Merge branch 'branche-Axel-Picou' into Imgui
This commit is contained in:
commit
db2c357472
112
enginecustom/Cameraclass.cpp
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112
enginecustom/Cameraclass.cpp
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@ -0,0 +1,112 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: cameraclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "cameraclass.h"
|
||||
|
||||
CameraClass::CameraClass()
|
||||
{
|
||||
m_positionX = 0.0f;
|
||||
m_positionY = 0.0f;
|
||||
m_positionZ = 0.0f;
|
||||
|
||||
m_rotationX = 0.0f;
|
||||
m_rotationY = 0.0f;
|
||||
m_rotationZ = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
CameraClass::CameraClass(const CameraClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
CameraClass::~CameraClass()
|
||||
{
|
||||
}
|
||||
|
||||
void CameraClass::SetPosition(float x, float y, float z)
|
||||
{
|
||||
m_positionX = x;
|
||||
m_positionY = y;
|
||||
m_positionZ = z;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void CameraClass::SetRotation(float x, float y, float z)
|
||||
{
|
||||
m_rotationX = x;
|
||||
m_rotationY = y;
|
||||
m_rotationZ = z;
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT3 CameraClass::GetPosition()
|
||||
{
|
||||
return XMFLOAT3(m_positionX, m_positionY, m_positionZ);
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT3 CameraClass::GetRotation()
|
||||
{
|
||||
return XMFLOAT3(m_rotationX, m_rotationY, m_rotationZ);
|
||||
}
|
||||
|
||||
void CameraClass::Render()
|
||||
{
|
||||
XMFLOAT3 up, position, lookAt;
|
||||
XMVECTOR upVector, positionVector, lookAtVector;
|
||||
float yaw, pitch, roll;
|
||||
XMMATRIX rotationMatrix;
|
||||
|
||||
|
||||
// Setup the vector that points upwards.
|
||||
up.x = 0.0f;
|
||||
up.y = 1.0f;
|
||||
up.z = 0.0f;
|
||||
|
||||
// Load it into a XMVECTOR structure.
|
||||
upVector = XMLoadFloat3(&up);
|
||||
|
||||
// Setup the position of the camera in the world.
|
||||
position.x = m_positionX;
|
||||
position.y = m_positionY;
|
||||
position.z = m_positionZ;
|
||||
|
||||
// Load it into a XMVECTOR structure.
|
||||
positionVector = XMLoadFloat3(&position);
|
||||
|
||||
// Setup where the camera is looking by default.
|
||||
lookAt.x = 0.0f;
|
||||
lookAt.y = 0.0f;
|
||||
lookAt.z = 1.0f;
|
||||
|
||||
// Load it into a XMVECTOR structure.
|
||||
lookAtVector = XMLoadFloat3(&lookAt);
|
||||
|
||||
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
|
||||
pitch = m_rotationX * 0.0174532925f;
|
||||
yaw = m_rotationY * 0.0174532925f;
|
||||
roll = m_rotationZ * 0.0174532925f;
|
||||
|
||||
// Create the rotation matrix from the yaw, pitch, and roll values.
|
||||
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
|
||||
|
||||
// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
|
||||
lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
|
||||
upVector = XMVector3TransformCoord(upVector, rotationMatrix);
|
||||
|
||||
// Translate the rotated camera position to the location of the viewer.
|
||||
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
|
||||
|
||||
// Finally create the view matrix from the three updated vectors.
