353 lines
9.3 KiB
C++
353 lines
9.3 KiB
C++
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////////////////////////////////////////////////////////////////////////////////
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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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m_Texture = 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, ID3D11DeviceContext* context, WCHAR* textureFilename)
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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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// Load the texture for this model.
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result = LoadTexture(device, context, textureFilename);
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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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// Release the model texture.
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ReleaseTexture();
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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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ID3D11ShaderResourceView* ModelClass::GetTexture()
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{
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return m_Texture->GetTexture();
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}
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void ModelClass::AddCubeVertex(float x, float y, float z, float tx, float ty, std::vector<VertexType> &vertdata, D3DXVECTOR3 normal)
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{
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VertexType temp;
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temp.position.set(x, y, z);
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temp.texture.set(tx, ty);
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temp.normal = normal;
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vertdata.push_back(temp);
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}
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void ModelClass::AddCubeToScene(Matrix4 mat, std::vector<VertexType> &vertdata, std::vector<unsigned long> &indices)
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{
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// Matrix4 mat( outermat.data() );
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Vector4 A = mat * Vector4(0, 0, 0, 1);
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Vector4 B = mat * Vector4(1, 0, 0, 1);
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Vector4 C = mat * Vector4(1, 1, 0, 1);
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Vector4 D = mat * Vector4(0, 1, 0, 1);
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Vector4 E = mat * Vector4(0, 0, 1, 1);
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Vector4 F = mat * Vector4(1, 0, 1, 1);
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Vector4 G = mat * Vector4(1, 1, 1, 1);
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Vector4 H = mat * Vector4(0, 1, 1, 1);
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int old_vertex_index = vertdata.size();
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// triangles instead of quads
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D3DXVECTOR3 normal;
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normal.set(0, 0, -1);
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AddCubeVertex(E.x, E.y, E.z, 0, 1, vertdata, normal); //Front
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AddCubeVertex(F.x, F.y, F.z, 1, 1, vertdata, normal);
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AddCubeVertex(G.x, G.y, G.z, 1, 0, vertdata, normal);
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AddCubeVertex(G.x, G.y, G.z, 1, 0, vertdata, normal);
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AddCubeVertex(H.x, H.y, H.z, 0, 0, vertdata, normal);
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AddCubeVertex(E.x, E.y, E.z, 0, 1, vertdata, normal);
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normal.set(0, 0, 1);
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AddCubeVertex(B.x, B.y, B.z, 0, 1, vertdata, normal); //Back
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AddCubeVertex(A.x, A.y, A.z, 1, 1, vertdata, normal);
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AddCubeVertex(D.x, D.y, D.z, 1, 0, vertdata, normal);
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AddCubeVertex(D.x, D.y, D.z, 1, 0, vertdata, normal);
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AddCubeVertex(C.x, C.y, C.z, 0, 0, vertdata, normal);
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AddCubeVertex(B.x, B.y, B.z, 0, 1, vertdata, normal);
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normal.set(0, 1, 0);
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AddCubeVertex(H.x, H.y, H.z, 0, 1, vertdata, normal); //Top
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AddCubeVertex(G.x, G.y, G.z, 1, 1, vertdata, normal);
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AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
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AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
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AddCubeVertex(D.x, D.y, D.z, 0, 0, vertdata, normal);
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AddCubeVertex(H.x, H.y, H.z, 0, 1, vertdata, normal);
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normal.set(0, -1, 0);
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AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal); //Bottom
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AddCubeVertex(B.x, B.y, B.z, 1, 1, vertdata, normal);
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AddCubeVertex(F.x, F.y, F.z, 1, 0, vertdata, normal);
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AddCubeVertex(F.x, F.y, F.z, 1, 0, vertdata, normal);
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AddCubeVertex(E.x, E.y, E.z, 0, 0, vertdata, normal);
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AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal);
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normal.set(-1, 0, 0);
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AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal); //Left
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AddCubeVertex(E.x, E.y, E.z, 1, 1, vertdata, normal);
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AddCubeVertex(H.x, H.y, H.z, 1, 0, vertdata, normal);
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AddCubeVertex(H.x, H.y, H.z, 1, 0, vertdata, normal);
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AddCubeVertex(D.x, D.y, D.z, 0, 0, vertdata, normal);
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AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal);
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normal.set(1, 0, 0);
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AddCubeVertex(F.x, F.y, F.z, 0, 1, vertdata, normal); //Right
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AddCubeVertex(B.x, B.y, B.z, 1, 1, vertdata, normal);
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AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
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AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
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AddCubeVertex(G.x, G.y, G.z, 0, 0, vertdata, normal);
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AddCubeVertex(F.x, F.y, F.z, 0, 1, vertdata, normal);
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int new_vertex_index = vertdata.size();
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for (int i = old_vertex_index; i < new_vertex_index; i++)
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{
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indices.push_back(i);
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}
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}
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bool ModelClass::InitializeBuffers(ID3D11Device* device)
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{
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std::vector<VertexType> vertices;
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std::vector<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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//float testScale = 1.0f;
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//// Load the vertex array with data.
