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modelclass.cpp
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modelclass.cpp
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////////////////////////////////////////////////////////////////////////////////
// Filename: modelclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "modelclass.h"
ModelClass::ModelClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
}
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device)
{
bool result;
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
LoadTexture(device, L"SeaFloor.dds");
return true;
}
void ModelClass::Shutdown()
{
ReleaseTexture();
// Shutdown the vertex and index buffers.
ShutdownBuffers();
return;
}
void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
int ModelClass::GetIndexCount()
{
return m_indexCount;
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
//VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
// Set the number of vertices in the vertex array.
m_vertexCount = 4;
// Set the number of indices in the index array.
m_indexCount = 6;
// Create the vertex array.
/*vertices = new VertexType[m_vertexCount];
if(!vertices)
{
return false;
}*/
// Create the index array.
indices = new unsigned long[m_indexCount];
if(!indices)
{
return false;
}
// Load the vertex array with data.
VertexType vertices[] =
{
{D3DXVECTOR3(-1.0f, -1.0f, 0.0f), D3DXVECTOR2(1.0f, 1.0f)}, // bottom right
{D3DXVECTOR3(-1.0f, 1.0f, 0.0f),D3DXVECTOR2(0.0f, 1.0f)}, // bottom left
{D3DXVECTOR3( 1.0f, 1.0f, 0.0f), D3DXVECTOR2(0.0f, 0.0f)}, // top left
{D3DXVECTOR3( 1.0f, -1.0f, 0.0f), D3DXVECTOR2(1.0f, 0.0f)} // top right
};
/*
vertices[0].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); // Bottom left.
vertices[0].color = D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f);
vertices[1].position = D3DXVECTOR3(0.0f, 1.0f, 0.0f); // Top middle.
vertices[1].color = D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f);
vertices[2].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f); // Bottom right.
vertices[2].color = D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f);
*/
// Load the index array with data.
indices[0] = 0; // Bottom left.
indices[1] = 1; // Top middle.
indices[2] = 2; // Bottom right.
indices[3] = 3; // top right.
indices[4] = 0; // top right.
indices[5] = 2; // top right.
// Set up the description of the static vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if(FAILED(result))
{
return false;
}
// Set up the description of the static index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if(FAILED(result))
{
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
// delete [] vertices;
//vertices = 0;
delete [] indices;
indices = 0;
return true;
}
void ModelClass::ShutdownBuffers()
{
// Release the index buffer.
if(m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if(m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
return;
}
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
ID3D11ShaderResourceView* ModelClass::GetTexture()
{
return m_Texture->GetTexture();
}
void ModelClass::LoadTexture(ID3D11Device* mDevice ,WCHAR* filename)
{
m_Texture = new TextureClass;
m_Texture->Initialize(mDevice, filename);
}
void ModelClass::ReleaseTexture()
{
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
}