209 lines
5.9 KiB
C++
209 lines
5.9 KiB
C++
#include "Mesh.h"
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#include "Utilities.h"
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#include "Vertex.h"
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#include <DirectXMath.h>
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using namespace DirectX;
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UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
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{
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UINT error = 0;
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error = createVertexBuffer(pD3DDevice);
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CheckError(error);
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error = createIndexBuffer(pD3DDevice);
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CheckError(error);
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// identity matrix
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XMMATRIX identityMatrix = XMMatrixIdentity();
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XMFLOAT4X4 worldMatrix;
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XMStoreFloat4x4(&worldMatrix, identityMatrix);
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D3DMATRIX* pWorldMatrix = reinterpret_cast<D3DMATRIX*>(&worldMatrix);
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_worldMatrix = *pWorldMatrix;
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return 0;
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}
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void Mesh::update(FLOAT dt)
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{
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static FLOAT x = 0.0f;
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static FLOAT y = 0.0f;
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static FLOAT z = 0.0f;
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static FLOAT pitch = XM_PIDIV4;
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static FLOAT yaw = 0.0f;
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static FLOAT roll = XM_PIDIV4;
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static FLOAT scale = 1.0f;
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yaw += 1.0f * dt;
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FLOAT move = 1.0f * dt;
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if (GetAsyncKeyState(VK_LEFT) & 0x8000) x -= move;
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if (GetAsyncKeyState(VK_RIGHT) & 0x8000) x += move;
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if (GetAsyncKeyState(VK_DOWN) & 0x8000) y -= move;
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if (GetAsyncKeyState(VK_UP) & 0x8000) y += move;
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if (GetAsyncKeyState('Q') & 0x8000) z -= move;
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if (GetAsyncKeyState('E') & 0x8000) z += move;
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XMMATRIX translationMatrix = XMMatrixTranslation(x, y, z);
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XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
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XMMATRIX scaleMatrix = XMMatrixScaling(scale, scale, scale);
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XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_worldMatrix), scaleMatrix * rotationMatrix * translationMatrix);
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}
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void Mesh::render(IDirect3DDevice9* pD3DDevice)
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{
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// 1. set mesh data
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pD3DDevice->SetStreamSource(0, _pVertexBuffer, 0, _vertexStride);
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pD3DDevice->SetFVF(FVF);
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pD3DDevice->SetIndices(_pIndexBuffer);
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pD3DDevice->SetTransform(D3DTS_WORLD, &_worldMatrix);
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// 2. draw call
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//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
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//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, _vertexCount - 2);
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//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, _vertexCount - 2);
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pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, _vertexCount, 0, _indexCount / 3);
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}
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void Mesh::deInit()
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{
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safeRelease(_pIndexBuffer);
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safeRelease(_pVertexBuffer);
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}
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UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
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{
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// 1. define mesh structure
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_vertexCount = 8;
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_vertexStride = sizeof(Vertex);
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// 2. create vertex buffer WITHOUT data
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HRESULT hr = pD3DDevice->CreateVertexBuffer(
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_vertexCount * _vertexStride, // vertex buffer byte length
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D3DUSAGE_WRITEONLY, // vertex buffer access mode
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FVF, // FVF - Flexible Vertex Format
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D3DPOOL_MANAGED, // video memory management
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&_pVertexBuffer,
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nullptr // not used anymore
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);
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CheckFailed(hr, 300);
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// 3. fill vertex buffer with data
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Vertex* pVertices = nullptr;
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hr = _pVertexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pVertices), 0);
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CheckFailed(hr, 310);
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// triangle
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//pVertices[0] = Vertex(0.0f, 0.5f, 0.0f);
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//pVertices[1] = Vertex(0.5f, -0.5f, 0.0f);
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//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
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// quad with trianglelist WITHOUT index buffer
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//// triangle 1
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//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
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//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
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//pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
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//// triangle 2
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//pVertices[3] = Vertex(-0.5f, 0.5f, 0.0f);
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//pVertices[4] = Vertex(0.5f, -0.5f, 0.0f);
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//pVertices[5] = Vertex(-0.5f, -0.5f, 0.0f);
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// quad with trianglestrip
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//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
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//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
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//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
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//pVertices[3] = Vertex(0.5f, -0.5f, 0.0f);
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//// quad with trianglefan
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//// quad with trianglelist & index buffer
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//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
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//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
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//pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
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//pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f);
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// cube
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// front
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pVertices[0] = Vertex(-0.5f, 0.5f, -0.5f);
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pVertices[1] = Vertex(0.5f, 0.5f, -0.5f);
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pVertices[2] = Vertex(0.5f, -0.5f, -0.5f);
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pVertices[3] = Vertex(-0.5f, -0.5f, -0.5f);
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// back
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pVertices[4] = Vertex(0.5f, 0.5f, 0.5f);
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pVertices[5] = Vertex(-0.5f, 0.5f, 0.5f);
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pVertices[6] = Vertex(-0.5f, -0.5f, 0.5f);
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pVertices[7] = Vertex(0.5f, -0.5f, 0.5f);
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hr = _pVertexBuffer->Unlock();
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CheckFailed(hr, 320);
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pVertices = nullptr;
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return 0;
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}
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UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
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{
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_indexCount = 36; // triangle * 3
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HRESULT hr = pD3DDevice->CreateIndexBuffer(
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_indexCount * sizeof(WORD),
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D3DUSAGE_WRITEONLY,
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D3DFMT_INDEX16,
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D3DPOOL_MANAGED,
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&_pIndexBuffer,
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nullptr
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);
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CheckFailed(hr, 330);
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WORD* pIndices = nullptr;
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hr = _pIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndices), 0);
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CheckFailed(hr, 340);
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//// quad
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//// triangle 1
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//pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
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//// triangle 2
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//pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
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// cube
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// front
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pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
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pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
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// back
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pIndices[6] = 4; pIndices[7] = 5; pIndices[8] = 6;
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pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;
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// left
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pIndices[12] = 5; pIndices[13] = 0; pIndices[14] = 3;
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pIndices[15] = 5; pIndices[16] = 3; pIndices[17] = 6;
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// right
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pIndices[18] = 1; pIndices[19] = 4; pIndices[20] = 7;
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pIndices[21] = 1; pIndices[22] = 7; pIndices[23] = 2;
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// top
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pIndices[24] = 5; pIndices[25] = 4; pIndices[26] = 1;
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pIndices[27] = 5; pIndices[28] = 1; pIndices[29] = 0;
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// bottom
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pIndices[30] = 3; pIndices[31] = 2; pIndices[32] = 7;
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pIndices[33] = 3; pIndices[34] = 7; pIndices[35] = 6;
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hr = _pIndexBuffer->Unlock();
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CheckFailed(hr, 350);
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pIndices = nullptr;
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return 0;
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}
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