Feat : + Utilisation de vector pour stocker les texture filename ~ Refonte du chargement des textures
422 lines
10 KiB
C++
422 lines
10 KiB
C++
#include "spriteclass.h"
|
|
|
|
|
|
SpriteClass::SpriteClass()
|
|
{
|
|
m_vertexBuffer = 0;
|
|
m_indexBuffer = 0;
|
|
m_Textures = 0;
|
|
}
|
|
|
|
|
|
SpriteClass::SpriteClass(const SpriteClass& other)
|
|
{
|
|
}
|
|
|
|
|
|
SpriteClass::~SpriteClass()
|
|
{
|
|
}
|
|
|
|
bool SpriteClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* spriteFilename, int renderX, int renderY)
|
|
{
|
|
bool result;
|
|
|
|
|
|
// Store the screen size.
|
|
m_screenWidth = screenWidth;
|
|
m_screenHeight = screenHeight;
|
|
|
|
// Store where the sprite should be rendered to.
|
|
m_renderX = renderX;
|
|
m_renderY = renderY;
|
|
|
|
// Initialize the frame time for this sprite object.
|
|
m_frameTime = 0;
|
|
|
|
// Initialize the vertex and index buffer that hold the geometry for the sprite bitmap.
|
|
result = InitializeBuffers(device);
|
|
if (!result)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Load the textures for this sprite.
|
|
result = LoadTextures(device, deviceContext, spriteFilename);
|
|
if (!result)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void SpriteClass::Shutdown()
|
|
{
|
|
// Release the textures used for this sprite.
|
|
ReleaseTextures();
|
|
|
|
// Release the vertex and index buffers.
|
|
ShutdownBuffers();
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
bool SpriteClass::Render(ID3D11DeviceContext* deviceContext)
|
|
{
|
|
bool result;
|
|
|
|
|
|
// Update the buffers if the position of the sprite has changed from its original position.
|
|
result = UpdateBuffers(deviceContext);
|
|
if (!result)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
|
RenderBuffers(deviceContext);
|
|
|
|
return true;
|
|
}
|
|
|
|
void SpriteClass::Update(float frameTime)
|
|
{
|
|
// Increment the frame time each frame.
|
|
m_frameTime += frameTime;
|
|
|
|
// Check if the frame time has reached the cycle time.
|
|
if (m_frameTime >= m_cycleTime)
|
|
{
|
|
// If it has then reset the frame time and cycle to the next sprite in the texture array.
|
|
m_frameTime -= m_cycleTime;
|
|
|
|
m_currentTexture++;
|
|
|
|
// If we are at the last sprite texture then go back to the beginning of the texture array to the first texture again.
|
|
if (m_currentTexture == m_textureCount)
|
|
{
|
|
m_currentTexture = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
int SpriteClass::GetIndexCount()
|
|
{
|
|
return m_indexCount;
|
|
}
|
|
|
|
ID3D11ShaderResourceView* SpriteClass::GetTexture()
|
|
{
|
|
return m_Textures[m_currentTexture].GetTexture();
|
|
}
|
|
|
|
|
|
bool SpriteClass::InitializeBuffers(ID3D11Device* device)
|
|
{
|
|
VertexType* vertices;
|
|
unsigned long* indices;
|
|
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
|
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
|
HRESULT result;
|
|
int i;
|
|
|
|
|
|
// Initialize the previous rendering position to negative one.
|
|
m_prevPosX = -1;
|
|
m_prevPosY = -1;
|
|
|
|
// Set the number of vertices in the vertex array.
|
|
m_vertexCount = 6;
|
|
|
|
// Set the number of indices in the index array.
|
|
m_indexCount = m_vertexCount;
|
|
|
|
// Create the vertex array.
|
|
vertices = new VertexType[m_vertexCount];
|
|
|
|
// Create the index array.
|
|
indices = new unsigned long[m_indexCount];
|
|
|
|
// Initialize vertex array to zeros at first.
|
|
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
|
|
|
// Load the index array with data.
|
|
for (i = 0; i < m_indexCount; i++)
|
|
{
|
|
indices[i] = i;
|
|
}
|
|
|
|
// Set up the description of the dynamic vertex buffer.
|
|
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
|
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
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 finally create the vertex buffer.
