khaotic-engine-Reborn/enginecustom/displayplaneclass.cpp

211 lines
6.0 KiB
C++

#include "displayplaneclass.h"
DisplayPlaneClass::DisplayPlaneClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
}
DisplayPlaneClass::DisplayPlaneClass(const DisplayPlaneClass& other)
{
}
DisplayPlaneClass::~DisplayPlaneClass()
{
}
bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
// Initialize the vertex and index buffer that hold the geometry for the button.
result = InitializeBuffers(device, width, height);
if (!result)
{
Logger::Get().Log("Could not initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
void DisplayPlaneClass::Shutdown()
{
// Release the vertex and index buffers.
ShutdownBuffers();
return;
}
void DisplayPlaneClass::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
int DisplayPlaneClass::GetIndexCount()
{
return m_indexCount;
}
bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// 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];
// Load the vertex array with data.
// First triangle.
vertices[0].position = XMFLOAT3(-width, height, 0.0f); // Top left.
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
vertices[1].position = XMFLOAT3(width, -height, 0.0f); // Bottom right.
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
vertices[2].position = XMFLOAT3(-width, -height, 0.0f); // Bottom left.
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
// Second triangle.
vertices[3].position = XMFLOAT3(-width, height, 0.0f); // Top left.
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
vertices[4].position = XMFLOAT3(width, height, 0.0f); // Top right.
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
vertices[5].position = XMFLOAT3(width, -height, 0.0f); // Bottom right.
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
// Load the index array with data.
for (i = 0; i < m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the 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 finally create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
Logger::Get().Log("Could not create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Could not create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void DisplayPlaneClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down Plane buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// 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;
}
Logger::Get().Log("Plane buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void DisplayPlaneClass::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;
}