Ajout Sprites + timer + ObjToTxt enlever

ObjToTxt à remplacer pour directement ouvrir un .obj
This commit is contained in:
StratiX0 2024-03-27 11:24:25 +01:00
parent 4f4e4bca44
commit 99af9f5f64
22 changed files with 707 additions and 3058 deletions

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@ -0,0 +1,421 @@
#include "spriteclass.h"
SpriteClass::SpriteClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Textures = 0;
}
SpriteClass::SpriteClass(const SpriteClass& other)
{
}
SpriteClass::~SpriteClass()
{
}
bool SpriteClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* spriteFilename, int renderX, int renderY)
{
bool result;
// Store the screen size.
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
// Store where the sprite should be rendered to.
m_renderX = renderX;
m_renderY = renderY;
// Initialize the frame time for this sprite object.
m_frameTime = 0;
// Initialize the vertex and index buffer that hold the geometry for the sprite bitmap.
result = InitializeBuffers(device);
if (!result)
{
return false;
}
// Load the textures for this sprite.
result = LoadTextures(device, deviceContext, spriteFilename);
if (!result)
{
return false;
}
return true;
}
void SpriteClass::Shutdown()
{
// Release the textures used for this sprite.
ReleaseTextures();
// Release the vertex and index buffers.
ShutdownBuffers();
return;
}
bool SpriteClass::Render(ID3D11DeviceContext* deviceContext)
{
bool result;
// Update the buffers if the position of the sprite has changed from its original position.
result = UpdateBuffers(deviceContext);
if (!result)
{
return false;
}
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return true;
}
void SpriteClass::Update(float frameTime)
{
// Increment the frame time each frame.
m_frameTime += frameTime;
// Check if the frame time has reached the cycle time.
if (m_frameTime >= m_cycleTime)
{
// If it has then reset the frame time and cycle to the next sprite in the texture array.
m_frameTime -= m_cycleTime;
m_currentTexture++;
// If we are at the last sprite texture then go back to the beginning of the texture array to the first texture again.
if (m_currentTexture == m_textureCount)
{
m_currentTexture = 0;
}
}
return;
}
int SpriteClass::GetIndexCount()
{
return m_indexCount;
}
ID3D11ShaderResourceView* SpriteClass::GetTexture()
{
return m_Textures[m_currentTexture].GetTexture();
}
bool SpriteClass::InitializeBuffers(ID3D11Device* device)
{
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Initialize the previous rendering position to negative one.
m_prevPosX = -1;
m_prevPosY = -1;
// Set the number of vertices in the vertex array.
m_vertexCount = 6;
// Set the number of indices in the index array.
m_indexCount = m_vertexCount;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Create the index array.
indices = new unsigned long[m_indexCount];
// Initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
// Load the index array with data.
for (i = 0; i < m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the dynamic vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now finally create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
return false;
}
// Set up the description of the index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
delete[] vertices;
vertices = 0;
delete[] indices;
indices = 0;
return true;
}
void SpriteClass::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
return;
}
bool SpriteClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
{
float left, right, top, bottom;
VertexType* vertices;
D3D11_MAPPED_SUBRESOURCE mappedResource;
VertexType* dataPtr;
HRESULT result;
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
{
return true;
}
// If the rendering location has changed then store the new position and update the vertex buffer.
m_prevPosX = m_renderX;
m_prevPosY = m_renderY;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Calculate the screen coordinates of the left side of the bitmap.
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
// Calculate the screen coordinates of the right side of the bitmap.
right = left + (float)m_bitmapWidth;
// Calculate the screen coordinates of the top of the bitmap.
top = (float)(m_screenHeight / 2) - (float)m_renderY;
// Calculate the screen coordinates of the bottom of the bitmap.
bottom = top - (float)m_bitmapHeight;
// Load the vertex array with data.
// First triangle.
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
// Second triangle.
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
// Lock the vertex buffer.
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (VertexType*)mappedResource.pData;
// Copy the data into the vertex buffer.
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
// Unlock the vertex buffer.
deviceContent->Unmap(m_vertexBuffer, 0);
// Release the pointer reference.
dataPtr = 0;
// Release the vertex array as it is no longer needed.
delete[] vertices;
vertices = 0;
return true;
}
void SpriteClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
bool SpriteClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
char textureFilename[128];
std::ifstream fin;
int i, j;
char input;
bool result;
// Open the sprite info data file.
fin.open(filename);
if (fin.fail())
{
return false;
}
// Read in the number of textures.
fin >> m_textureCount;
// Create and initialize the texture array with the texture count from the file.
m_Textures = new TextureClass[m_textureCount];
// Read to start of next line.
fin.get(input);
// Read in each texture file name.
for (i = 0; i < m_textureCount; i++)
{
j = 0;
fin.get(input);
while (input != '\n')
{
textureFilename[j] = input;
j++;
fin.get(input);
}
textureFilename[j] = '\0';
// Once you have the filename then load the texture in the texture array.
result = m_Textures[i].Initialize(device, deviceContext, textureFilename);
if (!result)
{
return false;
}
}
// Read in the cycle time.
fin >> m_cycleTime;
// Convert the integer milliseconds to float representation.
m_cycleTime = m_cycleTime * 0.001f;
// Close the file.
fin.close();
// Get the dimensions of the first texture and use that as the dimensions of the 2D sprite images.
m_bitmapWidth = m_Textures[0].GetWidth();
m_bitmapHeight = m_Textures[0].GetHeight();
// Set the starting texture in the cycle to be the first one in the list.
m_currentTexture = 0;
return true;
}
void SpriteClass::ReleaseTextures()
{
int i;
// Release the texture objects.
if (m_Textures)
{
for (i = 0; i < m_textureCount; i++)
{
m_Textures[i].Shutdown();
}
delete[] m_Textures;
m_Textures = 0;
}
return;
}
void SpriteClass::SetRenderLocation(int x, int y)
{
m_renderX = x;
m_renderY = y;
return;
}