|
||||
m_viewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void CameraClass::GetViewMatrix(XMMATRIX& viewMatrix)
|
||||
{
|
||||
viewMatrix = m_viewMatrix;
|
||||
return;
|
||||
}
|
40
enginecustom/Cameraclass.h
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40
enginecustom/Cameraclass.h
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@ -0,0 +1,40 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: cameraclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _CAMERACLASS_H_
|
||||
#define _CAMERACLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: CameraClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class CameraClass
|
||||
{
|
||||
public:
|
||||
CameraClass();
|
||||
CameraClass(const CameraClass&);
|
||||
~CameraClass();
|
||||
|
||||
void SetPosition(float, float, float);
|
||||
void SetRotation(float, float, float);
|
||||
|
||||
XMFLOAT3 GetPosition();
|
||||
XMFLOAT3 GetRotation();
|
||||
|
||||
void Render();
|
||||
void GetViewMatrix(XMMATRIX&);
|
||||
|
||||
private:
|
||||
float m_positionX, m_positionY, m_positionZ;
|
||||
float m_rotationX, m_rotationY, m_rotationZ;
|
||||
XMMATRIX m_viewMatrix;
|
||||
};
|
||||
|
||||
#endif
|
18
enginecustom/Color.cpp
Normal file
18
enginecustom/Color.cpp
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@ -0,0 +1,18 @@
|
||||
#include "pch.h"
|
||||
#include "Color.h"
|
||||
#if __has_include("Color.g.cpp")
|
||||
#include "Color.g.cpp"
|
||||
#endif
|
||||
|
||||
namespace winrt::enginecustom::implementation
|
||||
{
|
||||
int32_t Color::MyProperty()
|
||||
{
|
||||
throw hresult_not_implemented();
|
||||
}
|
||||
|
||||
void Color::MyProperty(int32_t /*value*/)
|
||||
{
|
||||
throw hresult_not_implemented();
|
||||
}
|
||||
}
|
21
enginecustom/Color.h
Normal file
21
enginecustom/Color.h
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@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "Color.g.h"
|
||||
|
||||
namespace winrt::enginecustom::implementation
|
||||
{
|
||||
struct Color : ColorT<Color>
|
||||
{
|
||||
Color() = default;
|
||||
|
||||
int32_t MyProperty();
|
||||
void MyProperty(int32_t value);
|
||||
};
|
||||
}
|
||||
|
||||
namespace winrt::enginecustom::factory_implementation
|
||||
{
|
||||
struct Color : ColorT<Color, implementation::Color>
|
||||
{
|
||||
};
|
||||
}
|
10
enginecustom/Color.idl
Normal file
10
enginecustom/Color.idl
Normal file
@ -0,0 +1,10 @@
|
||||
namespace enginecustom
|
||||
{
|
||||
[bindable]
|
||||
[default_interface]
|
||||
runtimeclass Color
|
||||
{
|
||||
Color();
|
||||
Int32 MyProperty;
|
||||
}
|
||||
}
|
22
enginecustom/Color.ps
Normal file
22
enginecustom/Color.ps
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@ -0,0 +1,22 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: color.ps
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 ColorPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
return input.color;
|
||||
}
|
50
enginecustom/Color.vs
Normal file
50
enginecustom/Color.vs
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@ -0,0 +1,50 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: color.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType ColorVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the input color for the pixel shader to use.
|
||||
output.color = input.color;
|
||||
|
||||
return output;
|
||||
}
|
326
enginecustom/Colorshaderclass.cpp
Normal file
326
enginecustom/Colorshaderclass.cpp
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@ -0,0 +1,326 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: colorshaderclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "colorshaderclass.h"
|
||||
|
||||
ColorShaderClass::ColorShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
ColorShaderClass::ColorShaderClass(const ColorShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
ColorShaderClass::~ColorShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"../enginecustom/Color.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"../enginecustom/Color.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ColorShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "ColorVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "ColorPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "COLOR";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ColorShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void ColorShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finanly set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ColorShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
56
enginecustom/Colorshaderclass.h
Normal file
56
enginecustom/Colorshaderclass.h
Normal file
@ -0,0 +1,56 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: colorshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _COLORSHADERCLASS_H_
|
||||
#define _COLORSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: ColorShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class ColorShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
ColorShaderClass();
|
||||
ColorShaderClass(const ColorShaderClass&);
|
||||
~ColorShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -1,8 +1,15 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: applicationclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "applicationclass.h"
|
||||
|
||||
|
||||
ApplicationClass::ApplicationClass()
|
||||
{
|
||||
m_Direct3D = 0;
|
||||
m_Camera = 0;
|
||||
m_Model = 0;
|
||||
m_ColorShader = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -18,6 +25,44 @@ ApplicationClass::~ApplicationClass()
|
||||
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the Direct3D object.
|
||||
m_Direct3D = new D3DClass;
|
||||
|
||||
result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the camera object.
|
||||
m_Camera = new CameraClass;
|
||||
|
||||
// Set the initial position of the camera.
