314 lines
6.3 KiB
C++
314 lines
6.3 KiB
C++
#include "modelclass.h"
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ModelClass::ModelClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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m_Textures = 0;
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m_model = 0;
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}
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ModelClass::ModelClass(const ModelClass& other)
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{
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}
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ModelClass::~ModelClass()
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{
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}
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bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2,
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char* textureFilename3)
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{
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bool result;
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// Load in the model data.
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result = LoadModel(modelFilename);
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if (!result)
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{
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return false;
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}
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// Initialize the vertex and index buffers.
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result = InitializeBuffers(device);
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if (!result)
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{
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return false;
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}
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// Load the textures for this model.
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result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3);
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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 ModelClass::Shutdown()
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{
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// Release the model textures.
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ReleaseTextures();
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// Shutdown the vertex and index buffers.
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ShutdownBuffers();
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// Release the model data.
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ReleaseModel();
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return;
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}
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void ModelClass::Render(ID3D11DeviceContext* deviceContext)
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{
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// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
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RenderBuffers(deviceContext);
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return;
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}
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int ModelClass::GetIndexCount()
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{
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return m_indexCount;
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}
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ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
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{
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return m_Textures[index].GetTexture();
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}
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bool ModelClass::InitializeBuffers(ID3D11Device* device)
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{
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VertexType* vertices;
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unsigned long* indices;
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D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
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D3D11_SUBRESOURCE_DATA vertexData, indexData;
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HRESULT result;
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int i;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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// Create the index array.
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indices = new unsigned long[m_indexCount];
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// Load the vertex array and index array with data.
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for (i = 0; i < m_vertexCount; i++)
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{
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vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
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vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
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vertices[i].normal = XMFLOAT3(m_model[i].nx, m_model[i].ny, m_model[i].nz);
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indices[i] = i;
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}
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// Set up the description of the static vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.CPUAccessFlags = 0;
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vertexBufferDesc.MiscFlags = 0;
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vertexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the vertex data.
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vertexData.pSysMem = vertices;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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// Now create the vertex buffer.
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result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Set up the description of the static index buffer.
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indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
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indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexBufferDesc.CPUAccessFlags = 0;
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indexBufferDesc.MiscFlags = 0;
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indexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the index data.
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indexData.pSysMem = indices;
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indexData.SysMemPitch = 0;
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indexData.SysMemSlicePitch = 0;
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// Create the index buffer.
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result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Release the arrays now that the vertex and index buffers have been created and loaded.
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delete[] vertices;
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vertices = 0;
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delete[] indices;
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indices = 0;
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return true;
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}
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void ModelClass::ShutdownBuffers()
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{
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// Release the index buffer.
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if (m_indexBuffer)
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{
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m_indexBuffer->Release();
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m_indexBuffer = 0;
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}
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// Release the vertex buffer.
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if (m_vertexBuffer)
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{
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m_vertexBuffer->Release();
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m_vertexBuffer = 0;
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}
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return;
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}
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void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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{
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unsigned int stride;
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unsigned int offset;
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// Set vertex buffer stride and offset.
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stride = sizeof(VertexType);
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offset = 0;
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// Set the vertex buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
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// Set the index buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
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// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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return;
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}
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bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
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{
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bool result;
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// Create and initialize the texture object array.
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m_Textures = new TextureClass[3];
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result = m_Textures[0].Initialize(device, deviceContext, filename1);
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if (!result)
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{
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return false;
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}
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result = m_Textures[1].Initialize(device, deviceContext, filename2);
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if (!result)
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{
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return false;
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}
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result = m_Textures[2].Initialize(device, deviceContext, filename3);
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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 ModelClass::ReleaseTextures()
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{
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// Release the texture object array.
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if (m_Textures)
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{
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m_Textures[0].Shutdown();
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m_Textures[1].Shutdown();
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m_Textures[2].Shutdown();
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delete[] m_Textures;
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m_Textures = 0;
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}
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return;
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}
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bool ModelClass::LoadModel(char* filename)
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{
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ifstream fin;
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char input;
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int i;
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// Open the model file.
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fin.open(filename);
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// If it could not open the file then exit.
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if (fin.fail())
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{
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return false;
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}
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// Read up to the value of vertex count.
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fin.get(input);
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while (input != ':')
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{
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fin.get(input);
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}
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// Read in the vertex count.
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fin >> m_vertexCount;
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// Set the number of indices to be the same as the vertex count.
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m_indexCount = m_vertexCount;
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// Create the model using the vertex count that was read in.
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m_model = new ModelType[m_vertexCount];
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// Read up to the beginning of the data.
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fin.get(input);
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while (input != ':')
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{
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fin.get(input);
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}
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fin.get(input);
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fin.get(input);
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// Read in the vertex data.
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for (i = 0; i < m_vertexCount; i++)
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{
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fin >> m_model[i].x >> m_model[i].y >> m_model[i].z;
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fin >> m_model[i].tu >> m_model[i].tv;
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fin >> m_model[i].nx >> m_model[i].ny >> m_model[i].nz;
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}
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// Close the model file.
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fin.close();
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return true;
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}
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void ModelClass::ReleaseModel()
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{
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if (m_model)
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{
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delete[] m_model;
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m_model = 0;
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}
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return;
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} |