883 lines
21 KiB
C++
883 lines
21 KiB
C++
#include "applicationclass.h"
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ApplicationClass::ApplicationClass()
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{
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m_Direct3D = 0;
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m_Camera = 0;
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m_MultiTextureShader = 0;
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m_Model = 0;
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m_LightShader = 0;
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m_Light = 0;
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m_TextureShader = 0;
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m_Bitmap = 0;
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m_Sprite = 0;
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m_Timer = 0;
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m_Lights = 0;
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m_FontShader = 0;
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m_Font = 0;
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m_TextString1 = 0;
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m_TextString2 = 0;
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m_TextString3 = 0;
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m_Fps = 0;
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m_FpsString = 0;
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}
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ApplicationClass::ApplicationClass(const ApplicationClass& other)
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{
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}
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ApplicationClass::~ApplicationClass()
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{
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}
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bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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{
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char testString1[32], testString2[32], testString3[32];
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char modelFilename[128];
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char textureFilename1[128], textureFilename2[128];
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char bitmapFilename[128];
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char spriteFilename[128];
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char fpsString[32];
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bool result;
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// Create the Direct3D object.
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m_Direct3D = new D3DClass;
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if (!m_Direct3D)
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{
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return false;
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}
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result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK);
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return false;
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}
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GenerateTerrain();
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// Create the camera object.
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m_Camera = new CameraClass;
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if (!m_Camera)
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{
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return false;
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}
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// Set the initial position of the camera.
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m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the font shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the font object.
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m_Font = new FontClass;
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result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0);
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if (!result)
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{
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return false;
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}
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// Set the strings we want to display.
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strcpy_s(testString1, "Yo");
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strcpy_s(testString2, "Les");
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strcpy_s(testString3, "Noobs !");
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// Create and initialize the first text object.
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m_TextString1 = new TextClass;
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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);
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if (!result)
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{
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return false;
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}
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// Create and initialize the second text object.
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m_TextString2 = new TextClass;
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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);
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if (!result)
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{
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return false;
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}
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// Create and initialize the second text object.
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m_TextString3 = new TextClass;
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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);
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if (!result)
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{
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return false;
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}
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
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return false;
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}
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// Set the sprite info file we will be using.
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strcpy_s(spriteFilename, "sprite_data_01.txt");
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// Create and initialize the sprite object.
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m_Sprite = new SpriteClass;
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result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50);
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if (!result)
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{
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return false;
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}
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// Create and initialize the timer object.
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m_Timer = new TimerClass;
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result = m_Timer->Initialize();
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if (!result)
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{
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return false;
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}
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// Set the file name of the bitmap file.
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strcpy_s(bitmapFilename, "stone01.tga");
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// Create and initialize the bitmap object.
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m_Bitmap = new BitmapClass;
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result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50);
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if (!result)
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{
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return false;
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}
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// Create and initialize the multitexture shader object.
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m_MultiTextureShader = new MultiTextureShaderClass;
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result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK);
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return false;
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}
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// Set the file name of the model.
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strcpy_s(modelFilename, "plane.txt");
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// Set the file name of the textures.
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strcpy_s(textureFilename1, "stone01.tga");
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strcpy_s(textureFilename2, "moss01.tga");
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// Create and initialize the model object.
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m_Model = new ModelClass;
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result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
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return false;
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}
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// Set the number of lights we will use.
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m_numLights = 4;
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// Create and initialize the light objects array.
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m_Lights = new LightClass[m_numLights];
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// Manually set the color and position of each light.
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m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
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m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
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m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
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m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
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m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
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// Create and initialize the fps object.
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m_Fps = new FpsClass();
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m_Fps->Initialize();
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// Set the initial fps and fps string.
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m_previousFps = -1;
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strcpy_s(fpsString, "Fps: 0");
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// Create and initialize the text object for the fps string.
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m_FpsString = new TextClass;
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result = m_FpsString->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, fpsString, 10, 10, 0.0f, 1.0f, 0.0f);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void ApplicationClass::Shutdown()
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{
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// Release the text object for the fps string.
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if (m_FpsString)
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{
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m_FpsString->Shutdown();
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delete m_FpsString;
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m_FpsString = 0;
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}
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// Release the fps object.
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if (m_Fps)
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{
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delete m_Fps;
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m_Fps = 0;
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}
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// Release the text string objects.
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if (m_TextString3)
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{
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m_TextString3->Shutdown();
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delete m_TextString3;
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m_TextString3 = 0;
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}
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if (m_TextString2)
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{
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m_TextString2->Shutdown();
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delete m_TextString2;
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m_TextString2 = 0;
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}
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if (m_TextString1)
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{
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m_TextString1->Shutdown();
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delete m_TextString1;
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m_TextString1 = 0;
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}
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// Release the font object.
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if (m_Font)
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{
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m_Font->Shutdown();
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delete m_Font;
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m_Font = 0;
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}
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// Release the font shader object.
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if (m_FontShader)
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{
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m_FontShader->Shutdown();
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delete m_FontShader;
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m_FontShader = 0;
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}
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// Release the timer object.