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@ -0,0 +1,63 @@
#ifndef _SPRITECLASS_H_
#define _SPRITECLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: SpriteClass
////////////////////////////////////////////////////////////////////////////////
class SpriteClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
SpriteClass();
SpriteClass(const SpriteClass&);
~SpriteClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
void Shutdown();
bool Render(ID3D11DeviceContext*);
void Update(float);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture();
void SetRenderLocation(int, int);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
bool UpdateBuffers(ID3D11DeviceContext*);
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*);
void ReleaseTextures();
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
TextureClass* m_Textures;
float m_frameTime, m_cycleTime;
int m_currentTexture, m_textureCount;
};
#endif

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@ -213,9 +213,9 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
} }
else else
{ {
// If windowed then set it to 800x600 resolution. // If windowed then set it to 1600x900 resolution.
screenWidth = 800; screenWidth = 1600;
screenHeight = 600; screenHeight = 900;
// Place the window in the middle of the screen. // Place the window in the middle of the screen.
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2; posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;

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@ -0,0 +1,63 @@
#include "timerclass.h"
TimerClass::TimerClass()
{
}
TimerClass::TimerClass(const TimerClass& other)
{
}
TimerClass::~TimerClass()
{
}
bool TimerClass::Initialize()
{
INT64 frequency;
// Get the cycles per second speed for this system.
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
if (frequency == 0)
{
return false;
}
// Store it in floating point.
m_frequency = (float)frequency;
// Get the initial start time.
QueryPerformanceCounter((LARGE_INTEGER*)&m_startTime);
return true;
}
void TimerClass::Frame()
{
INT64 currentTime;
INT64 elapsedTicks;
// Query the current time.
QueryPerformanceCounter((LARGE_INTEGER*)&currentTime);
// Calculate the difference in time since the last time we queried for the current time.
elapsedTicks = currentTime - m_startTime;
// Calculate the frame time.
m_frameTime = (float)elapsedTicks / m_frequency;
// Restart the timer.
m_startTime = currentTime;
return;
}
float TimerClass::GetTime()
{
return m_frameTime;
}

32
enginecustom/Timerclass.h Normal file
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@ -0,0 +1,32 @@
#ifndef _TIMERCLASS_H_
#define _TIMERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <windows.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: TimerClass
////////////////////////////////////////////////////////////////////////////////
class TimerClass
{
public:
TimerClass();
TimerClass(const TimerClass&);
~TimerClass();
bool Initialize();
void Frame();
float GetTime();
private:
float m_frequency;
INT64 m_startTime;
float m_frameTime;
};
#endif