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice());
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the color shader object.
|
||||
m_ColorShader = new ColorShaderClass;
|
||||
|
||||
result = m_ColorShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the color shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -25,6 +70,36 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
void ApplicationClass::Shutdown()
|
||||
{
|
||||
// Release the color shader object.
|
||||
if (m_ColorShader)
|
||||
{
|
||||
m_ColorShader->Shutdown();
|
||||
delete m_ColorShader;
|
||||
m_ColorShader = 0;
|
||||
}
|
||||
|
||||
// Release the model object.
|
||||
if (m_Model)
|
||||
{
|
||||
m_Model->Shutdown();
|
||||
delete m_Model;
|
||||
m_Model = 0;
|
||||
}
|
||||
|
||||
// Release the camera object.
|
||||
if (m_Camera)
|
||||
{
|
||||
delete m_Camera;
|
||||
m_Camera = 0;
|
||||
}
|
||||
|
||||
// Release the Direct3D object.
|
||||
if (m_Direct3D)
|
||||
{
|
||||
m_Direct3D->Shutdown();
|
||||
delete m_Direct3D;
|
||||
m_Direct3D = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
@ -32,6 +107,15 @@ void ApplicationClass::Shutdown()
|
||||
|
||||
bool ApplicationClass::Frame()
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Render the graphics scene.
|
||||
result = Render();
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -39,6 +123,33 @@ bool ApplicationClass::Frame()
|
||||
|
||||
bool ApplicationClass::Render()
|
||||
{
|
||||
XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
|
||||
bool result;
|
||||
|
||||
|
||||
// Clear the buffers to begin the scene.
|
||||
m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Generate the view matrix based on the camera's position.
|
||||
m_Camera->Render();
|
||||
|
||||
// Get the world, view, and projection matrices from the camera and d3d objects.
|
||||
m_Direct3D->GetWorldMatrix(worldMatrix);
|
||||
m_Camera->GetViewMatrix(viewMatrix);
|
||||
m_Direct3D->GetProjectionMatrix(projectionMatrix);
|
||||
|
||||
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Render the model using the color shader.
|
||||
result = m_ColorShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Present the rendered scene to the screen.
|
||||
m_Direct3D->EndScene();
|
||||
|
||||
return true;
|
||||
}
|
@ -5,7 +5,10 @@
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <windows.h>
|
||||
#include "cameraclass.h"
|
||||
#include "modelclass.h"
|
||||
#include "colorshaderclass.h"
|
||||
#include "d3dclass.h"
|
||||
|
||||
|
||||
/////////////
|
||||
@ -31,7 +34,10 @@ private:
|
||||
bool Render();
|
||||
|
||||
private:
|
||||
|
||||
D3DClass* m_Direct3D;
|
||||
CameraClass* m_Camera;
|
||||
ModelClass* m_Model;
|
||||
ColorShaderClass* m_ColorShader;
|
||||
};
|
||||
|
||||
#endif
|
507
enginecustom/d3dclass.cpp
Normal file
507
enginecustom/d3dclass.cpp
Normal file
@ -0,0 +1,507 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: d3dclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "d3dclass.h"
|
||||
|
||||
|
||||
D3DClass::D3DClass()
|
||||
{
|
||||
m_swapChain = 0;
|
||||
m_device = 0;
|
||||
m_deviceContext = 0;
|
||||
m_renderTargetView = 0;
|
||||
m_depthStencilBuffer = 0;
|
||||
m_depthStencilState = 0;
|
||||
m_depthStencilView = 0;
|
||||
m_rasterState = 0;
|
||||
}
|
||||
|
||||
|
||||
D3DClass::D3DClass(const D3DClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
D3DClass::~D3DClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
|
||||
{
|
||||
HRESULT result;
|
||||
IDXGIFactory* factory;
|
||||
IDXGIAdapter* adapter;
|
||||
IDXGIOutput* adapterOutput;
|
||||
unsigned int numModes, i, numerator, denominator;
|
||||
unsigned long long stringLength;
|
||||
DXGI_MODE_DESC* displayModeList;
|
||||
DXGI_ADAPTER_DESC adapterDesc;
|
||||
int error;
|
||||
DXGI_SWAP_CHAIN_DESC swapChainDesc;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
ID3D11Texture2D* backBufferPtr;
|
||||
D3D11_TEXTURE2D_DESC depthBufferDesc;
|
||||
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
float fieldOfView, screenAspect;
|
||||
|
||||
|
||||
// Store the vsync setting.
