Merge branch 'main' into Imgui
This commit is contained in:
@@ -1,15 +1,12 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: applicationclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#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_Model = 0;
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m_ColorShader = 0;
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m_LightShader = 0;
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m_Light = 0;
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}
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@@ -25,44 +22,61 @@ ApplicationClass::~ApplicationClass()
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bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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{
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char textureFilename[128];
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bool result;
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// Create and initialize the Direct3D object.
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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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result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, m_fullscreen, 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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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, 0.0f, -5.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
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// Create and initialize the model object.
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m_Model = new ModelClass;
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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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result = m_Model->Initialize(m_Direct3D->GetDevice());
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result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 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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return false;
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}
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// Create and initialize the color shader object.
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m_ColorShader = new ColorShaderClass;
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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_ColorShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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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 color shader object.", L"Error", MB_OK);
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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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return true;
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}
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@@ -70,12 +84,19 @@ 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 color shader object.
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if (m_ColorShader)
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// Release the light object.
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if (m_Light)
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{
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m_ColorShader->Shutdown();
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delete m_ColorShader;
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m_ColorShader = 0;
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delete m_Light;
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m_Light = 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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@@ -93,7 +114,7 @@ void ApplicationClass::Shutdown()
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m_Camera = 0;
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}
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// Release the Direct3D object.
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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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@@ -107,11 +128,19 @@ void ApplicationClass::Shutdown()
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bool ApplicationClass::Frame()
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{
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static float rotation = 0.0f;
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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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// Render the graphics scene.
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result = Render();
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result = Render(rotation);
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if (!result)
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{
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return false;
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@@ -121,7 +150,7 @@ bool ApplicationClass::Frame()
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}
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bool ApplicationClass::Render()
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bool ApplicationClass::Render(float rotation)
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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bool result;
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@@ -137,17 +166,19 @@ bool ApplicationClass::Render()
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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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// Rotate the world matrix by the rotation value so that the triangle will spin.
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worldMatrix = XMMatrixRotationY(rotation);
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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 color shader.
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result = m_ColorShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
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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(),
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m_Light->GetDirection(), m_Light->GetDiffuseColor());
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if (!result)
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{
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return false;
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}
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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