#include "applicationclass.h" ApplicationClass::ApplicationClass() { m_Direct3D = 0; m_Camera = 0; m_MultiTextureShader = 0; m_Model = 0; m_LightShader = 0; m_Light = 0; m_TextureShader = 0; m_Bitmap = 0; m_Sprite = 0; m_Timer = 0; m_Lights = 0; m_FontShader = 0; m_Font = 0; m_TextString1 = 0; m_TextString2 = 0; m_TextString3 = 0; m_Fps = 0; m_FpsString = 0; } ApplicationClass::ApplicationClass(const ApplicationClass& other) { } ApplicationClass::~ApplicationClass() { } bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) { char testString1[32], testString2[32], testString3[32]; char modelFilename[128]; char textureFilename1[128], textureFilename2[128]; char bitmapFilename[128]; char spriteFilename[128]; char fpsString[32]; bool result; // Create the Direct3D object. m_Direct3D = new D3DClass; if (!m_Direct3D) { return false; } 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; } GenerateTerrain(); // Create the camera object. m_Camera = new CameraClass; if (!m_Camera) { return false; } // Set the initial position of the camera. m_Camera->SetPosition(0.0f, 0.0f, -12.0f); m_Camera->SetRotation(0.0f, 0.0f, 0.0f); // Create and initialize the font shader object. m_FontShader = new FontShaderClass; result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd); if (!result) { MessageBox(hwnd, L"Could not initialize the font shader object.", L"Error", MB_OK); return false; } // Create and initialize the font object. m_Font = new FontClass; result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0); if (!result) { return false; } // Set the strings we want to display. strcpy_s(testString1, "Yo"); strcpy_s(testString2, "Les"); strcpy_s(testString3, "Noobs !"); // Create and initialize the first text object. m_TextString1 = new TextClass; result = m_TextString1->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString1, 25, screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 1.0f); if (!result) { return false; } // Create and initialize the second text object. m_TextString2 = new TextClass; result = m_TextString2->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString2, 250, screenHeight / 2 - m_Font->GetFontHeight(), 0.0f, 1.0f, 1.0f); if (!result) { return false; } // Create and initialize the second text object. m_TextString3 = new TextClass; result = m_TextString3->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString3, screenWidth / 2 - m_Font->GetSentencePixelLength(testString3), screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 0.0f); if (!result) { return false; } // Create and initialize the texture shader object. m_TextureShader = new TextureShaderClass; result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd); if (!result) { MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK); return false; } // Set the sprite info file we will be using. strcpy_s(spriteFilename, "sprite_data_01.txt"); // Create and initialize the sprite object. m_Sprite = new SpriteClass; result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50); if (!result) { return false; } // Create and initialize the timer object. m_Timer = new TimerClass; result = m_Timer->Initialize(); if (!result) { return false; } // Set the file name of the bitmap file. strcpy_s(bitmapFilename, "stone01.tga"); // Create and initialize the bitmap object. m_Bitmap = new BitmapClass; result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50); if (!result) { return false; } // Create and initialize the multitexture shader object. m_MultiTextureShader = new MultiTextureShaderClass; result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd); if (!result) { MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK); return false; } // Set the file name of the model. strcpy_s(modelFilename, "plane.txt"); // Set the file name of the textures. strcpy_s(textureFilename1, "stone01.tga"); strcpy_s(textureFilename2, "moss01.tga"); // Create and initialize the model object. m_Model = new ModelClass; result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2); if (!result) { MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK); return false; } // Create and initialize the light shader object. m_LightShader = new LightShaderClass; result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd); if (!result) { MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK); return false; } // Set the number of lights we will use. m_numLights = 4; // Create and initialize the light objects array. m_Lights = new LightClass[m_numLights]; // Manually set the color and position of each light. m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f); m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f); m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f); m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f); // Create and initialize the fps object. m_Fps = new FpsClass(); m_Fps->Initialize(); // Set the initial fps and fps string. m_previousFps = -1; strcpy_s(fpsString, "Fps: 0"); // Create and initialize the text object for the fps string. m_FpsString = new TextClass; result = m_FpsString->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, fpsString, 10, 10, 0.0f, 1.0f, 0.0f); if (!result) { return false; } return true; } void ApplicationClass::Shutdown() { // Release the text object for the fps string. if (m_FpsString) { m_FpsString->Shutdown(); delete m_FpsString; m_FpsString = 0; } // Release the fps object. if (m_Fps) { delete m_Fps; m_Fps = 0; } // Release the text string objects. if (m_TextString3) { m_TextString3->Shutdown(); delete m_TextString3; m_TextString3 = 0; } if (m_TextString2) { m_TextString2->Shutdown(); delete m_TextString2; m_TextString2 = 0; } if (m_TextString1) { m_TextString1->Shutdown(); delete m_TextString1; m_TextString1 = 0; } // Release the font object. if (m_Font) { m_Font->Shutdown(); delete m_Font; m_Font = 0; } // Release the font shader object. if (m_FontShader) { m_FontShader->Shutdown(); delete m_FontShader; m_FontShader = 0; } // Release the timer object. if (m_Timer) { delete m_Timer; m_Timer = 0; } // Release the sprite object. if (m_Sprite) { m_Sprite->Shutdown(); delete m_Sprite; m_Sprite = 0; } // Release the light objects. if(m_Lights) { delete [] m_Lights; m_Lights = 0; } // Release the light shader object. if (m_LightShader) { m_LightShader->Shutdown(); delete m_LightShader; m_LightShader = 0; } // Release the light shader object. if (m_LightShader) { m_LightShader->Shutdown(); delete m_LightShader; m_LightShader = 0; } // Release the model object. if (m_Model) { m_Model->Shutdown(); delete m_Model; m_Model = 0; } // Liberez la memoire pour chaque cube for (auto cube : m_cubes) { cube->Shutdown(); delete cube; } m_cubes.clear(); // Liberez la memoire pour chaque cube du terrain for (auto cube : m_terrainChunk) { cube->Shutdown(); delete cube; } m_terrainChunk.clear(); for (auto object : m_object) { object->Shutdown(); delete object; } m_object.clear(); // Release the multitexture shader object. if (m_MultiTextureShader) { m_MultiTextureShader->Shutdown(); delete m_MultiTextureShader; m_MultiTextureShader = 0; // Release the bitmap object. if (m_Bitmap) { m_Bitmap->Shutdown(); delete m_Bitmap; m_Bitmap = 0; } // Release the texture shader object. if (m_TextureShader) { m_TextureShader->Shutdown(); delete m_TextureShader; m_TextureShader = 0; } // Release the camera object. if (m_Camera) { delete m_Camera; m_Camera = 0; } // Release the D3D object. if (m_Direct3D) { m_Direct3D->Shutdown(); delete m_Direct3D; m_Direct3D = 0; } return; } } bool ApplicationClass::Frame() { float frameTime; static float rotation = 0.0f; static float x = 2.f; static float y = 0.f; static float z = 0.f; bool result; // Update the frames per second each frame. result = UpdateFps(); if (!result) { return false; } // Update the rotation variable each frame. rotation -= 0.0174532925f * speed; if (rotation < 0.0f) { rotation += 360.0f; } // Update the x position variable each frame. x -= 0.0174532925f * 0.54672f; y -= 0.0174532925f * 0.8972f; // Update the z position variable each frame. z -= 0.0174532925f * 0.8972f; // Render the graphics scene. result = Render(rotation, x, y, z); if (!result) { return false; } // Update the system stats. m_Timer->Frame(); // Get the current frame time. frameTime = m_Timer->GetTime(); // Update the sprite object using the frame time. m_Sprite->Update(frameTime); return true; } bool ApplicationClass::Render(float rotation, float x, float y, float z) { XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix; XMFLOAT4 diffuseColor[4], lightPosition[4]; int i; 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); viewMatrix = m_Camera->GetViewMatrix(); m_Direct3D->GetProjectionMatrix(projectionMatrix); m_Direct3D->GetOrthoMatrix(orthoMatrix); // Disable the Z buffer and enable alpha blending for 2D rendering. m_Direct3D->TurnZBufferOff(); m_Direct3D->EnableAlphaBlending(); // Render the fps text string using the font shader. m_FpsString->Render(m_Direct3D->GetDeviceContext()); result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_FpsString->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Font->GetTexture(), m_FpsString->GetPixelColor()); if (!result) { return false; } // Render the first text string using the font shader. m_TextString1->Render(m_Direct3D->GetDeviceContext()); result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString1->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Font->GetTexture(), m_TextString1->GetPixelColor()); if (!result) { return false; } // Render the second text string using the font shader. m_TextString2->Render(m_Direct3D->GetDeviceContext()); result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString2->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Font->GetTexture(), m_TextString2->GetPixelColor()); if (!result) { return false; } // Render the second text string using the font shader. m_TextString3->Render(m_Direct3D->GetDeviceContext()); result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString3->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Font->GetTexture(), m_TextString3->GetPixelColor()); if (!result) { return false; } // Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing. result = m_Sprite->Render(m_Direct3D->GetDeviceContext()); if (!result) { return false; } // Render the sprite with the texture shader. result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture()); if (!result) { return false; } // Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. result = m_Bitmap->Render(m_Direct3D->GetDeviceContext()); if (!result) { return false; } m_Bitmap->SetRenderLocation(1200, 50); // Render the bitmap with the texture shader. result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture()); if (!result) { return false; } // Get the light properties. for (i = 0; i < m_numLights; i++) { // Create the diffuse color array from the four light colors. diffuseColor[i] = m_Lights[i].GetDiffuseColor(); // Create the light position array from the four light positions. lightPosition[i] = m_Lights[i].GetPosition(); } // Render the model using the multitexture shader. m_Model->Render(m_Direct3D->GetDeviceContext()); scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix. rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix. translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix. // Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix. srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); // Get the light properties. for (i = 0; i < m_numLights; i++) { // Create the diffuse color array from the four light colors. diffuseColor[i] = m_Lights[i].GetDiffuseColor(); // Create the light position array