|
||||
m_vsync_enabled = vsync;
|
||||
|
||||
// Create a DirectX graphics interface factory.
|
||||
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Use the factory to create an adapter for the primary graphics interface (video card).
|
||||
result = factory->EnumAdapters(0, &adapter);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Enumerate the primary adapter output (monitor).
|
||||
result = adapter->EnumOutputs(0, &adapterOutput);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
|
||||
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a list to hold all the possible display modes for this monitor/video card combination.
|
||||
displayModeList = new DXGI_MODE_DESC[numModes];
|
||||
if (!displayModeList)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now fill the display mode list structures.
|
||||
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now go through all the display modes and find the one that matches the screen width and height.
|
||||
// When a match is found store the numerator and denominator of the refresh rate for that monitor.
|
||||
for (i = 0; i < numModes; i++)
|
||||
{
|
||||
if (displayModeList[i].Width == (unsigned int)screenWidth)
|
||||
{
|
||||
if (displayModeList[i].Height == (unsigned int)screenHeight)
|
||||
{
|
||||
numerator = displayModeList[i].RefreshRate.Numerator;
|
||||
denominator = displayModeList[i].RefreshRate.Denominator;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get the adapter (video card) description.
|
||||
result = adapter->GetDesc(&adapterDesc);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store the dedicated video card memory in megabytes.
|
||||
m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
|
||||
|
||||
// Convert the name of the video card to a character array and store it.
|
||||
error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the display mode list.
|
||||
delete[] displayModeList;
|
||||
displayModeList = 0;
|
||||
|
||||
// Release the adapter output.
|
||||
adapterOutput->Release();
|
||||
adapterOutput = 0;
|
||||
|
||||
// Release the adapter.
|
||||
adapter->Release();
|
||||
adapter = 0;
|
||||
|
||||
// Release the factory.
|
||||
factory->Release();
|
||||
factory = 0;
|
||||
|
||||
// Initialize the swap chain description.
|
||||
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
|
||||
|
||||
// Set to a single back buffer.
|
||||
swapChainDesc.BufferCount = 1;
|
||||
|
||||
// Set the width and height of the back buffer.
|
||||
swapChainDesc.BufferDesc.Width = screenWidth;
|
||||
swapChainDesc.BufferDesc.Height = screenHeight;
|
||||
|
||||
// Set regular 32-bit surface for the back buffer.
|
||||
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
|
||||
// Set the refresh rate of the back buffer.
|
||||
if (m_vsync_enabled)
|
||||
{
|
||||
swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
|
||||
swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
|
||||
}
|
||||
else
|
||||
{
|
||||
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
|
||||
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
|
||||
}
|
||||
|
||||
// Set the usage of the back buffer.
|
||||
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
|
||||
// Set the handle for the window to render to.
|
||||
swapChainDesc.OutputWindow = hwnd;
|
||||
|
||||
// Turn multisampling off.
|
||||
swapChainDesc.SampleDesc.Count = 1;
|
||||
swapChainDesc.SampleDesc.Quality = 0;
|
||||
|
||||
// Set to full screen or windowed mode.
|
||||
if (fullscreen)
|
||||
{
|
||||
swapChainDesc.Windowed = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
swapChainDesc.Windowed = true;
|
||||
}
|
||||
|
||||
// Set the scan line ordering and scaling to unspecified.
|
||||
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
|
||||
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
|
||||
|
||||
// Discard the back buffer contents after presenting.
|
||||
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
// Don't set the advanced flags.
|
||||
swapChainDesc.Flags = 0;
|
||||
|
||||
// Set the feature level to DirectX 11.
|
||||
featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
|
||||
// Create the swap chain, Direct3D device, and Direct3D device context.
|
||||
result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1,
|
||||
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the pointer to the back buffer.
|
||||
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the render target view with the back buffer pointer.
|
||||
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release pointer to the back buffer as we no longer need it.
|
||||
backBufferPtr->Release();
|
||||
backBufferPtr = 0;
|
||||
|
||||
// Initialize the description of the depth buffer.
|
||||
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
|
||||
|
||||
// Set up the description of the depth buffer.
