los triangle
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112
enginecustom/Cameraclass.cpp
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112
enginecustom/Cameraclass.cpp
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@ -0,0 +1,112 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: cameraclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "cameraclass.h"
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CameraClass::CameraClass()
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{
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m_positionX = 0.0f;
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m_positionY = 0.0f;
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m_positionZ = 0.0f;
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m_rotationX = 0.0f;
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m_rotationY = 0.0f;
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m_rotationZ = 0.0f;
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}
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CameraClass::CameraClass(const CameraClass& other)
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{
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}
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CameraClass::~CameraClass()
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{
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}
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void CameraClass::SetPosition(float x, float y, float z)
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{
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m_positionX = x;
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m_positionY = y;
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m_positionZ = z;
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return;
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}
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void CameraClass::SetRotation(float x, float y, float z)
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{
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m_rotationX = x;
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m_rotationY = y;
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m_rotationZ = z;
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return;
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}
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XMFLOAT3 CameraClass::GetPosition()
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{
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return XMFLOAT3(m_positionX, m_positionY, m_positionZ);
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}
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XMFLOAT3 CameraClass::GetRotation()
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{
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return XMFLOAT3(m_rotationX, m_rotationY, m_rotationZ);
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}
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void CameraClass::Render()
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{
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XMFLOAT3 up, position, lookAt;
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XMVECTOR upVector, positionVector, lookAtVector;
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float yaw, pitch, roll;
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XMMATRIX rotationMatrix;
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// Setup the vector that points upwards.
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up.x = 0.0f;
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up.y = 1.0f;
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up.z = 0.0f;
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// Load it into a XMVECTOR structure.
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upVector = XMLoadFloat3(&up);
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// Setup the position of the camera in the world.
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position.x = m_positionX;
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position.y = m_positionY;
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position.z = m_positionZ;
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// Load it into a XMVECTOR structure.
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positionVector = XMLoadFloat3(&position);
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// Setup where the camera is looking by default.
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lookAt.x = 0.0f;
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lookAt.y = 0.0f;
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lookAt.z = 1.0f;
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// Load it into a XMVECTOR structure.
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lookAtVector = XMLoadFloat3(&lookAt);
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// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
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pitch = m_rotationX * 0.0174532925f;
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yaw = m_rotationY * 0.0174532925f;
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roll = m_rotationZ * 0.0174532925f;
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// Create the rotation matrix from the yaw, pitch, and roll values.
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rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
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// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
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lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
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upVector = XMVector3TransformCoord(upVector, rotationMatrix);
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// Translate the rotated camera position to the location of the viewer.
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lookAtVector = XMVectorAdd(positionVector, lookAtVector);
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// Finally create the view matrix from the three updated vectors.
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m_viewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
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return;
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}
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void CameraClass::GetViewMatrix(XMMATRIX& viewMatrix)
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{
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viewMatrix = m_viewMatrix;
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return;
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}
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40
enginecustom/Cameraclass.h
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40
enginecustom/Cameraclass.h
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@ -0,0 +1,40 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: cameraclass.h
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _CAMERACLASS_H_
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#define _CAMERACLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include <directxmath.h>
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using namespace DirectX;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: CameraClass
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////////////////////////////////////////////////////////////////////////////////
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class CameraClass
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{
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public:
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CameraClass();
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CameraClass(const CameraClass&);
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~CameraClass();
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void SetPosition(float, float, float);
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void SetRotation(float, float, float);
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XMFLOAT3 GetPosition();
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XMFLOAT3 GetRotation();
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void Render();
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void GetViewMatrix(XMMATRIX&);
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private:
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float m_positionX, m_positionY, m_positionZ;
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float m_rotationX, m_rotationY, m_rotationZ;
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XMMATRIX m_viewMatrix;
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};
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#endif
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@ -30,14 +30,14 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"../Engine/color.vs");
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error = wcscpy_s(vsFilename, 128, L"../enginecustom/Color.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"../Engine/color.ps");
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error = wcscpy_s(psFilename, 128, L"../enginecustom/Color.ps");
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if (error != 0)
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{
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return false;
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@ -200,4 +200,127 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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}
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return true;
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}
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void ColorShaderClass::ShutdownShader()
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{
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// Release the matrix constant buffer.
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if (m_matrixBuffer)
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{
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m_matrixBuffer->Release();
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m_matrixBuffer = 0;
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}
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// Release the layout.
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if (m_layout)
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{
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m_layout->Release();
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m_layout = 0;
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}
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// Release the pixel shader.
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if (m_pixelShader)
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{
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m_pixelShader->Release();
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m_pixelShader = 0;
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}
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// Release the vertex shader.
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if (m_vertexShader)
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{
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m_vertexShader->Release();
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m_vertexShader = 0;
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}
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return;
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}
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void ColorShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
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{
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char* compileErrors;
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unsigned long long bufferSize, i;
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ofstream fout;
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// Get a pointer to the error message text buffer.
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compileErrors = (char*)(errorMessage->GetBufferPointer());
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// Get the length of the message.
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bufferSize = errorMessage->GetBufferSize();
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// Open a file to write the error message to.
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fout.open("shader-error.txt");
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// Write out the error message.
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for (i = 0; i < bufferSize; i++)
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{
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fout << compileErrors[i];
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}
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// Close the file.
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fout.close();
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// Release the error message.
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errorMessage->Release();
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errorMessage = 0;
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// Pop a message up on the screen to notify the user to check the text file for compile errors.
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MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
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return;
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}
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bool ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix)
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{
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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MatrixBufferType* dataPtr;
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unsigned int bufferNumber;
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// Transpose the matrices to prepare them for the shader.