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//vertices[0].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f) * testScale; // Bottom left.
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//vertices[0].texture = D3DXVECTOR2(0.0, 1.0f);
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//vertices[1].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f) * testScale; // Top left.
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//vertices[1].texture = D3DXVECTOR2(0.0f, 0.0f);
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//vertices[2].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f) * testScale; // top right.
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//vertices[2].texture = D3DXVECTOR2(1.0f, 0.0f);
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//vertices[3].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f) * testScale; // bottom right.
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//vertices[3].texture = D3DXVECTOR2(1.0f, 1.0f);
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//// Load the index array with data.
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//indices[0] = 0;
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//indices[1] = 1;
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//indices[2] = 2;
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//indices[3] = 2;
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//indices[4] = 3;
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//indices[5] = 0;
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//Matrix4 mat;
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//AddCubeToScene(mat, vertices, indices);
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float m_fScale = 0.3f;
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float m_iSceneVolumeWidth = 20,
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m_iSceneVolumeHeight = 20,
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m_iSceneVolumeDepth = 20;
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float m_fScaleSpacing = 4.0f;
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Matrix4 matScale;
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matScale.scale(m_fScale, m_fScale, m_fScale);
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Matrix4 matTransform;
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matTransform.translate(
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-((float)m_iSceneVolumeWidth * m_fScaleSpacing) / 2.f,
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-((float)m_iSceneVolumeHeight * m_fScaleSpacing) / 2.f,
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-((float)m_iSceneVolumeDepth * m_fScaleSpacing) / 2.f);
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Matrix4 mat = matScale * matTransform;
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for (int z = 0; z< m_iSceneVolumeDepth; z++)
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{
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for (int y = 0; y< m_iSceneVolumeHeight; y++)
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{
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for (int x = 0; x< m_iSceneVolumeWidth; x++)
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{
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AddCubeToScene(mat, vertices, indices);
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mat = mat * Matrix4().translate(m_fScaleSpacing, 0, 0);
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}
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mat = mat * Matrix4().translate(-((float)m_iSceneVolumeWidth) * m_fScaleSpacing, m_fScaleSpacing, 0);
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}
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mat = mat * Matrix4().translate(0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing);
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}
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for (int i = 0; i < vertices.size() / 2; i++)
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{
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std::swap(vertices[i], vertices[vertices.size() - i - 1]);
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}
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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) * vertices.size();
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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[0];
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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) * indices.size();
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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[0];
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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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m_vertexCount = vertices.size();
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m_indexCount = indices.size();
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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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}
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bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* context, WCHAR* filename)
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{
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bool result;
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// Create the texture object.
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m_Texture = new TextureClass;
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if (!m_Texture)
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{
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return false;
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}
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// Initialize the texture object.
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result = m_Texture->Initialize(device, context, filename);
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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::ReleaseTexture()
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{
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// Release the texture object.
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if (m_Texture)
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{
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m_Texture->Shutdown();
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delete m_Texture;
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m_Texture = 0;
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}
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return;
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}
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