devie.");
}
if (width < 0.0f || height < 0.0f) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createTexturedRectangle(0.0f, 0.0f, 0.0f, width, height );
}
public:
Direct3DX12TexturedRectangle(
__in ID3D12Device* device,
__in const D3D12Rectangle& rectangle)
:Direct3DX12Shape(device)
{
if (device == NULL) {
throw IException("Invalid devie.");
}
if (rectangle.width < 0.0f || rectangle.height < 0.0f) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createTexturedRectangle(rectangle.x, rectangle.y, rectangle.z, rectangle.width, rectangle.height );
}
virtual const D3D12_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
{
return D3D12InputElements::getPosTexCoordDesc(count);
}
public:
Direct3DX12TexturedRectangle(
__in ID3D12Device* device,
__in float x,
__in float y,
__in float z,
__in float width,
__in float height)
:Direct3DX12Shape(device)
{
if (device == NULL) {
throw IException("Invalid devie.");
}
if (width < 0.0f || height < 0.0f) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createTexturedRectangle(x, y, z, width, height );
}
void createTexturedRectangle(float x, float y, float z, float width, float height )
{
try {
D3D12PosTexCoordVertex vertices[] = {
{ XMFLOAT3( -1.0f * width + x, 1.0f * height + y, z ), XMFLOAT2( 0.0f, 0.0f ) },
{ XMFLOAT3( 1.0f * width + x, 1.0f * height + y, z ), XMFLOAT2( 1.0f, 0.0f ) },
{ XMFLOAT3( -1.0f * width + x, -1.0f * height + y, z ), XMFLOAT2( 0.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width + x, -1.0f * height + y, z ), XMFLOAT2( 1.0f, 1.0f ) },
};
//2016/11/15
uint16_t indices[] = {
0,1,2,
2,1,3,
};
createVertexBuffer(vertices, sizeof(vertices), sizeof(D3D12PosTexCoordVertex), _countof(vertices));
createIndexBuffer(indices, sizeof(indices), _countof(indices) );
} catch (Exception& ex) {
ex.display();
}
}
~Direct3DX12TexturedRectangle()
{
}
};
}
Last modified: 5 May 2019
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