361 lines
11 KiB
C++
361 lines
11 KiB
C++
#include "bitmapclass.h"
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BitmapClass::BitmapClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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m_Texture = 0;
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}
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BitmapClass::BitmapClass(const BitmapClass& other)
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{
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}
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BitmapClass::~BitmapClass()
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{
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}
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bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
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{
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Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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bool result;
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// Store the screen size.
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m_screenWidth = screenWidth;
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m_screenHeight = screenHeight;
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// Store where the bitmap should be rendered to.
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m_renderX = renderX;
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m_renderY = renderY;
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// Initialize the vertex and index buffer that hold the geometry for the bitmap quad.
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result = InitializeBuffers(device);
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if (!result)
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{
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Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Load the texture for this bitmap.
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result = LoadTexture(device, deviceContext, textureFilename);
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if (!result)
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{
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Logger::Get().Log("Failed to load texture", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void BitmapClass::Shutdown()
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{
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// Release the bitmap texture.
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ReleaseTexture();
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// Release the vertex and index buffers.
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ShutdownBuffers();
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return;
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}
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bool BitmapClass::Render(ID3D11DeviceContext* deviceContext)
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{
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bool result;
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// Update the buffers if the position of the bitmap has changed from its original position.
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result = UpdateBuffers(deviceContext);
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if (!result)
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{
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Logger::Get().Log("Failed to update buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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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 true;
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}
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int BitmapClass::GetIndexCount()
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{
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return m_indexCount;
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}
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ID3D11ShaderResourceView* BitmapClass::GetTexture()
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{
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return m_Texture->GetTexture();
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}
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bool BitmapClass::InitializeBuffers(ID3D11Device* device)
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{
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Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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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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// Initialize the previous rendering position to negative one.
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m_prevPosX = -1;
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m_prevPosY = -1;
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// Set the number of vertices in the vertex array.
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m_vertexCount = 6;
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// Set the number of indices in the index array.
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m_indexCount = m_vertexCount;
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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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// Initialize vertex array to zeros at first.
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memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
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// Load the index array with data.
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for (i = 0; i < m_indexCount; i++)
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{
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indices[i] = i;
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}
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// Set up the description of the dynamic vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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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 = D3D11_CPU_ACCESS_WRITE;
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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 finally 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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Logger::Get().Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Set up the description of the 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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Logger::Get().Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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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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Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void BitmapClass::ShutdownBuffers()
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{
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Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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// Release the index buffer.
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if (m_indexBuffer)
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{
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Logger::Get().Log("Releasing index buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_indexBuffer->Release();
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m_indexBuffer = 0;
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Logger::Get().Log("Index buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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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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Logger::Get().Log("Releasing vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_vertexBuffer->Release();
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m_vertexBuffer = 0;
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Logger::Get().Log("Vertex buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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return;
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}
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bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
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{
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float left, right, top, bottom;
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VertexType* vertices;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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VertexType* dataPtr;
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HRESULT result;
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// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
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if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
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{
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return true;
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}
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// If the rendering location has changed then store the new position and update the vertex buffer.
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m_prevPosX = m_renderX;
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m_prevPosY = m_renderY;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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// Calculate the screen coordinates of the left side of the bitmap.
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left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
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// Calculate the screen coordinates of the right side of the bitmap.
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right = left + (float)m_bitmapWidth;
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// Calculate the screen coordinates of the top of the bitmap.
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top = (float)(m_screenHeight / 2) - (float)m_renderY;
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// Calculate the screen coordinates of the bottom of the bitmap.
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bottom = top - (float)m_bitmapHeight;
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// Load the vertex array with data.
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// First triangle.
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vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
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vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
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vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
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vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
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vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
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vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
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// Second triangle.
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vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
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vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
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vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
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vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
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vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
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vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
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// Lock the vertex buffer.
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result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to map vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr = (VertexType*)mappedResource.pData;
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// Copy the data into the vertex buffer.
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memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
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// Unlock the vertex buffer.
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deviceContent->Unmap(m_vertexBuffer, 0);
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// Release the pointer reference.
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dataPtr = 0;
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// Release the vertex array as it is no longer needed.
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delete[] vertices;
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vertices = 0;
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return true;
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}
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void BitmapClass::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 BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
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{
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bool result;
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// Create and initialize the texture object.
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m_Texture = new TextureClass;
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result = m_Texture->Initialize(device, deviceContext, filename);
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if (!result)
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{
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Logger::Get().Log("Failed to initialize texture object", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Store the size in pixels that this bitmap should be rendered at.
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m_bitmapWidth = m_Texture->GetWidth();
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m_bitmapHeight = m_Texture->GetHeight();
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return true;
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}
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void BitmapClass::ReleaseTexture()
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{
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Logger::Get().Log("Releasing texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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// Release the texture object.
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if (m_Texture)
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{
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Logger::Get().Log("Releasing texture object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_Texture->Shutdown();
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delete m_Texture;
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m_Texture = 0;
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Logger::Get().Log("Texture object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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Logger::Get().Log("Texture released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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return;
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}
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void BitmapClass::SetRenderLocation(int x, int y)
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{
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m_renderX = x;
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m_renderY = y;
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return;
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} |