khaotic-engine-Reborn/enginecustom/applicationclass.cpp
2024-03-29 16:19:37 +01:00

351 lines
7.8 KiB
C++

#include "applicationclass.h"
ApplicationClass::ApplicationClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_Lights = 0;
}
ApplicationClass::ApplicationClass(const ApplicationClass& other)
{
}
ApplicationClass::~ApplicationClass()
{
}
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
char modelFilename[128];
char textureFilename[128];
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;
}
// 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, -10.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
// 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");
// Create and initialize the model object.
m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
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 light object.
m_Light = new LightClass;
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(0.0f, -1.0f, 1.0f);
return true;
}
void ApplicationClass::Shutdown()
{
// Release the light object.
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 model object.
if (m_Model)
{
m_Model->Shutdown();
delete m_Model;
m_Model = 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;
}
// 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();
return;
}
bool ApplicationClass::Frame()
{
static float rotation = 0.0f;
bool result;
// Update the rotation variable each frame.
rotation -= 0.0174532925f * speed;
if (rotation < 0.0f)
{
rotation += 360.0f;
}
// Render the graphics scene.
result = Render(rotation);
if (!result)
{
return false;
}
return true;
}
bool ApplicationClass::Render(float rotation)
{
XMMATRIX worldMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix, viewMatrix, projectionMatrix;;
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);
// 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();
}
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
for (auto cube : m_cubes)
{
cube->Render(m_Direct3D->GetDeviceContext());
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);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(),
diffuseColor, lightPosition);
if (!result)
{
return false;
}
}
// Render terrain
for (auto chunk : m_terrainChunk)
{
chunk->Render(m_Direct3D->GetDeviceContext());
scaleMatrix = chunk->GetScaleMatrix();
rotateMatrix = chunk->GetRotateMatrix();
translateMatrix = chunk->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
diffuseColor, lightPosition);
if (!result)
{
return false;
}
}
// 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()
{
// Set the file name of the model.
char modelFilename[128];
// check if a chunk file already exists
strcpy_s(modelFilename, "chunk.txt");
// Set the name of the texture file that we will be loading.
char textureFilename[128];
strcpy_s(textureFilename, "stone01.tga");
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(0.0f, -1.0f, 0.0f));
newTerrain->SetRotateMatrix(XMMatrixRotationY(180.0f));
m_cubes.push_back(newTerrain);
}
void ApplicationClass::AddCube()
{
char modelFilename[128];
char textureFilename[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");
static int cubeCount = 0;
float position = cubeCount * 2.0f;
Object* newCube = new Object();
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
m_cubes.push_back(newCube);
}
void ApplicationClass::DeleteCube(int index)
{
if (index < m_cubes.size())
{
m_cubes[index]->Shutdown();
delete m_cubes[index];
m_cubes.erase(m_cubes.begin() + index);
}
}
void ApplicationClass::DeleteTerrain()
{
for (auto cube : m_terrainChunk)
{
cube->Shutdown();
delete cube;
}
m_terrainChunk.clear();
}