|
||||
depthBufferDesc.Width = screenWidth;
|
||||
depthBufferDesc.Height = screenHeight;
|
||||
depthBufferDesc.MipLevels = 1;
|
||||
depthBufferDesc.ArraySize = 1;
|
||||
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
depthBufferDesc.SampleDesc.Count = 1;
|
||||
depthBufferDesc.SampleDesc.Quality = 0;
|
||||
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||
depthBufferDesc.CPUAccessFlags = 0;
|
||||
depthBufferDesc.MiscFlags = 0;
|
||||
|
||||
// Create the texture for the depth buffer using the filled out description.
|
||||
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the description of the stencil state.
|
||||
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
|
||||
|
||||
// Set up the description of the stencil state.
|
||||
depthStencilDesc.DepthEnable = true;
|
||||
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||
|
||||
depthStencilDesc.StencilEnable = true;
|
||||
depthStencilDesc.StencilReadMask = 0xFF;
|
||||
depthStencilDesc.StencilWriteMask = 0xFF;
|
||||
|
||||
// Stencil operations if pixel is front-facing.
|
||||
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
|
||||
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
|
||||
// Stencil operations if pixel is back-facing.
|
||||
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
|
||||
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
|
||||
// Create the depth stencil state.
|
||||
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the depth stencil state.
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
|
||||
|
||||
// Initialize the depth stencil view.
|
||||
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
|
||||
|
||||
// Set up the depth stencil view description.
|
||||
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
||||
depthStencilViewDesc.Texture2D.MipSlice = 0;
|
||||
|
||||
// Create the depth stencil view.
|
||||
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Bind the render target view and depth stencil buffer to the output render pipeline.
|
||||
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
|
||||
|
||||
// Setup the raster description which will determine how and what polygons will be drawn.
|
||||
rasterDesc.AntialiasedLineEnable = false;
|
||||
rasterDesc.CullMode = D3D11_CULL_BACK;
|
||||
rasterDesc.DepthBias = 0;
|
||||
rasterDesc.DepthBiasClamp = 0.0f;
|
||||
rasterDesc.DepthClipEnable = true;
|
||||
rasterDesc.FillMode = D3D11_FILL_SOLID;
|
||||
rasterDesc.FrontCounterClockwise = false;
|
||||
rasterDesc.MultisampleEnable = false;
|
||||
rasterDesc.ScissorEnable = false;
|
||||
rasterDesc.SlopeScaledDepthBias = 0.0f;
|
||||
|
||||
// Create the rasterizer state from the description we just filled out.
|
||||
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now set the rasterizer state.
|
||||
m_deviceContext->RSSetState(m_rasterState);
|
||||
|
||||
// Setup the viewport for rendering.
|
||||
m_viewport.Width = (float)screenWidth;
|
||||
m_viewport.Height = (float)screenHeight;
|
||||
m_viewport.MinDepth = 0.0f;
|
||||
m_viewport.MaxDepth = 1.0f;
|
||||
m_viewport.TopLeftX = 0.0f;
|
||||
m_viewport.TopLeftY = 0.0f;
|
||||
|
||||
// Create the viewport.
|
||||
m_deviceContext->RSSetViewports(1, &m_viewport);
|
||||
|
||||
// Setup the projection matrix.
|
||||
fieldOfView = 3.141592654f / 4.0f;
|
||||
screenAspect = (float)screenWidth / (float)screenHeight;
|
||||
|
||||
// Create the projection matrix for 3D rendering.
|
||||
m_projectionMatrix = XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth);
|
||||
|
||||
// Initialize the world matrix to the identity matrix.
|
||||
m_worldMatrix = XMMatrixIdentity();
|
||||
|
||||
// Create an orthographic projection matrix for 2D rendering.
