add input

add time
This commit is contained in:
2025-09-24 15:37:58 +02:00
parent 10d4f9fd1b
commit 589d0933f4
4 changed files with 95 additions and 15 deletions
+64 -15
View File
@@ -31,12 +31,23 @@ void Mesh::update(FLOAT dt)
static FLOAT x = 0.0f; static FLOAT x = 0.0f;
static FLOAT y = 0.0f; static FLOAT y = 0.0f;
static FLOAT z = 0.0f; static FLOAT z = 0.0f;
static FLOAT pitch = 0.0f; static FLOAT pitch = XM_PIDIV4;
static FLOAT yaw = 0.0f; static FLOAT yaw = 0.0f;
static FLOAT roll = 0.0f; static FLOAT roll = XM_PIDIV4;
static FLOAT scale = 1.0f; static FLOAT scale = 1.0f;
yaw += 0.01f; yaw += 1.0f * dt;
FLOAT move = 1.0f * dt;
if (GetAsyncKeyState(VK_LEFT) & 0x8000) x -= move;
if (GetAsyncKeyState(VK_RIGHT) & 0x8000) x += move;
if (GetAsyncKeyState(VK_DOWN) & 0x8000) y -= move;
if (GetAsyncKeyState(VK_UP) & 0x8000) y += move;
if (GetAsyncKeyState('Q') & 0x8000) z -= move;
if (GetAsyncKeyState('E') & 0x8000) z += move;
XMMATRIX translationMatrix = XMMatrixTranslation(x, y, z); XMMATRIX translationMatrix = XMMatrixTranslation(x, y, z);
XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll); XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
@@ -69,7 +80,7 @@ void Mesh::deInit()
UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice) UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
{ {
// 1. define mesh structure // 1. define mesh structure
_vertexCount = 4; _vertexCount = 8;
_vertexStride = sizeof(Vertex); _vertexStride = sizeof(Vertex);
// 2. create vertex buffer WITHOUT data // 2. create vertex buffer WITHOUT data
@@ -110,12 +121,25 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f); //pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
//pVertices[3] = Vertex(0.5f, -0.5f, 0.0f); //pVertices[3] = Vertex(0.5f, -0.5f, 0.0f);
// quad with trianglefan //// quad with trianglefan
// quad with trianglelist & index buffer //// quad with trianglelist & index buffer
pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f); //pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
pVertices[1] = Vertex(0.5f, 0.5f, 0.0f); //pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
pVertices[2] = Vertex(0.5f, -0.5f, 0.0f); //pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f); //pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f);
// cube
// front
pVertices[0] = Vertex(-0.5f, 0.5f, -0.5f);
pVertices[1] = Vertex(0.5f, 0.5f, -0.5f);
pVertices[2] = Vertex(0.5f, -0.5f, -0.5f);
pVertices[3] = Vertex(-0.5f, -0.5f, -0.5f);
// back
pVertices[4] = Vertex(0.5f, 0.5f, 0.5f);
pVertices[5] = Vertex(-0.5f, 0.5f, 0.5f);
pVertices[6] = Vertex(-0.5f, -0.5f, 0.5f);
pVertices[7] = Vertex(0.5f, -0.5f, 0.5f);
hr = _pVertexBuffer->Unlock(); hr = _pVertexBuffer->Unlock();
CheckFailed(hr, 320); CheckFailed(hr, 320);
@@ -127,7 +151,7 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice) UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
{ {
_indexCount = 6; // triangle * 3 _indexCount = 36; // triangle * 3
HRESULT hr = pD3DDevice->CreateIndexBuffer( HRESULT hr = pD3DDevice->CreateIndexBuffer(
_indexCount * sizeof(WORD), _indexCount * sizeof(WORD),
@@ -143,13 +167,38 @@ UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
hr = _pIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndices), 0); hr = _pIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndices), 0);
CheckFailed(hr, 340); CheckFailed(hr, 340);
// quad //// quad
// triangle 1 //// triangle 1
pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2; //pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
// triangle 2 //// triangle 2
//pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
// cube
// front
pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3; pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
// back
pIndices[6] = 4; pIndices[7] = 5; pIndices[8] = 6;
pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;
// left
pIndices[12] = 5; pIndices[13] = 0; pIndices[14] = 3;
pIndices[15] = 5; pIndices[16] = 3; pIndices[17] = 6;
// right
pIndices[18] = 1; pIndices[19] = 4; pIndices[20] = 7;
pIndices[21] = 1; pIndices[22] = 7; pIndices[23] = 2;
// top
pIndices[24] = 5; pIndices[25] = 4; pIndices[26] = 1;
pIndices[27] = 5; pIndices[28] = 1; pIndices[29] = 0;
// bottom
pIndices[30] = 3; pIndices[31] = 2; pIndices[32] = 7;
pIndices[33] = 3; pIndices[34] = 7; pIndices[35] = 6;
hr = _pIndexBuffer->Unlock(); hr = _pIndexBuffer->Unlock();
CheckFailed(hr, 350); CheckFailed(hr, 350);
+19
View File
@@ -1,12 +1,31 @@
#include "Time.h" #include "Time.h"
#if _DEBUG
#include <string>
#endif // _DEBUG
UINT Time::init() UINT Time::init()
{ {
_lastFrame = CLOCK::now();
return 0; return 0;
} }
void Time::update() void Time::update()
{ {
TIMEPOINT now = CLOCK::now();
SECONDS diff = now - _lastFrame;
_lastFrame = now;
_deltaTime = diff.count();
#ifdef _DEBUG
#ifdef UNICODE
wstring output = L"fps: " + to_wstring(1 / _deltaTime) + L"\n";
OutputDebugString(output.c_str());
#else // !UNICODE
string output = "fps: " + to_string(1 / _deltaTime) + "\n";
OutputDebugString(output.c_str());
#endif // UNICODE
#endif // DEBUG
} }
void Time::deInit() void Time::deInit()
+5
View File
@@ -4,6 +4,10 @@
using namespace std; using namespace std;
typedef chrono::steady_clock CLOCK;
typedef CLOCK::time_point TIMEPOINT;
typedef chrono::duration<FLOAT> SECONDS;
class Time class Time
{ {
public: public:
@@ -15,5 +19,6 @@ public:
private: private:
FLOAT _deltaTime = 0.0f; FLOAT _deltaTime = 0.0f;
TIMEPOINT _lastFrame = {};
}; };
+7
View File
@@ -63,6 +63,13 @@ int WINAPI WinMain(
// 8. run application // 8. run application
while (window.run()) while (window.run())
{ {
if (GetAsyncKeyState(VK_F1) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
if (GetAsyncKeyState(VK_F2) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
if (GetAsyncKeyState(VK_F3) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
if (GetAsyncKeyState(VK_F4) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
if (GetAsyncKeyState(VK_F5) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
if (GetAsyncKeyState(VK_F6) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
// 8.1. update objects // 8.1. update objects
time.update(); time.update();
mesh.update(time.getDeltaTime()); mesh.update(time.getDeltaTime());