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@ -9,6 +9,8 @@ ApplicationClass::ApplicationClass()
m_Light = 0; m_Light = 0;
m_TextureShader = 0; m_TextureShader = 0;
m_Bitmap = 0; m_Bitmap = 0;
m_Sprite = 0;
m_Timer = 0;
} }
@ -28,6 +30,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
char outputModelFilename[128]; char outputModelFilename[128];
char textureFilename[128]; char textureFilename[128];
char bitmapFilename[128]; char bitmapFilename[128];
char spriteFilename[128];
bool result; bool result;
@ -67,6 +70,27 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false; return false;
} }
// Set the sprite info file we will be using.
strcpy_s(spriteFilename, "sprite_data_01.txt");
// Create and initialize the sprite object.
m_Sprite = new SpriteClass;
result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50);
if (!result)
{
return false;
}
// Create and initialize the timer object.
m_Timer = new TimerClass;
result = m_Timer->Initialize();
if (!result)
{
return false;
}
// Set the file name of the bitmap file. // Set the file name of the bitmap file.
strcpy_s(bitmapFilename, "stone01.tga"); strcpy_s(bitmapFilename, "stone01.tga");
@ -80,9 +104,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
} }
// Set the file name of the model. // Set the file name of the model.
strcpy_s(modelFilename, "sphere.obj"); strcpy_s(modelFilename, "cube.txt");
strcpy_s(outputModelFilename, "output.txt");
// Set the name of the texture file that we will be loading. // Set the name of the texture file that we will be loading.
strcpy_s(textureFilename, "stone01.tga"); strcpy_s(textureFilename, "stone01.tga");
@ -90,7 +112,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Create and initialize the model object. // Create and initialize the model object.
m_Model = new ModelClass; m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, outputModelFilename, textureFilename); result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
if (!result) if (!result)
{ {
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK); MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
@ -106,11 +128,12 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK); MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false; return false;
} }
// Create and initialize the light object. // Create and initialize the light object.
m_Light = new LightClass; m_Light = new LightClass;
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(0.0f, 0.0f, 1.0f); m_Light->SetDirection(-1.0f, -1.0f, 1.0f);
return true; return true;
} }
@ -118,6 +141,21 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown() void ApplicationClass::Shutdown()
{ {
// Release the timer object.
if (m_Timer)
{
delete m_Timer;
m_Timer = 0;
}
// Release the sprite object.
if (m_Sprite)
{
m_Sprite->Shutdown();
delete m_Sprite;
m_Sprite = 0;
}
// Release the light object. // Release the light object.
if (m_Light) if (m_Light)
{ {
@ -186,6 +224,7 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame() bool ApplicationClass::Frame()
{ {
float frameTime;
static float rotation = 0.0f; static float rotation = 0.0f;
static float x = 2.f; static float x = 2.f;
static float y = 0.f; static float y = 0.f;
@ -215,6 +254,15 @@ bool ApplicationClass::Frame()
return false; return false;
} }
// Update the system stats.
m_Timer->Frame();
// Get the current frame time.
frameTime = m_Timer->GetTime();
// Update the sprite object using the frame time.
m_Sprite->Update(frameTime);
return true; return true;
} }
@ -240,6 +288,20 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// Turn off the Z buffer to begin all 2D rendering. // Turn off the Z buffer to begin all 2D rendering.
m_Direct3D->TurnZBufferOff(); m_Direct3D->TurnZBufferOff();
// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
if (!result)
{
return false;
}
// Render the sprite with the texture shader.
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
if (!result)
{
return false;
}
// Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. // Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
result = m_Bitmap->Render(m_Direct3D->GetDeviceContext()); result = m_Bitmap->Render(m_Direct3D->GetDeviceContext());
if (!result) if (!result)
@ -247,7 +309,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
return false; return false;
} }
m_Bitmap->SetRenderLocation(300, 50); m_Bitmap->SetRenderLocation(1200, 50);
// Render the bitmap with the texture shader. // Render the bitmap with the texture shader.
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture()); result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture());