from the four light positions. lightPosition[i] = m_Lights[i].GetPosition(); } scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix. rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix. translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix. // Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix. srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); // 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 light shader. result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); for (auto cube : m_cubes) { scaleMatrix = cube->GetScaleMatrix(); if (cube->m_demoSpinning) rotateMatrix = XMMatrixRotationY(rotation); else { rotateMatrix = cube->GetRotateMatrix(); } translateMatrix = cube->GetTranslateMatrix(); srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); cube->Render(m_Direct3D->GetDeviceContext()); result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); if (!result) { return false; } } for (auto object : m_object) { scaleMatrix = object->GetScaleMatrix(); if (object->m_demoSpinning) rotateMatrix = XMMatrixRotationY(rotation); else { rotateMatrix = object->GetRotateMatrix(); } translateMatrix = object->GetTranslateMatrix(); srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); object->Render(m_Direct3D->GetDeviceContext()); result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); if (!result) { return false; } } // Render terrain for (auto chunk : m_terrainChunk) { scaleMatrix = chunk->GetScaleMatrix(); rotateMatrix = chunk->GetRotateMatrix(); translateMatrix = chunk->GetTranslateMatrix(); srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); chunk->Render(m_Direct3D->GetDeviceContext()); result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); if (!result) { return false; } } // Render the model using the multitexture shader. //result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, // m_Model->GetTexture(0), m_Model->GetTexture(1)); if (!result) { return false; } if (!result) { return false; } // Enable the Z buffer and disable alpha blending now that 2D rendering is complete. m_Direct3D->TurnZBufferOn(); m_Direct3D->DisableAlphaBlending(); // Present the rendered scene to the screen. m_Direct3D->EndScene(); return true; } D3DClass* ApplicationClass::GetDirect3D() { return m_Direct3D; } int ApplicationClass::GetScreenWidth() const { return GetSystemMetrics(SM_CXSCREEN); } int ApplicationClass::GetScreenHeight() const { return GetSystemMetrics(SM_CYSCREEN); } void ApplicationClass::GenerateTerrain() { char modelFilename[128]; char textureFilename[128]; char textureFilename2[128]; // Set the file name of the model. strcpy_s(modelFilename, "plane.txt"); strcpy_s(textureFilename, "stone01.tga"); strcpy_s(textureFilename2, "moss01.tga"); // for loop to generate terrain chunks for a 10x10 grid for (int i = -5; i < 5; i++) { for (int j = -5; j < 5; j++) { Object* newTerrain = new Object(); newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2); newTerrain->SetTranslateMatrix(XMMatrixTranslation(i*10, -5.0f, j*10)); m_terrainChunk.push_back(newTerrain); } } } void ApplicationClass::AddKobject(WCHAR* filepath) { char modelFilename[128]; char textureFilename[128]; char textureFilename2[128]; filesystem::path p(filepath); string filename = p.stem().string(); size_t convertedChars = 0; wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath, _TRUNCATE); // Set the name of the texture file that we will be loading. strcpy_s(textureFilename, "stone01.tga"); strcpy_s(textureFilename2, "moss01.tga"); Object* newObject = new Object(); newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2); newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f)); newObject->SetName(filename); m_object.push_back(newObject); } void ApplicationClass::AddCube() { char modelFilename[128]; char textureFilename[128]; char textureFilename2[128]; // Set the file name of the model. strcpy_s(modelFilename, "cube.txt"); // Set the name of the texture file that we will be loading. strcpy_s(textureFilename, "stone01.tga"); strcpy_s(textureFilename2, "moss01.tga"); static int cubeCount = 0; float position = cubeCount * 2.0f; Object* newCube = new Object(); newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2); newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f)); m_cubes.push_back(newCube); } void ApplicationClass::DeleteKobject(int index) { if (index < m_object.size()) { m_object[index]->Shutdown(); delete m_object[index]; m_object.erase(m_object.begin() + index); } } void ApplicationClass::DeleteTerrain() { for (auto cube : m_terrainChunk) { cube->Shutdown(); delete cube; } m_terrainChunk.clear(); } bool ApplicationClass::UpdateFps() { int fps; char tempString[16], finalString[16]; float red, green, blue; bool result; // Update the fps each frame. m_Fps->Frame(); // Get the current fps. fps = m_Fps->GetFps(); // Check if the fps from the previous frame was the same, if so don't need to update the text string. if (m_previousFps == fps) { return true; } // Store the fps for checking next frame. m_previousFps = fps; // Truncate the fps to below 100,000. if (fps > 99999) { fps = 99999; } // Convert the fps integer to string format. sprintf_s(tempString, "%d", fps); // Setup the fps string. strcpy_s(finalString, "Fps: "); strcat_s(finalString, tempString); // If fps is 60 or above set the fps color to green. if (fps >= 60) { red = 0.0f; green = 1.0f; blue = 0.0f; } // If fps is below 60 set the fps color to yellow. if (fps < 60) { red = 1.0f; green = 1.0f; blue = 0.0f; } // If fps is below 30 set the fps color to red. if (fps < 30) { red = 1.0f; green = 0.0f; blue = 0.0f; } // Update the sentence vertex buffer with the new string information. result = m_FpsString->UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 10, red, green, blue); if (!result) { return false; } return true; }