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SolidSphere.cpp
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62 lines (49 loc) · 1.53 KB
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#include "SolidSphere.h"
#include "BindableBase.h"
#include "GraphicsMacros.h"
#include "Sphere.h"
SolidSphere::SolidSphere(Graphics& gfx, float radius)
{
namespace dx = DirectX;
if (!IsStaticInitialized())
{
struct Vertex
{
dx::XMFLOAT3 pos;
};
auto model = Sphere::Make<Vertex>();
model.Transform(dx::XMMatrixScaling(radius, radius, radius));
AddBind(std::make_unique<VertexBuffer<Vertex>>(gfx, model.vertices));
AddIndexBuffer(std::make_unique<IndexBuffer>(gfx, model.indices));
auto pvs = std::make_unique<VertexShader>(gfx, L"SolidVS.cso");
auto pvsbc = pvs->GetByteCode();
AddStaticBind(std::move(pvs));
AddStaticBind(std::make_unique<PixelShader>(gfx, L"SolidPS.cso"));
struct PSColorConstant
{
dx::XMFLOAT3 color = { 1.0f,1.0f,1.0f };
float padding;
} colorConst;
AddStaticBind(std::make_unique<PixelConstantBuffer<PSColorConstant>>(gfx, colorConst));
const std::vector<D3D11_INPUT_ELEMENT_DESC> ied =
{
{ "Position",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
};
AddStaticBind(std::make_unique<InputLayout>(gfx, ied, pvsbc));
AddStaticBind(std::make_unique<Topology>(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST));
}
else
{
SetIndexFromStatic();
}
AddBind(std::make_unique<TransformConstantBuffer>(gfx, *this));
}
void SolidSphere::Update(float dt) noexcept {}
void SolidSphere::SetPos(DirectX::XMFLOAT3 pos) noexcept
{
this->pos = pos;
}
DirectX::XMMATRIX SolidSphere::GetTransformXM() const noexcept
{
return DirectX::XMMatrixTranslation(pos.x, pos.y, pos.z);
}