示例#1
0
	Cube3D::Cube3D()
		: myWireFrame(false)
		, mySize(1.f, 1.f, 1.f)
		, myColor(1.f, 1.f, 1.f, 1.f)
	{
		myEffect = EffectContainer::GetInstance()->GetEffect("Data/Resource/Shader/S_effect_cube3d.fx");
		CreateVertexBuffer(1.f);

		myIndexBaseData = new VertexIndexWrapper();
		myIndexBaseData->myFormat = DXGI_FORMAT_R32_UINT;
		myIndexBaseData->myNumberOfIndices = 6 * 6;
		myIndexBaseData->mySize = myIndexBaseData->myNumberOfIndices * sizeof(unsigned int);


		CU::GrowingArray<int> indices;
		indices.Init(32);

		indices.Add(3);
		indices.Add(1);
		indices.Add(0);

		indices.Add(2);
		indices.Add(1);
		indices.Add(3);

		indices.Add(6);
		indices.Add(4);
		indices.Add(5);

		indices.Add(6);
		indices.Add(7);
		indices.Add(4);

		indices.Add(11);
		indices.Add(9);
		indices.Add(8);

		indices.Add(10);
		indices.Add(9);
		indices.Add(11);

		indices.Add(14);
		indices.Add(12);
		indices.Add(13);

		indices.Add(15);
		indices.Add(12);
		indices.Add(14);

		indices.Add(19);
		indices.Add(17);
		indices.Add(16);

		indices.Add(18);
		indices.Add(17);
		indices.Add(19);

		indices.Add(22);
		indices.Add(20);
		indices.Add(21);

		indices.Add(23);
		indices.Add(20);
		indices.Add(22);

		myIndexBaseData->myIndexData = new char[myIndexBaseData->mySize]();
		memcpy(myIndexBaseData->myIndexData, &indices[0], indices.Size() * sizeof(unsigned int));

		myPrimitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;

		InitVertexBuffer();
		InitIndexBuffer();
	}
示例#2
0
	void Cube3D::CreateVertexBuffer(float aSideLength)
	{
		VertexPosNormColor temp;

		float offset = aSideLength * 0.5f;

		CU::GrowingArray<VertexPosNormColor> vertices;
		vertices.Init(16);

		temp.myPosition = { -offset, offset, -offset, 1.f };
		temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f };
		temp.myColor = myColor;
		vertices.Add(temp);

		temp.myPosition = { offset, offset, -offset, 1.f };
		temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, offset, offset, 1.f };
		temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, offset, offset, 1.f };
		temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, -offset, -offset, 1.f };
		temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, -offset, -offset, 1.f };
		temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, -offset, offset, 1.f };
		temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, -offset, offset, 1.f };
		temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, -offset, offset, 1.f };
		temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, -offset, -offset, 1.f };
		temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, offset, -offset, 1.f };
		temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, offset, offset, 1.f };
		temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, -offset, offset, 1.f };
		temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, -offset, -offset, 1.f };
		temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, offset, -offset, 1.f };
		temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, offset, offset, 1.f };
		temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, -offset, -offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, -offset, -offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, offset, -offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, offset, -offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, -offset, offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, -offset, offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { offset, offset, offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f };
		vertices.Add(temp);

		temp.myPosition = { -offset, offset, offset, 1.f };
		temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f };
		vertices.Add(temp);
		myVertexBaseData = new VertexDataWrapper();
		myVertexBaseData->myNumberOfVertices = vertices.Size();
		myVertexBaseData->myStride = sizeof(VertexPosNormColor);
		myVertexBaseData->mySize = myVertexBaseData->myNumberOfVertices * myVertexBaseData->myStride;
		myVertexBaseData->myType = VertexType::POS_NORM_COLOR;
		myVertexBaseData->myVertexData = new char[myVertexBaseData->mySize]();
		memcpy(myVertexBaseData->myVertexData, &vertices[0], myVertexBaseData->mySize);
	}
示例#3
0
	void GPUData::InitCube(EffectID aEffect, GPUContext& aGPUContext, AssetContainer& aAssetContainer)
	{
#pragma region Vertices
		CU::GrowingArray<VertexPosColor> vertices;
		vertices.Init(24);

		float size = 1.f;
		float halfWidth = size / 2.f;
		float halfHeight = size / 2.f;
		float halfDepth = size / 2.f;
		CU::Vector4<float> aColour(1.f, 1.f, 1.f, 1.f);

