#include "displayplaneclass.h" DisplayPlaneClass::DisplayPlaneClass() { m_vertexBuffer = 0; m_indexBuffer = 0; } DisplayPlaneClass::DisplayPlaneClass(const DisplayPlaneClass& other) { } DisplayPlaneClass::~DisplayPlaneClass() { } bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height) { Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__, Logger::LogLevel::Initialize); bool result; // Initialize the vertex and index buffer that hold the geometry for the button. result = InitializeBuffers(device, width, height); if (!result) { Logger::Get().Log("Could not initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error); return false; } return true; } void DisplayPlaneClass::Shutdown() { // Release the vertex and index buffers. ShutdownBuffers(); return; } void DisplayPlaneClass::Render(ID3D11DeviceContext* deviceContext) { // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); return; } int DisplayPlaneClass::GetIndexCount() { return m_indexCount; } bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height) { 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; // 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]; // Load the vertex array with data. // First triangle. vertices[0].position = XMFLOAT3(-width, height, 0.0f); // Top left. vertices[0].texture = XMFLOAT2(0.0f, 0.0f); vertices[1].position = XMFLOAT3(width, -height, 0.0f); // Bottom right. vertices[1].texture = XMFLOAT2(1.0f, 1.0f); vertices[2].position = XMFLOAT3(-width, -height, 0.0f); // Bottom left. vertices[2].texture = XMFLOAT2(0.0f, 1.0f); // Second triangle. vertices[3].position = XMFLOAT3(-width, height, 0.0f); // Top left. vertices[3].texture = XMFLOAT2(0.0f, 0.0f); vertices[4].position = XMFLOAT3(width, height, 0.0f); // Top right. vertices[4].texture = XMFLOAT2(1.0f, 0.0f); vertices[5].position = XMFLOAT3(width, -height, 0.0f); // Bottom right. vertices[5].texture = XMFLOAT2(1.0f, 1.0f); // Load the index array with data. for (i = 0; i < m_indexCount; i++) { indices[i] = i; } // Set up the description of the 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 finally create the vertex buffer. result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer); if (FAILED(result)) { Logger::Get().Log("Could not 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("Could not 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 DisplayPlaneClass::ShutdownBuffers() { Logger::Get().Log("Shutting down Plane buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown); // 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; } Logger::Get().Log("Plane buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown); return; } void DisplayPlaneClass::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; }