VertexData vData[] =
{
{ -1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 255, 0) }, //face 1
{ 1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 255, 0) },
{ -1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 255, 0) },
{ -1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 255, 0) },
{ 1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 255, 0) },
{ 1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 255, 0) },
{ -1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 255, 0, 0) }, // face 2
{ 1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 255, 0, 0) },
{ -1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 255, 0, 0) },
{ -1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 255, 0, 0) },
{ 1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 255, 0, 0) },
{ 1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 255, 0, 0) },
{ -1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 0, 0, 255) }, // face 3
{ 1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 0, 0, 255) },
{ -1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 0, 255) },
{ -1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 0, 255) },
{ 1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 0, 0, 255) },
{ 1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 0, 255) },
{ -1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 128, 0, 0) }, // face 4
{ 1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 128, 0, 0) },
{ -1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 128, 0, 0) },
{ -1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 128, 0, 0) },
{ 1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 128, 0, 0) },
{ 1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 128, 0, 0) },
{ -1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 0, 128, 128) }, // face 5
{ -1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 0, 128, 128) },
{ -1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 128, 128) },
{ -1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 128, 128) },
{ -1.0f, 1.0f,-1.0f, D3DCOLOR_ARGB(255, 0, 128, 128) },
{ -1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 0, 128, 128) },
{ 1.0f, -1.0f, -1.0f, D3DCOLOR_ARGB(255, 128, 128, 128) }, // face 6
{ 1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 128, 128, 128) },
{ 1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 128, 128, 128) },
{ 1.0f, -1.0f, 1.0f, D3DCOLOR_ARGB(255, 128, 128, 128) },
{ 1.0f, 1.0f, -1.0f, D3DCOLOR_ARGB(255, 128, 128, 128) },
{ 1.0f, 1.0f, 1.0f, D3DCOLOR_ARGB(255, 128, 128, 128) },
};
struct VertexData
{
Vector3D vPos;
//float fNormal;
DWORD color;
void Set(float _uiX, float _uiY, float _uiZ, DWORD _uColor)
{
vPos.fX = _uiX;
vPos.fY = _uiY;
vPos.fZ = _uiZ;
color = _uColor;
};
};
struct Vector3D
{
float fX;
float fY;
float fZ;
void Set(float _fX, float _fY, float _fZ)
{
fX = _fX;
fY = _fY;
fZ = _fZ;
};
void operator=(Vector3D* _vData)
{
fX = _vData->fX;
fY = _vData->fY;
fZ = _vData->fZ;
};
};