|
|
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
|
if (FAILED(result))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Set up the description of the 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 SpriteClass::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;
|
|
}
|
|
|
|
|
|
bool SpriteClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
|
{
|
|
float left, right, top, bottom;
|
|
VertexType* vertices;
|
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
VertexType* dataPtr;
|
|
HRESULT result;
|
|
|
|
|
|
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
|
|
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// If the rendering location has changed then store the new position and update the vertex buffer.
|
|
m_prevPosX = m_renderX;
|
|
m_prevPosY = m_renderY;
|
|
|
|
// Create the vertex array.
|
|
vertices = new VertexType[m_vertexCount];
|
|
|
|
// Calculate the screen coordinates of the left side of the bitmap.
|
|
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
|
|
|
|
// Calculate the screen coordinates of the right side of the bitmap.
|
|
right = left + (float)m_bitmapWidth;
|
|
|
|
// Calculate the screen coordinates of the top of the bitmap.
|
|
top = (float)(m_screenHeight / 2) - (float)m_renderY;
|
|
|
|
// Calculate the screen coordinates of the bottom of the bitmap.
|
|
bottom = top - (float)m_bitmapHeight;
|
|
|
|
// Load the vertex array with data.
|
|
// First triangle.
|
|
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
|
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
|
|
|
|
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
|
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
|
|
|
|
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
|
|
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
|
|
|
|
// Second triangle.
|
|
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
|
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
|
|
|
|
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
|
|
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
|
|
|
|
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
|
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
|
|
|
|
// Lock the vertex buffer.
|
|
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
|
if (FAILED(result))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Get a pointer to the data in the constant buffer.
|
|
dataPtr = (VertexType*)mappedResource.pData;
|
|
|
|
// Copy the data into the vertex buffer.
|
|
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
|
|
|
// Unlock the vertex buffer.
|
|
deviceContent->Unmap(m_vertexBuffer, 0);
|
|
|
|
// Release the pointer reference.
|
|
dataPtr = 0;
|
|
|
|
// Release the vertex array as it is no longer needed.
|
|
delete[] vertices;
|
|
vertices = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void SpriteClass::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 SpriteClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
|
{
|
|
std::string textureFilename;
|
|
std::ifstream fin;
|
|
int i, j;
|
|
char input;
|
|
bool result;
|
|
|
|
|
|
// Open the sprite info data file.
|
|
fin.open(filename);
|
|
if (fin.fail())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Read in the number of textures.
|
|
fin >> m_textureCount;
|
|
|
|
// Create and initialize the texture array with the texture count from the file.
|
|
m_Textures = new TextureClass[m_textureCount];
|
|
|
|
// Read to start of next line.
|
|
fin.get(input);
|
|
|
|
// Read in each texture file name.
|
|
for (i = 0; i < m_textureCount; i++)
|
|
{
|
|
j = 0;
|
|
fin.get(input);
|
|
while (input != '\n')
|
|
{
|
|
textureFilename[j] = input;
|
|
j++;
|
|
fin.get(input);
|
|
}
|
|
textureFilename[j] = '\0';
|
|
|
|
// Once you have the filename then load the texture in the texture array.
|
|
result = m_Textures[i].Initialize(device, deviceContext, textureFilename);
|
|
if (!result)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Read in the cycle time.
|
|
fin >> m_cycleTime;
|
|
|
|
// Convert the integer milliseconds to float representation.
|
|
m_cycleTime = m_cycleTime * 0.001f;
|
|
|
|
// Close the file.
|
|
fin.close();
|
|
|
|
// Get the dimensions of the first texture and use that as the dimensions of the 2D sprite images.
|
|
m_bitmapWidth = m_Textures[0].GetWidth();
|
|
m_bitmapHeight = m_Textures[0].GetHeight();
|
|
|
|
// Set the starting texture in the cycle to be the first one in the list.
|
|
m_currentTexture = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void SpriteClass::ReleaseTextures()
|
|
{
|
|
int i;
|
|
|
|
|
|
// Release the texture objects.
|
|
if (m_Textures)
|
|
{
|
|
for (i = 0; i < m_textureCount; i++)
|
|
{
|
|
m_Textures[i].Shutdown();
|
|
}
|
|
|
|
delete[] m_Textures;
|
|
m_Textures = 0;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void SpriteClass::SetRenderLocation(int x, int y)
|
|
{
|
|
m_renderX = x;
|
|
m_renderY = y;
|
|
return;
|
|
}
|