199 lines
4.4 KiB
C++
199 lines
4.4 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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// Filename: modelclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "modelclass.h"
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ModelClass::ModelClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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}
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ModelClass::ModelClass(const ModelClass& other)
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{
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}
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ModelClass::~ModelClass()
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{
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}
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bool ModelClass::Initialize(ID3D11Device* device)
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{
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bool result;
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// Initialize the vertex and index buffers.
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result = InitializeBuffers(device);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void ModelClass::Shutdown()
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{
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// Shutdown the vertex and index buffers.
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ShutdownBuffers();
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return;
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}
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void ModelClass::Render(ID3D11DeviceContext* deviceContext)
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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;
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}
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int ModelClass::GetIndexCount()
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{
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return m_indexCount;
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}
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bool ModelClass::InitializeBuffers(ID3D11Device* device)
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{
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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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// Set the number of vertices in the vertex array.
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m_vertexCount = 3;
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// Set the number of indices in the index array.
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m_indexCount = 3;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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if (!vertices)
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{
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return false;
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}
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// Create the index array.
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indices = new unsigned long[m_indexCount];
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if (!indices)
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{
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return false;
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}
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// Load the vertex array with data.
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vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
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vertices[0].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
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vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
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vertices[1].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
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vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
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vertices[2].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
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// Load the index array with data.
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indices[0] = 0; // Bottom left.
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indices[1] = 1; // Top middle.
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indices[2] = 2; // Bottom right.
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// Set up the description of the static vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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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 = 0;
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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 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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return false;
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}
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// Set up the description of the static 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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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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return true;
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}
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void ModelClass::ShutdownBuffers()
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{
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// Release the index buffer.
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if (m_indexBuffer)
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{
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m_indexBuffer->Release();
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m_indexBuffer = 0;
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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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m_vertexBuffer->Release();
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m_vertexBuffer = 0;
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}
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return;
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}
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void ModelClass::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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} |