2024-03-29 17:07:25 +01:00

314 lines
6.3 KiB
C++

#include "modelclass.h"
ModelClass::ModelClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Textures = 0;
m_model = 0;
}
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2,
char* textureFilename3)
{
bool result;
// Load in the model data.
result = LoadModel(modelFilename);
if (!result)
{
return false;
}
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if (!result)
{
return false;
}
// Load the textures for this model.
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3);
if (!result)
{
return false;
}
return true;
}
void ModelClass::Shutdown()
{
// Release the model textures.
ReleaseTextures();
// Shutdown the vertex and index buffers.
ShutdownBuffers();
// Release the model data.
ReleaseModel();
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;
}
ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
{
return m_Textures[index].GetTexture();
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Create the index array.
indices = new unsigned long[m_indexCount];
// Load the vertex array and index array with data.
for (i = 0; i < m_vertexCount; i++)
{
vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
vertices[i].normal = XMFLOAT3(m_model[i].nx, m_model[i].ny, m_model[i].nz);
indices[i] = i;
}
// 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;
}
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
{
bool result;
// Create and initialize the texture object array.
m_Textures = new TextureClass[3];
result = m_Textures[0].Initialize(device, deviceContext, filename1);
if (!result)
{
return false;
}
result = m_Textures[1].Initialize(device, deviceContext, filename2);
if (!result)
{
return false;
}
result = m_Textures[2].Initialize(device, deviceContext, filename3);
if (!result)
{
return false;
}
return true;
}
void ModelClass::ReleaseTextures()
{
// Release the texture object array.
if (m_Textures)
{
m_Textures[0].Shutdown();
m_Textures[1].Shutdown();
m_Textures[2].Shutdown();
delete[] m_Textures;
m_Textures = 0;
}
return;
}
bool ModelClass::LoadModel(char* filename)
{
ifstream fin;
char input;
int i;
// Open the model file.
fin.open(filename);
// If it could not open the file then exit.
if (fin.fail())
{
return false;
}
// Read up to the value of vertex count.
fin.get(input);
while (input != ':')
{
fin.get(input);
}
// Read in the vertex count.
fin >> m_vertexCount;
// Set the number of indices to be the same as the vertex count.
m_indexCount = m_vertexCount;
// Create the model using the vertex count that was read in.
m_model = new ModelType[m_vertexCount];
// Read up to the beginning of the data.
fin.get(input);
while (input != ':')
{
fin.get(input);
}
fin.get(input);
fin.get(input);
// Read in the vertex data.
for (i = 0; i < m_vertexCount; i++)
{
fin >> m_model[i].x >> m_model[i].y >> m_model[i].z;
fin >> m_model[i].tu >> m_model[i].tv;
fin >> m_model[i].nx >> m_model[i].ny >> m_model[i].nz;
}
// Close the model file.
fin.close();
return true;
}
void ModelClass::ReleaseModel()
{
if (m_model)
{
delete[] m_model;
m_model = 0;
}
return;
}