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@ -12,6 +12,8 @@
#include "lightclass.h" #include "lightclass.h"
#include "bitmapclass.h" #include "bitmapclass.h"
#include "textureshaderclass.h" #include "textureshaderclass.h"
#include "spriteclass.h"
#include "timerclass.h"
///////////// /////////////
// GLOBALS // // GLOBALS //
@ -46,6 +48,8 @@ private:
LightClass* m_Light; LightClass* m_Light;
TextureShaderClass* m_TextureShader; TextureShaderClass* m_TextureShader;
BitmapClass* m_Bitmap; BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
TimerClass* m_Timer;
}; };
#endif #endif

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@ -30,9 +30,11 @@
<ClCompile Include="Lightshaderclass.cpp" /> <ClCompile Include="Lightshaderclass.cpp" />
<ClCompile Include="Main.cpp" /> <ClCompile Include="Main.cpp" />
<ClCompile Include="modelclass.cpp" /> <ClCompile Include="modelclass.cpp" />
<ClCompile Include="Spriteclass.cpp" />
<ClCompile Include="Systemclass.cpp" /> <ClCompile Include="Systemclass.cpp" />
<ClCompile Include="textureclass.cpp" /> <ClCompile Include="textureclass.cpp" />
<ClCompile Include="textureshaderclass.cpp" /> <ClCompile Include="textureshaderclass.cpp" />
<ClCompile Include="Timerclass.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h" /> <ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h" />
@ -45,9 +47,11 @@
<ClInclude Include="Lightclass.h" /> <ClInclude Include="Lightclass.h" />
<ClInclude Include="Lightshaderclass.h" /> <ClInclude Include="Lightshaderclass.h" />
<ClInclude Include="modelclass.h" /> <ClInclude Include="modelclass.h" />
<ClInclude Include="Spriteclass.h" />
<ClInclude Include="systemclass.h" /> <ClInclude Include="systemclass.h" />
<ClInclude Include="textureclass.h" /> <ClInclude Include="textureclass.h" />
<ClInclude Include="textureshaderclass.h" /> <ClInclude Include="textureshaderclass.h" />
<ClInclude Include="Timerclass.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Light.ps" /> <None Include="Light.ps" />
@ -76,20 +80,11 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Image Include="stone01.tga" /> <Image Include="stone01.tga" />
<Image Include="wall.tga" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Text Include="cube.txt" /> <Text Include="cube.txt" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="cylinder.obj">
<FileType>Document</FileType>
</None>
</ItemGroup>
<ItemGroup>
<None Include="cube.obj">
<FileType>Document</FileType>
</None>
</ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="sphere.obj"> <None Include="sphere.obj">
<FileType>Document</FileType> <FileType>Document</FileType>

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@ -63,6 +63,18 @@
<ClCompile Include="Lightclass.cpp"> <ClCompile Include="Lightclass.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="bitmapclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="textureshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Spriteclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Timerclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="systemclass.h"> <ClInclude Include="systemclass.h">
@ -101,6 +113,18 @@
<ClInclude Include="Lightclass.h"> <ClInclude Include="Lightclass.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="bitmapclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="textureshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Spriteclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Timerclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="packages.config" /> <None Include="packages.config" />
@ -122,8 +146,20 @@
<None Include="Light.ps"> <None Include="Light.ps">
<Filter>shader</Filter> <Filter>shader</Filter>
</None> </None>
<None Include="texture.ps">
<Filter>texture</Filter>
</None>
<None Include="texture.vs">
<Filter>texture</Filter>
</None>
<None Include="sphere.obj">
<Filter>assets</Filter>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Image Include="wall.tga">
<Filter>assets</Filter>
</Image>
<Image Include="stone01.tga"> <Image Include="stone01.tga">
<Filter>assets</Filter> <Filter>assets</Filter>
</Image> </Image>