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if (m_Timer)
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{
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delete m_Timer;
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m_Timer = 0;
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}
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// Release the sprite object.
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if (m_Sprite)
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{
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m_Sprite->Shutdown();
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delete m_Sprite;
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m_Sprite = 0;
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}
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// Release the light objects.
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if(m_Lights)
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{
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delete [] m_Lights;
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m_Lights = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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{
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m_LightShader->Shutdown();
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delete m_LightShader;
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m_LightShader = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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{
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m_LightShader->Shutdown();
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delete m_LightShader;
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m_LightShader = 0;
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}
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// Release the model object.
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if (m_Model)
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{
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m_Model->Shutdown();
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delete m_Model;
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m_Model = 0;
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}
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// Liberez la memoire pour chaque cube
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for (auto cube : m_cubes)
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{
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cube->Shutdown();
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delete cube;
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}
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m_cubes.clear();
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// Liberez la memoire pour chaque cube du terrain
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for (auto cube : m_terrainChunk)
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{
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cube->Shutdown();
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delete cube;
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}
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m_terrainChunk.clear();
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for (auto object : m_object)
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{
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object->Shutdown();
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delete object;
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}
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m_object.clear();
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// Release the multitexture shader object.
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if (m_MultiTextureShader)
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{
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m_MultiTextureShader->Shutdown();
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delete m_MultiTextureShader;
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m_MultiTextureShader = 0;
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// Release the bitmap object.
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if (m_Bitmap)
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{
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m_Bitmap->Shutdown();
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delete m_Bitmap;
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m_Bitmap = 0;
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}
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// Release the texture shader object.
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if (m_TextureShader)
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{
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m_TextureShader->Shutdown();
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delete m_TextureShader;
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m_TextureShader = 0;
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}
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// Release the camera object.
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if (m_Camera)
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{
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delete m_Camera;
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m_Camera = 0;
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}
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// Release the D3D object.
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if (m_Direct3D)
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{
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m_Direct3D->Shutdown();
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delete m_Direct3D;
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m_Direct3D = 0;
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}
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return;
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}
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}
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bool ApplicationClass::Frame()
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{
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float frameTime;
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static float rotation = 0.0f;
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static float x = 2.f;
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static float y = 0.f;
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static float z = 0.f;
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bool result;
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// Update the frames per second each frame.
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result = UpdateFps();
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if (!result)
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{
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return false;
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}
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// Update the rotation variable each frame.
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rotation -= 0.0174532925f * speed;
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if (rotation < 0.0f)
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{
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rotation += 360.0f;
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}
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// Update the x position variable each frame.
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x -= 0.0174532925f * 0.54672f;
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y -= 0.0174532925f * 0.8972f;
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// Update the z position variable each frame.
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z -= 0.0174532925f * 0.8972f;
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// Render the graphics scene.
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result = Render(rotation, x, y, z);
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if (!result)
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{
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return false;
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}
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// Update the system stats.
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m_Timer->Frame();
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// Get the current frame time.
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frameTime = m_Timer->GetTime();
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// Update the sprite object using the frame time.
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m_Sprite->Update(frameTime);
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return true;
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}
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bool ApplicationClass::Render(float rotation, float x, float y, float z)
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{
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XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
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XMFLOAT4 diffuseColor[4], lightPosition[4];
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int i;
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bool result;
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// Clear the buffers to begin the scene.
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m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
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// Generate the view matrix based on the camera's position.
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m_Camera->Render();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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viewMatrix = m_Camera->GetViewMatrix();
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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m_Direct3D->GetOrthoMatrix(orthoMatrix);
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// Disable the Z buffer and enable alpha blending for 2D rendering.
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m_Direct3D->TurnZBufferOff();
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m_Direct3D->EnableAlphaBlending();
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// Render the fps text string using the font shader.
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m_FpsString->Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_FpsString->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_FpsString->GetPixelColor());
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if (!result)
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{
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return false;
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}
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// Render the first text string using the font shader.
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m_TextString1->Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString1->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_TextString1->GetPixelColor());
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if (!result)
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{
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return false;
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}
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// Render the second text string using the font shader.
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m_TextString2->Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString2->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_TextString2->GetPixelColor());
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if (!result)
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{
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return false;
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}
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// Render the second text string using the font shader.
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m_TextString3->Render(m_Direct3D->GetDeviceContext());
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result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString3->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Font->GetTexture(), m_TextString3->GetPixelColor());
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if (!result)
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{
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return false;
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}
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// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
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result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
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if (!result)
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{
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return false;
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}
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// Render the sprite with the texture shader.
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
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if (!result)
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{
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return false;
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}
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// Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
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result = m_Bitmap->Render(m_Direct3D->GetDeviceContext());
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if (!result)
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{
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return false;
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}
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m_Bitmap->SetRenderLocation(1200, 50);
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// Render the bitmap with the texture shader.
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture());
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if (!result)
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{
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return false;
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}
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// Get the light properties.
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for (i = 0; i < m_numLights; i++)
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{
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// 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;
|
|
} |