223 lines
4.8 KiB
C++
223 lines
4.8 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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}
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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 modelFilename[128], textureFilename1[128], textureFilename2[128];
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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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// Initialize the Direct3D object.
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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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// 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, -5.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
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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, "cube.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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// Create and initialize the light object.
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m_Light = new LightClass;
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m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetDirection(1.0f, 0.0f, 0.0f);
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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 light object.
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if (m_Light)
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{
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delete m_Light;
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m_Light = 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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// 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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}
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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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bool ApplicationClass::Frame()
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{
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static float rotation = 0.0f;
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bool result;
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// Update the rotation variable each frame.
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rotation -= 0.0174532925f * 0.1f;
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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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// Render the graphics scene.
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result = Render(rotation);
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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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bool ApplicationClass::Render(float rotation)
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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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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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Rotate the world matrix by the rotation value so that the triangle will spin.
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worldMatrix = XMMatrixRotationY(rotation);
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// Render the model using the multitexture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the light shader.
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
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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 model using the multitexture shader.
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result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1));
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if (!result)
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{
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return false;
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}
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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return true;
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}
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