khaotic-engine-Reborn/enginecustom/applicationclass.cpp
2024-03-28 10:56:57 +01:00

408 lines
10 KiB
C++

#include "applicationclass.h"
ApplicationClass::ApplicationClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_MultiTextureShader = 0;
m_Model = 0;
m_LightShader = 0;
m_Light = 0;
m_TextureShader = 0;
m_Bitmap = 0;
m_Sprite = 0;
m_Timer = 0;
m_Lights = 0;
}
ApplicationClass::ApplicationClass(const ApplicationClass& other)
{
}
ApplicationClass::~ApplicationClass()
{
}
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
char modelFilename[128];
char textureFilename1[128], textureFilename2[128];
char bitmapFilename[128];
char spriteFilename[128];
bool result;
// Create the Direct3D object.
m_Direct3D = new D3DClass;
if (!m_Direct3D)
{
return false;
}
// Initialize the Direct3D object.
result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
if (!result)
{
MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK);
return false;
}
// Create the camera object.
m_Camera = new CameraClass;
if (!m_Camera)
{
return false;
}
// Set the initial position of the camera.
m_Camera->SetPosition(0.0f, 2.0f, -12.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
// Create and initialize the texture shader object.
m_TextureShader = new TextureShaderClass;
result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
return false;
}
// Set the sprite info file we will be using.
strcpy_s(spriteFilename, "sprite_data_01.txt");
// Create and initialize the sprite object.
m_Sprite = new SpriteClass;
result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50);
if (!result)
{
return false;
}
// Create and initialize the timer object.
m_Timer = new TimerClass;
result = m_Timer->Initialize();
if (!result)
{
return false;
}
// Set the file name of the bitmap file.
strcpy_s(bitmapFilename, "stone01.tga");
// Create and initialize the bitmap object.
m_Bitmap = new BitmapClass;
result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50);
if (!result)
{
return false;
}
// Create and initialize the multitexture shader object.
m_MultiTextureShader = new MultiTextureShaderClass;
result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK);
return false;
}
// Set the file name of the model.
strcpy_s(modelFilename, "plane.txt");
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "moss01.tga");
// Create and initialize the model object.
m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
return false;
}
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false;
}
// Set the number of lights we will use.
m_numLights = 4;
// Create and initialize the light objects array.
m_Lights = new LightClass[m_numLights];
// Manually set the color and position of each light.
m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
return true;
}
void ApplicationClass::Shutdown()
{
// Release the timer object.
if (m_Timer)
{
delete m_Timer;
m_Timer = 0;
}
// Release the sprite object.
if (m_Sprite)
{
m_Sprite->Shutdown();
delete m_Sprite;
m_Sprite = 0;
}
// Release the light objects.
if(m_Lights)
{
delete [] m_Lights;
m_Lights = 0;
}
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the model object.
if (m_Model)
{
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
}
// Release the multitexture shader object.
if (m_MultiTextureShader)
{
m_MultiTextureShader->Shutdown();
delete m_MultiTextureShader;
m_MultiTextureShader = 0;
// Release the bitmap object.
if (m_Bitmap)
{
m_Bitmap->Shutdown();
delete m_Bitmap;
m_Bitmap = 0;
}
// Release the texture shader object.
if (m_TextureShader)
{
m_TextureShader->Shutdown();
delete m_TextureShader;
m_TextureShader = 0;
}
// Release the camera object.
if (m_Camera)
{
delete m_Camera;
m_Camera = 0;
}
// Release the D3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
delete m_Direct3D;
m_Direct3D = 0;
}
return;
}
}
bool ApplicationClass::Frame()
{
float frameTime;
static float rotation = 0.0f;
static float x = 2.f;
static float y = 0.f;
static float z = 0.f;
bool result;
// Update the rotation variable each frame.
rotation -= 0.0174532925f * 0.1f;
if (rotation < 0.0f)
{
rotation += 360.0f;
}
// Update the x position variable each frame.
x -= 0.0174532925f * 0.54672f;
y -= 0.0174532925f * 0.8972f;
// Update the z position variable each frame.
z -= 0.0174532925f * 0.8972f;
// Render the graphics scene.
result = Render(rotation, x, y, z);
if (!result)
{
return false;
}
// Update the system stats.
m_Timer->Frame();
// Get the current frame time.
frameTime = m_Timer->GetTime();
// Update the sprite object using the frame time.
m_Sprite->Update(frameTime);
return true;
}
bool ApplicationClass::Render(float rotation, float x, float y, float z)
{
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
XMFLOAT4 diffuseColor[4], lightPosition[4];
int i;
bool result;
// Clear the buffers to begin the scene.
m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
// Generate the view matrix based on the camera's position.
m_Camera->Render();
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
m_Camera->GetViewMatrix(viewMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
m_Direct3D->GetOrthoMatrix(orthoMatrix);
// Turn off the Z buffer to begin all 2D rendering.
m_Direct3D->TurnZBufferOff();
// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
if (!result)
{
return false;
}
// Render the sprite with the texture shader.
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
if (!result)
{
return false;
}
// Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
result = m_Bitmap->Render(m_Direct3D->GetDeviceContext());
if (!result)
{
return false;
}
m_Bitmap->SetRenderLocation(1200, 50);
// Render the bitmap with the texture shader.
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture());
if (!result)
{
return false;
}
// Get the light properties.
for (i = 0; i < m_numLights; i++)
{
// Create the diffuse color array from the four light colors.
diffuseColor[i] = m_Lights[i].GetDiffuseColor();
// Create the light position array from the four light positions.
lightPosition[i] = m_Lights[i].GetPosition();
}
// Render the model using the multitexture shader.
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1));
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
// Render the model using the multitexture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
return false;
}
// Turn the Z buffer back on now that all 2D rendering has completed.
m_Direct3D->TurnZBufferOn();
// Present the rendered scene to the screen.
m_Direct3D->EndScene();
return true;
}