lowpoly-walking-simulator/directx11_hellovr/dxHelloworld1/modelclass.cpp

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2024-11-14 11:54:38 +00:00
////////////////////////////////////////////////////////////////////////////////
// Filename: modelclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "modelclass.h"
ModelClass::ModelClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Texture = 0;
}
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* context, WCHAR* textureFilename)
{
bool result;
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if(!result)
{
return false;
}
// Load the texture for this model.
result = LoadTexture(device, context, textureFilename);
if (!result)
{
return false;
}
return true;
}
void ModelClass::Shutdown()
{
// Release the model texture.
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;
}
ID3D11ShaderResourceView* ModelClass::GetTexture()
{
return m_Texture->GetTexture();
}
void ModelClass::AddCubeVertex(float x, float y, float z, float tx, float ty, std::vector<VertexType> &vertdata, D3DXVECTOR3 normal)
{
VertexType temp;
temp.position.set(x, y, z);
temp.texture.set(tx, ty);
temp.normal = normal;
vertdata.push_back(temp);
}
void ModelClass::AddCubeToScene(Matrix4 mat, std::vector<VertexType> &vertdata, std::vector<unsigned long> &indices)
{
// Matrix4 mat( outermat.data() );
Vector4 A = mat * Vector4(0, 0, 0, 1);
Vector4 B = mat * Vector4(1, 0, 0, 1);
Vector4 C = mat * Vector4(1, 1, 0, 1);
Vector4 D = mat * Vector4(0, 1, 0, 1);
Vector4 E = mat * Vector4(0, 0, 1, 1);
Vector4 F = mat * Vector4(1, 0, 1, 1);
Vector4 G = mat * Vector4(1, 1, 1, 1);
Vector4 H = mat * Vector4(0, 1, 1, 1);
int old_vertex_index = vertdata.size();
// triangles instead of quads
D3DXVECTOR3 normal;
normal.set(0, 0, -1);
AddCubeVertex(E.x, E.y, E.z, 0, 1, vertdata, normal); //Front
AddCubeVertex(F.x, F.y, F.z, 1, 1, vertdata, normal);
AddCubeVertex(G.x, G.y, G.z, 1, 0, vertdata, normal);
AddCubeVertex(G.x, G.y, G.z, 1, 0, vertdata, normal);
AddCubeVertex(H.x, H.y, H.z, 0, 0, vertdata, normal);
AddCubeVertex(E.x, E.y, E.z, 0, 1, vertdata, normal);
normal.set(0, 0, 1);
AddCubeVertex(B.x, B.y, B.z, 0, 1, vertdata, normal); //Back
AddCubeVertex(A.x, A.y, A.z, 1, 1, vertdata, normal);
AddCubeVertex(D.x, D.y, D.z, 1, 0, vertdata, normal);
AddCubeVertex(D.x, D.y, D.z, 1, 0, vertdata, normal);
AddCubeVertex(C.x, C.y, C.z, 0, 0, vertdata, normal);
AddCubeVertex(B.x, B.y, B.z, 0, 1, vertdata, normal);
normal.set(0, 1, 0);
AddCubeVertex(H.x, H.y, H.z, 0, 1, vertdata, normal); //Top
AddCubeVertex(G.x, G.y, G.z, 1, 1, vertdata, normal);
AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
AddCubeVertex(D.x, D.y, D.z, 0, 0, vertdata, normal);
AddCubeVertex(H.x, H.y, H.z, 0, 1, vertdata, normal);
normal.set(0, -1, 0);
AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal); //Bottom
AddCubeVertex(B.x, B.y, B.z, 1, 1, vertdata, normal);
AddCubeVertex(F.x, F.y, F.z, 1, 0, vertdata, normal);
AddCubeVertex(F.x, F.y, F.z, 1, 0, vertdata, normal);
AddCubeVertex(E.x, E.y, E.z, 0, 0, vertdata, normal);
AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal);
normal.set(-1, 0, 0);
AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal); //Left
AddCubeVertex(E.x, E.y, E.z, 1, 1, vertdata, normal);
AddCubeVertex(H.x, H.y, H.z, 1, 0, vertdata, normal);
AddCubeVertex(H.x, H.y, H.z, 1, 0, vertdata, normal);
AddCubeVertex(D.x, D.y, D.z, 0, 0, vertdata, normal);
AddCubeVertex(A.x, A.y, A.z, 0, 1, vertdata, normal);
normal.set(1, 0, 0);
AddCubeVertex(F.x, F.y, F.z, 0, 1, vertdata, normal); //Right
AddCubeVertex(B.x, B.y, B.z, 1, 1, vertdata, normal);
AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
AddCubeVertex(C.x, C.y, C.z, 1, 0, vertdata, normal);
AddCubeVertex(G.x, G.y, G.z, 0, 0, vertdata, normal);
AddCubeVertex(F.x, F.y, F.z, 0, 1, vertdata, normal);
int new_vertex_index = vertdata.size();
for (int i = old_vertex_index; i < new_vertex_index; i++)
{
indices.push_back(i);
}
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
std::vector<VertexType> vertices;
std::vector<unsigned long> indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
//float testScale = 1.0f;
//// Load the vertex array with data.
