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Pyramid.cpp
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84 lines (70 loc) · 2.27 KB
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#include "Pyramid.h"
#include "VoxaNovusBindableBase.h"
#include "VoxaNovusGfxExceptionMacros.h"
#include "Cone.h"
Pyramid::Pyramid(Graphics& gfx,
std::mt19937& rng,
std::uniform_real_distribution<float>& adist,
std::uniform_real_distribution<float>& ddist,
std::uniform_real_distribution<float>& odist,
std::uniform_real_distribution<float>& rdist)
:
r(rdist(rng)),
droll(ddist(rng)),
dpitch(ddist(rng)),
dyaw(ddist(rng)),
dphi(odist(rng)),
dtheta(odist(rng)),
dchi(odist(rng)),
chi(adist(rng)),
theta(adist(rng)),
phi(adist(rng)) {
namespace dx = DirectX;
if (!IsStaticInitialized()) {
struct Vertex {
dx::XMFLOAT3 pos;
struct {
unsigned char r, g, b, a;
} color;
};
auto model = Cone::MakeTesselated<Vertex>(4);
model.vertices[0].color = { 255,255,0 };
model.vertices[1].color = { 255,255,0 };
model.vertices[2].color = { 255,255,0 };
model.vertices[3].color = { 255,255,0 };
model.vertices[4].color = { 255,255,80 };
model.vertices[5].color = { 255,10,0 };
model.Transform(dx::XMMatrixScaling(1.0f, 1.0f, 0.7f));
AddStaticBind(std::make_unique<VertexBuffer>(gfx, model.vertices));
auto pvs = std::make_unique<VertexShader>(gfx, L"ColorBlendVS.cso");
auto pvsbc = pvs->GetBytecode();
AddStaticBind(std::move(pvs));
AddStaticBind(std::make_unique<PixelShader>(gfx, L"ColorBlendPS.cso"));
AddStaticIndexBuffer(std::make_unique<IndexBuffer>(gfx, model.indices));
const std::vector<D3D11_INPUT_ELEMENT_DESC> ied =
{
{ "Position",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
{ "Color",0,DXGI_FORMAT_R8G8B8A8_UNORM,0,12,D3D11_INPUT_PER_VERTEX_DATA,0 },
};
AddStaticBind(std::make_unique<InputLayout>(gfx, ied, pvsbc));
AddStaticBind(std::make_unique<Topology>(gfx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST));
}
else {
SetIndexFromStatic();
}
AddBind(std::make_unique<TransformCbuf>(gfx, *this));
}
void Pyramid::Update(float dt) noexcept {
roll += droll * dt;
pitch += dpitch * dt;
yaw += dyaw * dt;
theta += dtheta * dt;
phi += dphi * dt;
chi += dchi * dt;
}
DirectX::XMMATRIX Pyramid::GetTransformXM() const noexcept {
namespace dx = DirectX;
return dx::XMMatrixRotationRollPitchYaw(pitch, yaw, roll) *
dx::XMMatrixTranslation(r, 0.0f, 0.0f) *
dx::XMMatrixRotationRollPitchYaw(theta, phi, chi);
}