|
||||
m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::Shutdown()
|
||||
{
|
||||
// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
|
||||
if (m_swapChain)
|
||||
{
|
||||
m_swapChain->SetFullscreenState(false, NULL);
|
||||
}
|
||||
|
||||
if (m_rasterState)
|
||||
{
|
||||
m_rasterState->Release();
|
||||
m_rasterState = 0;
|
||||
}
|
||||
|
||||
if (m_depthStencilView)
|
||||
{
|
||||
m_depthStencilView->Release();
|
||||
m_depthStencilView = 0;
|
||||
}
|
||||
|
||||
if (m_depthStencilState)
|
||||
{
|
||||
m_depthStencilState->Release();
|
||||
m_depthStencilState = 0;
|
||||
}
|
||||
|
||||
if (m_depthStencilBuffer)
|
||||
{
|
||||
m_depthStencilBuffer->Release();
|
||||
m_depthStencilBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_renderTargetView)
|
||||
{
|
||||
m_renderTargetView->Release();
|
||||
m_renderTargetView = 0;
|
||||
}
|
||||
|
||||
if (m_deviceContext)
|
||||
{
|
||||
m_deviceContext->Release();
|
||||
m_deviceContext = 0;
|
||||
}
|
||||
|
||||
if (m_device)
|
||||
{
|
||||
m_device->Release();
|
||||
m_device = 0;
|
||||
}
|
||||
|
||||
if (m_swapChain)
|
||||
{
|
||||
m_swapChain->Release();
|
||||
m_swapChain = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::BeginScene(float red, float green, float blue, float alpha)
|
||||
{
|
||||
float color[4];
|
||||
|
||||
|
||||
// Setup the color to clear the buffer to.
|
||||
color[0] = red;
|
||||
color[1] = green;
|
||||
color[2] = blue;
|
||||
color[3] = alpha;
|
||||
|
||||
// Clear the back buffer.
|
||||
m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
|
||||
|
||||
// Clear the depth buffer.
|
||||
m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::EndScene()
|
||||
{
|
||||
// Present the back buffer to the screen since rendering is complete.
|
||||
if (m_vsync_enabled)
|
||||
{
|
||||
// Lock to screen refresh rate.
|
||||
m_swapChain->Present(1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Present as fast as possible.
|
||||
m_swapChain->Present(0, 0);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
ID3D11Device* D3DClass::GetDevice()
|
||||
{
|
||||
return m_device;
|
||||
}
|
||||
|
||||
|
||||
ID3D11DeviceContext* D3DClass::GetDeviceContext()
|
||||
{
|
||||
return m_deviceContext;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::GetProjectionMatrix(XMMATRIX& projectionMatrix)
|
||||
{
|
||||
projectionMatrix = m_projectionMatrix;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::GetWorldMatrix(XMMATRIX& worldMatrix)
|
||||
{
|
||||
worldMatrix = m_worldMatrix;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::GetOrthoMatrix(XMMATRIX& orthoMatrix)
|
||||
{
|
||||
orthoMatrix = m_orthoMatrix;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
|
||||
{
|
||||
strcpy_s(cardName, 128, m_videoCardDescription);
|
||||
memory = m_videoCardMemory;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::SetBackBufferRenderTarget()
|
||||
{
|
||||
// Bind the render target view and depth stencil buffer to the output render pipeline.
|
||||
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::ResetViewport()
|
||||
{
|
||||
// Set the viewport.
|
||||
m_deviceContext->RSSetViewports(1, &m_viewport);
|
||||
|
||||
return;
|
||||
}
|
70
enginecustom/d3dclass.h
Normal file
70
enginecustom/d3dclass.h
Normal file
@ -0,0 +1,70 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: d3dclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _D3DCLASS_H_
|
||||
#define _D3DCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// LINKING //
|
||||
/////////////
|
||||
#pragma comment(lib, "d3d11.lib")
|
||||
#pragma comment(lib, "dxgi.lib")
|
||||
#pragma comment(lib, "d3dcompiler.lib")
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: D3DClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class D3DClass
|
||||
{
|
||||
public:
|
||||
D3DClass();
|
||||
D3DClass(const D3DClass&);
|
||||
~D3DClass();
|
||||
|
||||
bool Initialize(int, int, bool, HWND, bool, float, float);
|
||||
void Shutdown();
|
||||
|
||||
void BeginScene(float, float, float, float);
|
||||
void EndScene();
|
||||
|
||||
ID3D11Device* GetDevice();
|
||||
ID3D11DeviceContext* GetDeviceContext();
|
||||
|
||||
void GetProjectionMatrix(XMMATRIX&);
|
||||
void GetWorldMatrix(XMMATRIX&);
|
||||
void GetOrthoMatrix(XMMATRIX&);
|
||||
|
||||
void GetVideoCardInfo(char*, int&);
|
||||
|
||||
void SetBackBufferRenderTarget();
|
||||
void ResetViewport();
|
||||
|
||||
private:
|
||||
bool m_vsync_enabled;
|
||||
int m_videoCardMemory;
|
||||
char m_videoCardDescription[128];
|
||||
IDXGISwapChain* m_swapChain;
|
||||
ID3D11Device* m_device;
|
||||
ID3D11DeviceContext* m_deviceContext;
|
||||
ID3D11RenderTargetView* m_renderTargetView;
|
||||
ID3D11Texture2D* m_depthStencilBuffer;
|
||||
ID3D11DepthStencilState* m_depthStencilState;
|
||||
ID3D11DepthStencilView* m_depthStencilView;
|
||||
ID3D11RasterizerState* m_rasterState;
|
||||
XMMATRIX m_projectionMatrix;
|
||||
XMMATRIX m_worldMatrix;
|
||||
XMMATRIX m_orthoMatrix;
|
||||
D3D11_VIEWPORT m_viewport;
|
||||
};
|
||||
|
||||
#endif
|
@ -1,5 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props" Condition="Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props')" />
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
