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SpherePosColorNorm.h
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#pragma once
#include "GameObject.h"
class SpherePosColorNorm final: public GameObject
{
public:
SpherePosColorNorm(float radius, int slices, int stacks, DirectX::XMFLOAT4 color);
~SpherePosColorNorm() override;
SpherePosColorNorm(const SpherePosColorNorm& t) = delete;
SpherePosColorNorm& operator=(const SpherePosColorNorm& t) = delete;
SpherePosColorNorm(const SpherePosColorNorm&& t) = delete;
SpherePosColorNorm& operator=(const SpherePosColorNorm&& t) = delete;
virtual void Initialize() override;
virtual void Update(const SceneContext& sceneContext) override;
virtual void Draw(const SceneContext& sceneContext) override;
DirectX::XMFLOAT4 GetColor() const { return m_CustomColor; }
private:
DirectX::XMFLOAT4 m_CustomColor{};
bool m_UseCustomColor{};
int m_NumIndices{};
float m_Radius{};
int m_Slices{}, m_Stacks{};
ID3D11InputLayout* m_pVertexLayout{};
ID3D11Buffer* m_pVertexBuffer{};
ID3D11Buffer* m_pIndexBuffer{};
ID3DX11Effect* m_pEffect{};
ID3DX11EffectTechnique* m_pTechnique{};
ID3DX11EffectMatrixVariable* m_pMatWorldViewProjVariable{};
ID3DX11EffectMatrixVariable* m_pMatWorldVariable{};
};