Ajout Sprites + timer + ObjToTxt enlever
ObjToTxt à remplacer pour directement ouvrir un .obj
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@@ -9,6 +9,8 @@ ApplicationClass::ApplicationClass()
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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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}
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@@ -28,6 +30,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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char outputModelFilename[128];
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char textureFilename[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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@@ -67,6 +70,27 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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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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@@ -80,9 +104,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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}
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// Set the file name of the model.
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strcpy_s(modelFilename, "sphere.obj");
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strcpy_s(outputModelFilename, "output.txt");
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strcpy_s(modelFilename, "cube.txt");
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// Set the name of the texture file that we will be loading.
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strcpy_s(textureFilename, "stone01.tga");
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@@ -90,7 +112,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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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, outputModelFilename, textureFilename);
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result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
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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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@@ -106,11 +128,12 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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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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// Create and initialize the light object.
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m_Light = new LightClass;
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m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetDirection(0.0f, 0.0f, 1.0f);
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m_Light->SetDirection(-1.0f, -1.0f, 1.0f);
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return true;
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}
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@@ -118,6 +141,21 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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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 object.
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if (m_Light)
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{
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@@ -186,6 +224,7 @@ void ApplicationClass::Shutdown()
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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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@@ -215,6 +254,15 @@ bool ApplicationClass::Frame()
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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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@@ -240,6 +288,20 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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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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@@ -247,7 +309,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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return false;
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}
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m_Bitmap->SetRenderLocation(300, 50);
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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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