@ -20,15 +21,44 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
<ClCompile Include="inputclass.cpp" />
|
||||
<ClCompile Include="Main.cpp" />
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
<ClInclude Include="inputclass.h" />
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="systemclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Color.ps">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<FileType>Document</FileType>
|
||||
</None>
|
||||
<None Include="Color.vs">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<FileType>Document</FileType>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
@ -139,5 +169,13 @@
|
||||
</ItemDefinitionGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
<Import Project="..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets" Condition="Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets')" />
|
||||
</ImportGroup>
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>Ce projet fait référence à des packages NuGet qui sont manquants sur cet ordinateur. Utilisez l'option de restauration des packages NuGet pour les télécharger. Pour plus d'informations, consultez http://go.microsoft.com/fwlink/?LinkID=322105. Le fichier manquant est : {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props'))" />
|
||||
<Error Condition="!Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets'))" />
|
||||
</Target>
|
||||
</Project>
|
@ -13,6 +13,9 @@
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="shader">
|
||||
<UniqueIdentifier>{b016e481-576e-4d99-bdde-34cc10c55b1d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Main.cpp">
|
||||
@ -27,6 +30,18 @@
|
||||
<ClCompile Include="applicationclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="d3dclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Colorshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="modelclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Cameraclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="systemclass.h">
|
||||
@ -38,5 +53,26 @@
|
||||
<ClInclude Include="applicationclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="d3dclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Colorshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="modelclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Cameraclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
<None Include="Color.ps">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="Color.vs">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
199
enginecustom/modelclass.cpp
Normal file
199
enginecustom/modelclass.cpp
Normal file
@ -0,0 +1,199 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: modelclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "modelclass.h"
|
||||
|
||||
|
||||
ModelClass::ModelClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
ModelClass::ModelClass(const ModelClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Initialize the vertex and index buffers.
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
int ModelClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
|
||||
bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
|
||||
|
||||
// Set the number of vertices in the vertex array.
|
||||
m_vertexCount = 3;
|
||||
|
||||
// Set the number of indices in the index array.
|
||||
m_indexCount = 3;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
if (!vertices)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
if (!indices)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the vertex array with data.
|
||||
vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
|
||||
vertices[0].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
|
||||
vertices[1].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
|
||||
vertices[2].color = XMFLOAT4(0.0f, 1.0f, 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.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = 0;
|
||||
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 create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the static 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 ModelClass::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;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::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;
|
||||
}
|
49
enginecustom/modelclass.h
Normal file
49
enginecustom/modelclass.h
Normal file
@ -0,0 +1,49 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: modelclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _MODELCLASS_H_
|
||||
#define _MODELCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: ModelClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class ModelClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT4 color;
|
||||
};
|
||||
|
||||
public:
|
||||
ModelClass();
|
||||
ModelClass(const ModelClass&);
|
||||
~ModelClass();
|
||||
|
||||
bool Initialize(ID3D11Device*);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount;
|
||||
};
|
||||
|
||||
#endif
|
4
enginecustom/packages.config
Normal file
4
enginecustom/packages.config
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Microsoft.Windows.CppWinRT" version="2.0.220531.1" targetFramework="native" />
|
||||
</packages>
|
Loading…
x
Reference in New Issue
Block a user