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@ -19,14 +19,12 @@ ModelClass::~ModelClass()
{ {
} }
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* outputModelFilename, char* textureFilename) bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename)
{ {
bool result; bool result;
ConvertObjToTxt(modelFilename, outputModelFilename);
// Load in the model data. // Load in the model data.
result = LoadModel(outputModelFilename); result = LoadModel(modelFilename);
if (!result) if (!result)
{ {
return false; return false;
@ -91,7 +89,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc; D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData; D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result; HRESULT result;
int i;
// Create the vertex array. // Create the vertex array.
vertices = new VertexType[m_vertexCount]; vertices = new VertexType[m_vertexCount];
@ -100,7 +98,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
indices = new unsigned long[m_indexCount]; indices = new unsigned long[m_indexCount];
// Load the vertex array and index array with data. // Load the vertex array and index array with data.
for (int i = 0; i < m_vertexCount; i++) for (i = 0; i < m_vertexCount; i++)
{ {
vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z); vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv); vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
@ -109,31 +107,6 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
indices[i] = i; indices[i] = i;
} }
//// Create the vertex array.
//vertices = new VertexType[m_vertexCount];
//// Create the index array.
//indices = new unsigned long[m_indexCount];
//// Load the vertex array with data.
//vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
//vertices[0].texture = XMFLOAT2(0.0f, 1.0f);
//vertices[0].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
//vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
//vertices[1].texture = XMFLOAT2(0.5f, 0.0f);
//vertices[1].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
//vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
//vertices[2].texture = XMFLOAT2(1.0f, 1.0f);
//vertices[2].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
//// Load the index array with data.
//indices[0] = 0; // Bottom left.
//indices[1] = 1; // Top middle.
//indices[2] = 2; // Bottom right.
// Set up the description of the static vertex buffer. // Set up the description of the static vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount; vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
@ -312,84 +285,6 @@ bool ModelClass::LoadModel(char* filename)
return true; return true;
} }
void ModelClass::ConvertObjToTxt(const std::string& inputFilename, const std::string& outputFilename) {
std::ifstream inputFile(inputFilename);
std::ofstream outputFile(outputFilename);
std::string line;
std::vector<XMFLOAT3> positions;
std::vector<XMFLOAT2> texCoords;
std::vector<XMFLOAT3> normals;
std::vector<ModelType> vertices;
while (std::getline(inputFile, line)) {
std::istringstream iss(line);
std::string prefix;
if (!(iss >> prefix)) { break; }
if (prefix == "v") {
XMFLOAT3 pos;
if (!(iss >> pos.x >> pos.y >> pos.z)) { break; }
positions.push_back(pos);
}
else if (prefix == "vt") {
XMFLOAT2 texCoord;
if (!(iss >> texCoord.x >> texCoord.y)) { break; }
texCoords.push_back(texCoord);
}
else if (prefix == "vn") {
XMFLOAT3 normal;
if (!(iss >> normal.x >> normal.y >> normal.z)) { break; }
normals.push_back(normal);
}
else if (prefix == "f") {
std::vector<int> posIndices, texIndices, normIndices;
char slash; // To skip slashes
int posIndex, texIndex, normIndex;
// Read all indices of the face
while (iss >> posIndex >> slash >> texIndex >> slash >> normIndex) {
posIndices.push_back(posIndex);
texIndices.push_back(texIndex);
normIndices.push_back(normIndex);
}
// For each triangle in the face
for (size_t i = 1; i < posIndices.size() - 1; ++i) {
ModelType v[3]; // Vertices of the triangle
// Indices of the vertices of the triangle
int indices[3] = { 0, i, i + 1 };
for (int j = 0; j < 3; ++j) {
// .obj indices start at 1, so subtract 1 to get 0-based indices
v[j].x = positions[posIndices[indices[j]] - 1].x;
v[j].y = positions[posIndices[indices[j]] - 1].y;
v[j].z = positions[posIndices[indices[j]] - 1].z;
v[j].tu = texCoords[texIndices[indices[j]] - 1].x;
v[j].tv = texCoords[texIndices[indices[j]] - 1].y;
v[j].nx = normals[normIndices[indices[j]] - 1].x;
v[j].ny = normals[normIndices[indices[j]] - 1].y;
v[j].nz = normals[normIndices[indices[j]] - 1].z;
vertices.push_back(v[j]);
}
}
}
}
// Write to output file in the desired format
outputFile << "Vertex Count: " << vertices.size() << "\n\n";
outputFile << "Data:\n\n";
for (const ModelType& v : vertices) {
outputFile << v.x << " " << v.y << " " << v.z << " ";
outputFile << v.tu << " " << v.tv << " ";
outputFile << v.nx << " " << v.ny << " " << v.nz << "\n";
}
}
void ModelClass::ReleaseModel() void ModelClass::ReleaseModel()
{ {
if (m_model) if (m_model)