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worldMatrix = XMMatrixTranspose(worldMatrix);
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viewMatrix = XMMatrixTranspose(viewMatrix);
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projectionMatrix = XMMatrixTranspose(projectionMatrix);
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// Lock the constant buffer so it can be written to.
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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return false;
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr = (MatrixBufferType*)mappedResource.pData;
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// Copy the matrices into the constant buffer.
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dataPtr->world = worldMatrix;
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dataPtr->view = viewMatrix;
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dataPtr->projection = projectionMatrix;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_matrixBuffer, 0);
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// Set the position of the constant buffer in the vertex shader.
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bufferNumber = 0;
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// Finanly set the constant buffer in the vertex shader with the updated values.
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deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
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return true;
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}
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void ColorShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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{
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// Set the vertex input layout.
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deviceContext->IASetInputLayout(m_layout);
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// Set the vertex and pixel shaders that will be used to render this triangle.
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deviceContext->VSSetShader(m_vertexShader, NULL, 0);
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deviceContext->PSSetShader(m_pixelShader, NULL, 0);
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// Render the triangle.
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deviceContext->DrawIndexed(indexCount, 0, 0);
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return;
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}
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@ -1,9 +1,15 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: applicationclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "applicationclass.h"
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ApplicationClass::ApplicationClass()
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{
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_ColorShader = 0;
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}
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@ -31,12 +37,62 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
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return false;
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}
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// Create the camera object.
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m_Camera = new CameraClass;
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// Set the initial position of the camera.
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m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
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// Create and initialize the model object.
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m_Model = new ModelClass;
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result = m_Model->Initialize(m_Direct3D->GetDevice());
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the color shader object.
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m_ColorShader = new ColorShaderClass;
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result = m_ColorShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the color shader object.", L"Error", MB_OK);
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return false;
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}
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return true;
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}
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void ApplicationClass::Shutdown()
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{
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// Release the color shader object.
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if (m_ColorShader)
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{
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m_ColorShader->Shutdown();
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delete m_ColorShader;
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m_ColorShader = 0;
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}
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// Release the model object.
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if (m_Model)
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{
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m_Model->Shutdown();
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delete m_Model;
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m_Model = 0;
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}
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// Release the camera object.
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if (m_Camera)
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{
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delete m_Camera;
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m_Camera = 0;
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}
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// Release the Direct3D object.
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if (m_Direct3D)
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{
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@ -60,17 +116,40 @@ bool ApplicationClass::Frame()
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{
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return false;
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}
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return true;
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}
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bool ApplicationClass::Render()
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{
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// Clear the buffers to begin the scene.
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m_Direct3D->BeginScene(255.0f, 255.0f, 0.0f, 1.0f);
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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bool result;
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// Clear the buffers to begin the scene.
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m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
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// Generate the view matrix based on the camera's position.
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m_Camera->Render();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the color shader.
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result = m_ColorShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
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if (!result)
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{
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return false;
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}
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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return true;
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}
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@ -5,9 +5,12 @@
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//////////////
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// INCLUDES //
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//////////////
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#include <windows.h>
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#include "cameraclass.h"
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#include "modelclass.h"
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#include "colorshaderclass.h"
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#include "d3dclass.h"
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/////////////
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// GLOBALS //
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/////////////
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@ -32,6 +35,9 @@ private:
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private:
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D3DClass* m_Direct3D;
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CameraClass* m_Camera;
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ModelClass* m_Model;
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ColorShaderClass* m_ColorShader;
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};
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#endif
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@ -21,35 +21,43 @@
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="applicationclass.cpp" />
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<ClCompile Include="Cameraclass.cpp" />
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<ClCompile Include="Colorshaderclass.cpp" />
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<ClCompile Include="d3dclass.cpp" />
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<ClCompile Include="inputclass.cpp" />
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<ClCompile Include="Main.cpp" />
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<ClCompile Include="modelclass.cpp" />
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||||
<ClCompile Include="Systemclass.cpp" />
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||||
</ItemGroup>
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||||
<ItemGroup>
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||||
<ClInclude Include="applicationclass.h" />
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<ClInclude Include="Cameraclass.h" />
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<ClInclude Include="Colorshaderclass.h" />
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||||
<ClInclude Include="d3dclass.h" />
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||||
<ClInclude Include="inputclass.h" />
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||||
<ClInclude Include="modelclass.h" />
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||||
<ClInclude Include="systemclass.h" />
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||||
</ItemGroup>
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||||
<ItemGroup>
|
||||
<None Include="packages.config" />
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||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Color.ps.hlsl">
|
||||
<None Include="Color.ps">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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||||
</FxCompile>
|
||||
<FxCompile Include="Color.vs.hlsl">
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||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
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||||
<FileType>Document</FileType>
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||||
</None>
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||||
<None Include="Color.vs">
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||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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||||
</FxCompile>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
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||||
<FileType>Document</FileType>
|
||||
</None>
|
||||
</ItemGroup>
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||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
|
@ -36,6 +36,12 @@
|
||||
<ClCompile Include="Colorshaderclass.cpp">
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||||
<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">
|
||||
@ -53,16 +59,20 @@
|
||||
<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" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Color.ps.hlsl">
|
||||
<None Include="Color.ps">
|
||||
<Filter>shader</Filter>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Color.vs.hlsl">
|
||||
</None>
|
||||
<None Include="Color.vs">
|
||||
<Filter>shader</Filter>
|
||||
</FxCompile>
|
||||
</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
|
Loading…
x
Reference in New Issue
Block a user