#include "bitmapclass.h" BitmapClass::BitmapClass() { m_vertexBuffer = 0; m_indexBuffer = 0; m_Texture = 0; } BitmapClass::BitmapClass(const BitmapClass& other) { } BitmapClass::~BitmapClass() { } bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY) { Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__, Logger::LogLevel::Initialize); bool result; // Store the screen size. m_screenWidth = screenWidth; m_screenHeight = screenHeight; // Store where the bitmap should be rendered to. m_renderX = renderX; m_renderY = renderY; // Initialize the vertex and index buffer that hold the geometry for the bitmap quad. result = InitializeBuffers(device); if (!result) { Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Load the texture for this bitmap. result = LoadTexture(device, deviceContext, textureFilename); if (!result) { Logger::Get().Log("Failed to load texture", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize); return true; } void BitmapClass::Shutdown() { // Release the bitmap texture. ReleaseTexture(); // Release the vertex and index buffers. ShutdownBuffers(); return; } bool BitmapClass::Render(ID3D11DeviceContext* deviceContext) { bool result; // Update the buffers if the position of the bitmap has changed from its original position. result = UpdateBuffers(deviceContext); if (!result) { Logger::Get().Log("Failed to update buffers", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return true; } int BitmapClass::GetIndexCount() { return m_indexCount; } ID3D11ShaderResourceView* BitmapClass::GetTexture() { return m_Texture->GetTexture(); } bool BitmapClass::InitializeBuffers(ID3D11Device* device) { Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize); VertexType* vertices; unsigned long* indices; D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc; D3D11_SUBRESOURCE_DATA vertexData, indexData; HRESULT result; int i; // Initialize the previous rendering position to negative one. m_prevPosX = -1; m_prevPosY = -1; // Set the number of vertices in the vertex array. m_vertexCount = 6; // Set the number of indices in the index array. m_indexCount = m_vertexCount; // Create the vertex array. vertices = new VertexType[m_vertexCount]; // Create the index array. indices = new unsigned long[m_indexCount]; // Initialize vertex array to zeros at first. memset(vertices, 0, (sizeof(VertexType) * m_vertexCount)); // Load the index array with data. for (i = 0; i < m_indexCount; i++) { indices[i] = i; } // Set up the description of the dynamic vertex buffer. vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; // Give the subresource structure a pointer to the vertex data. vertexData.pSysMem = vertices; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; // Now finally create the vertex buffer. result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer); if (FAILED(result)) { Logger::Get().Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Set up the description of the index buffer. indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; indexBufferDesc.StructureByteStride = 0; // Give the subresource structure a pointer to the index data. indexData.pSysMem = indices; indexData.SysMemPitch = 0; indexData.SysMemSlicePitch = 0; // Create the index buffer. result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer); if (FAILED(result)) { Logger::Get().Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error); 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; Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize); return true; } void BitmapClass::ShutdownBuffers() { Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown); // Release the index buffer. if (m_indexBuffer) { Logger::Get().Log("Releasing index buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_indexBuffer->Release(); m_indexBuffer = 0; Logger::Get().Log("Index buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } // Release the vertex buffer. if (m_vertexBuffer) { Logger::Get().Log("Releasing vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_vertexBuffer->Release(); m_vertexBuffer = 0; Logger::Get().Log("Vertex buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown); return; } bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent) { float left, right, top, bottom; VertexType* vertices; D3D11_MAPPED_SUBRESOURCE mappedResource; VertexType* dataPtr; HRESULT result; // If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer. if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY)) { return true; } // If the rendering location has changed then store the new position and update the vertex buffer. m_prevPosX = m_renderX; m_prevPosY = m_renderY; // Create the vertex array. vertices = new VertexType[m_vertexCount]; // Calculate the screen coordinates of the left side of the bitmap. left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX; // Calculate the screen coordinates of the right side of the bitmap. right = left + (float)m_bitmapWidth; // Calculate the screen coordinates of the top of the bitmap. top = (float)(m_screenHeight / 2) - (float)m_renderY; // Calculate the screen coordinates of the bottom of the bitmap. bottom = top - (float)m_bitmapHeight; // Load the vertex array with data. // First triangle. vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left. vertices[0].texture = XMFLOAT2(0.0f, 0.0f); vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right. vertices[1].texture = XMFLOAT2(1.0f, 1.0f); vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left. vertices[2].texture = XMFLOAT2(0.0f, 1.0f); // Second triangle. vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left. vertices[3].texture = XMFLOAT2(0.0f, 0.0f); vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right. vertices[4].texture = XMFLOAT2(1.0f, 0.0f); vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right. vertices[5].texture = XMFLOAT2(1.0f, 1.0f); // Lock the vertex buffer. result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { Logger::Get().Log("Failed to map vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Get a pointer to the data in the constant buffer. dataPtr = (VertexType*)mappedResource.pData; // Copy the data into the vertex buffer. memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount)); // Unlock the vertex buffer. deviceContent->Unmap(m_vertexBuffer, 0); // Release the pointer reference. dataPtr = 0; // Release the vertex array as it is no longer needed. delete[] vertices; vertices = 0; return true; } void BitmapClass::RenderBuffers(ID3D11DeviceContext* deviceContext) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); return; } bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename) { bool result; // Create and initialize the texture object. m_Texture = new TextureClass; result = m_Texture->Initialize(device, deviceContext, filename); if (!result) { Logger::Get().Log("Failed to initialize texture object", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } // Store the size in pixels that this bitmap should be rendered at. m_bitmapWidth = m_Texture->GetWidth(); m_bitmapHeight = m_Texture->GetHeight(); return true; } void BitmapClass::ReleaseTexture() { Logger::Get().Log("Releasing texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown); // Release the texture object. if (m_Texture) { Logger::Get().Log("Releasing texture object", __FILE__, __LINE__, Logger::LogLevel::Shutdown); m_Texture->Shutdown(); delete m_Texture; m_Texture = 0; Logger::Get().Log("Texture object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); } Logger::Get().Log("Texture released", __FILE__, __LINE__, Logger::LogLevel::Shutdown); return; } void BitmapClass::SetRenderLocation(int x, int y) { m_renderX = x; m_renderY = y; return; }