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@ -64,7 +64,7 @@ public:
ModelClass(const ModelClass&); ModelClass(const ModelClass&);
~ModelClass(); ~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*); bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
void Shutdown(); void Shutdown();
void Render(ID3D11DeviceContext*); void Render(ID3D11DeviceContext*);
@ -82,8 +82,6 @@ private:
bool LoadModel(char*); bool LoadModel(char*);
void ReleaseModel(); void ReleaseModel();
void ConvertObjToTxt(const std::string&, const std::string&);
private: private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer; ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount; int m_vertexCount, m_indexCount;

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@ -1,40 +0,0 @@
Vertex Count: 36
Data:
-1.0 1.0 -1.0 0.0 0.0 0.0 0.0 -1.0
1.0 1.0 -1.0 1.0 0.0 0.0 0.0 -1.0
-1.0 -1.0 -1.0 0.0 1.0 0.0 0.0 -1.0
-1.0 -1.0 -1.0 0.0 1.0 0.0 0.0 -1.0
1.0 1.0 -1.0 1.0 0.0 0.0 0.0 -1.0
1.0 -1.0 -1.0 1.0 1.0 0.0 0.0 -1.0
1.0 1.0 -1.0 0.0 0.0 1.0 0.0 0.0
1.0 1.0 1.0 1.0 0.0 1.0 0.0 0.0
1.0 -1.0 -1.0 0.0 1.0 1.0 0.0 0.0
1.0 -1.0 -1.0 0.0 1.0 1.0 0.0 0.0
1.0 1.0 1.0 1.0 0.0 1.0 0.0 0.0
1.0 -1.0 1.0 1.0 1.0 1.0 0.0 0.0
1.0 1.0 1.0 0.0 0.0 0.0 0.0 1.0
-1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0
1.0 -1.0 1.0 0.0 1.0 0.0 0.0 1.0
1.0 -1.0 1.0 0.0 1.0 0.0 0.0 1.0
-1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0
-1.0 -1.0 1.0 1.0 1.0 0.0 0.0 1.0
-1.0 1.0 1.0 0.0 0.0 -1.0 0.0 0.0
-1.0 1.0 -1.0 1.0 0.0 -1.0 0.0 0.0
-1.0 -1.0 1.0 0.0 1.0 -1.0 0.0 0.0
-1.0 -1.0 1.0 0.0 1.0 -1.0 0.0 0.0
-1.0 1.0 -1.0 1.0 0.0 -1.0 0.0 0.0
-1.0 -1.0 -1.0 1.0 1.0 -1.0 0.0 0.0
-1.0 1.0 1.0 0.0 0.0 0.0 1.0 0.0
1.0 1.0 1.0 1.0 0.0 0.0 1.0 0.0
-1.0 1.0 -1.0 0.0 1.0 0.0 1.0 0.0
-1.0 1.0 -1.0 0.0 1.0 0.0 1.0 0.0
1.0 1.0 1.0 1.0 0.0 0.0 1.0 0.0
1.0 1.0 -1.0 1.0 1.0 0.0 1.0 0.0
-1.0 -1.0 -1.0 0.0 0.0 0.0 -1.0 0.0
1.0 -1.0 -1.0 1.0 0.0 0.0 -1.0 0.0
-1.0 -1.0 1.0 0.0 1.0 0.0 -1.0 0.0
-1.0 -1.0 1.0 0.0 1.0 0.0 -1.0 0.0
1.0 -1.0 -1.0 1.0 0.0 0.0 -1.0 0.0
1.0 -1.0 1.0 1.0 1.0 0.0 -1.0 0.0

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@ -1,2 +0,0 @@
# Blender 4.0.1 MTL File: 'None'
# www.blender.org

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@ -0,0 +1,6 @@
4
sprite01.tga
sprite02.tga
sprite03.tga
sprite04.tga
250

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