//////////////////////////////////////////////////////////////////////////////// // 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; }