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