SOL9 2.0 Class: Direct3DX11ColoredCube

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 * Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR 
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 *  Direct3DX11ColoredCube.h
 *
 *****************************************************************************/

//2016/02/10

#pragma once
#include <math.h>
#include <sol/direct3d11/Direct3DX11Shape.h>
#include <sol/direct3d11/D3D11PosColorVertex.h>

namespace SOL {

class Direct3DX11ColoredCube : public Direct3DX11Shape {
public:
  Direct3DX11ColoredCube(
        __in Direct3D11Device*        device, 
        __in Direct3D11DeviceContext* context,
        __in float                    size = 1.0f)
  :Direct3DX11Shape(device,  context)
  {
    if (device == NULL) {
      throw IException("Invalid devie.");
    }
    if (context == NULL ) {
      throw IException("Invalid devieContex.t");
    }
    // Create a vertexBuffer and an indexBuffer
    createColoredCube(size);
    
  }

public:
  Direct3DX11ColoredCube(
        __in Direct3D11Device*           device, 
        __in Direct3D11DeviceContext*    context,
        __in Direct3D11Blob*             vertexShaderBlob, 
        __in float size = 1.0f)
  :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");
    }       
    // Create a vertexBuffer and an indexBuffer
    createColoredCube(size);
    
    createInputLayout(vertexShaderBlob); 
  }

  
  virtual const D3D11_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
  {
    return D3D11InputElements::getPosColorDesc(count); 
  }
  
  void createColoredCube(float size)
  {
    try {
        Direct3D11Device* d3d11Device = getD3D11Device();
        Direct3D11DeviceContext* d3d11DeviceContext = getD3D11DeviceContext();
        
        D3D11PosColorVertex vertices[] = {
          { XMFLOAT3( -1.0f * size,  1.0f * size, -1.0f * size ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
          { XMFLOAT3(  1.0f * size,  1.0f * size, -1.0f * size ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },
          { XMFLOAT3(  1.0f * size,  1.0f * size,  1.0f * size ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
          { XMFLOAT3( -1.0f * size,  1.0f * size,  1.0f * size ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },
          { XMFLOAT3( -1.0f * size, -1.0f * size, -1.0f * size ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) },
          { XMFLOAT3(  1.0f * size, -1.0f * size, -1.0f * size ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) },
          { XMFLOAT3(  1.0f * size, -1.0f * size,  1.0f * size ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) },
          { XMFLOAT3( -1.0f * size, -1.0f * size,  1.0f * size ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) },
        };
        
        UINT indices[] = {
          3,1,0,  2,1,3,
          0,5,4,  1,5,0,
          3,4,7,  0,4,3,
          1,6,5,  2,6,1,
          2,7,6,  3,7,2,
          6,4,5,  7,4,6,
        };  
        createVertexBuffer(vertices, sizeof(vertices), CountOf(vertices));
        createIndexBuffer(indices, sizeof(indices), CountOf(indices));

      } catch (Exception& ex) {
        ex.display();
      }    
  }


  ~Direct3DX11ColoredCube()
  {
  }
  
};

}


Last modified: 5 May 2019

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