		//0 - 3 (Top)
		vertices.Add({ { -halfWidth, halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, halfHeight, halfDepth }, aColour });
		vertices.Add({ { -halfWidth, halfHeight, halfDepth }, aColour });

		//4 - 7 (Bottom)
		vertices.Add({ { -halfWidth, -halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, -halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, -halfHeight, halfDepth }, aColour });
		vertices.Add({ { -halfWidth, -halfHeight, halfDepth }, aColour });

		//8 - 11 (Left)
		vertices.Add({ { -halfWidth, -halfHeight, halfDepth }, aColour });
		vertices.Add({ { -halfWidth, -halfHeight, -halfDepth }, aColour });
		vertices.Add({ { -halfWidth, halfHeight, -halfDepth }, aColour });
		vertices.Add({ { -halfWidth, halfHeight, halfDepth }, aColour });

		//12 - 15 (Right)
		vertices.Add({ { halfWidth, -halfHeight, halfDepth }, aColour });
		vertices.Add({ { halfWidth, -halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, halfHeight, halfDepth }, aColour });

		//16 - 19 (Front)
		vertices.Add({ { -halfWidth, -halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, -halfHeight, -halfDepth }, aColour });
		vertices.Add({ { halfWidth, halfHeight, -halfDepth }, aColour });
		vertices.Add({ { -halfWidth, halfHeight, -halfDepth }, aColour });

		//20 - 23 (Back)
		vertices.Add({ { -halfWidth, -halfHeight, halfDepth }, aColour });
		vertices.Add({ { halfWidth, -halfHeight, halfDepth }, aColour });
		vertices.Add({ { halfWidth, halfHeight, halfDepth }, aColour });
		vertices.Add({ { -halfWidth, halfHeight, halfDepth }, aColour });
#pragma endregion

#pragma region Indices

		CU::GrowingArray<int> indices(24);
		//Top
		indices.Add(3);
		indices.Add(1);
		indices.Add(0);

		indices.Add(2);
		indices.Add(1);
		indices.Add(3);

		//Bottom
		indices.Add(6);
		indices.Add(4);
		indices.Add(5);

		indices.Add(7);
		indices.Add(4);
		indices.Add(6);

		//Left
		indices.Add(11);
		indices.Add(9);
		indices.Add(8);

		indices.Add(10);
		indices.Add(9);
		indices.Add(11);

		//Right
		indices.Add(14);
		indices.Add(12);
		indices.Add(13);

		indices.Add(15);
		indices.Add(12);
		indices.Add(14);

		//Front
		indices.Add(19);
		indices.Add(17);
		indices.Add(16);

		indices.Add(18);
		indices.Add(17);
		indices.Add(19);

		//Back
		indices.Add(22);
		indices.Add(20);
		indices.Add(21);

		indices.Add(23);
		indices.Add(20);
		indices.Add(22);

#pragma endregion

		SetTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		AddInputElement(new D3D11_INPUT_ELEMENT_DESC({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }));
		AddInputElement(new D3D11_INPUT_ELEMENT_DESC({ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }));

		int indexCount = indices.Size();
		int vertexCount = vertices.Size();
		int vertexStride = sizeof(VertexPosColor);
		Init(aEffect, indexCount, reinterpret_cast<char*>(&indices[0]), vertexCount
			, vertexStride, reinterpret_cast<char*>(&vertices[0]), aGPUContext, aAssetContainer);

		myIndexData = new IndexData();
		myVertexData = new VertexData();

		myIndexData->myNumberOfIndices = indexCount;
		myVertexData->myNumberOfVertices = vertexCount;
		myVertexData->myStride = vertexStride;
	}