//vertices[0].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f) * testScale; // Bottom left.
//vertices[0].texture = D3DXVECTOR2(0.0, 1.0f);
//vertices[1].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f) * testScale; // Top left.
//vertices[1].texture = D3DXVECTOR2(0.0f, 0.0f);
//vertices[2].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f) * testScale; // top right.
//vertices[2].texture = D3DXVECTOR2(1.0f, 0.0f);
//vertices[3].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f) * testScale; // bottom right.
//vertices[3].texture = D3DXVECTOR2(1.0f, 1.0f);
//// Load the index array with data.
//indices[0] = 0;
//indices[1] = 1;
//indices[2] = 2;
//indices[3] = 2;
//indices[4] = 3;
//indices[5] = 0;
//Matrix4 mat;
//AddCubeToScene(mat, vertices, indices);
float m_fScale = 0.3f;
float m_iSceneVolumeWidth = 20,
m_iSceneVolumeHeight = 20,
m_iSceneVolumeDepth = 20;
float m_fScaleSpacing = 4.0f;
Matrix4 matScale;
matScale.scale(m_fScale, m_fScale, m_fScale);
Matrix4 matTransform;
matTransform.translate(
-((float)m_iSceneVolumeWidth * m_fScaleSpacing) / 2.f,
-((float)m_iSceneVolumeHeight * m_fScaleSpacing) / 2.f,
-((float)m_iSceneVolumeDepth * m_fScaleSpacing) / 2.f);
Matrix4 mat = matScale * matTransform;
for (int z = 0; z< m_iSceneVolumeDepth; z++)
{
for (int y = 0; y< m_iSceneVolumeHeight; y++)
{
for (int x = 0; x< m_iSceneVolumeWidth; x++)
{
AddCubeToScene(mat, vertices, indices);
mat = mat * Matrix4().translate(m_fScaleSpacing, 0, 0);
}
mat = mat * Matrix4().translate(-((float)m_iSceneVolumeWidth) * m_fScaleSpacing, m_fScaleSpacing, 0);
}
mat = mat * Matrix4().translate(0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing);
}
for (int i = 0; i < vertices.size() / 2; i++)
{
std::swap(vertices[i], vertices[vertices.size() - i - 1]);
}
// Set up the description of the static vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * vertices.size();
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[0];
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) * indices.size();
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[0];
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if(FAILED(result))
{
return false;
}
m_vertexCount = vertices.size();
m_indexCount = indices.size();
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;
}
bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* context, WCHAR* filename)
{
bool result;
// Create the texture object.
m_Texture = new TextureClass;
if (!m_Texture)
{
return false;
}
// Initialize the texture object.
result = m_Texture->Initialize(device, context, filename);
if (!result)
{
return false;
}
return true;
}
void ModelClass::ReleaseTexture()
{
// Release the texture object.
if (m_Texture)
{
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
}
return;
}