add sampler states
add light add normals
This commit is contained in:
+43
-43
@@ -31,9 +31,9 @@ void Mesh::update(FLOAT dt)
|
||||
static FLOAT x = 0.0f;
|
||||
static FLOAT y = 0.0f;
|
||||
static FLOAT z = 0.0f;
|
||||
static FLOAT pitch = XM_PIDIV4; // x axis
|
||||
static FLOAT yaw = XM_PIDIV4; // y axis
|
||||
static FLOAT roll = XM_PIDIV4; // z axis
|
||||
static FLOAT pitch = 0.2f; // x axis
|
||||
static FLOAT yaw = 0.0f; // y axis
|
||||
static FLOAT roll = 0.4f; // z axis
|
||||
static FLOAT scale = 1.0f;
|
||||
|
||||
yaw += 1.0f * dt;
|
||||
@@ -84,7 +84,7 @@ void Mesh::deInit()
|
||||
UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
// 1. define mesh parameters
|
||||
_vertexCount = 8;
|
||||
_vertexCount = 4;
|
||||
_vertexStride = sizeof(Vertex);
|
||||
|
||||
// 2. create vertex buffer object WITHOUT data
|
||||
@@ -126,10 +126,10 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
|
||||
// quad with triangle fan, vertex buffer only
|
||||
// quad with triangle list & index buffer
|
||||
//pVertices[0] = 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[3] = Vertex(-0.5f, -0.5f, 0.0f);
|
||||
pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
|
||||
pVertices[1] = Vertex(0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
|
||||
pVertices[2] = Vertex(0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
|
||||
pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
|
||||
|
||||
//// cube with color
|
||||
//// front
|
||||
@@ -145,17 +145,17 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
//pVertices[7] = Vertex(0.5f, -0.5f, 0.5f, 200, 200, 200);
|
||||
|
||||
// cube with uv
|
||||
// front
|
||||
pVertices[0] = Vertex(-0.5f, 0.5f, -0.5f, 0.0f, 0.0f);
|
||||
pVertices[1] = Vertex(0.5f, 0.5f, -0.5f, 1.0f, 0.0f);
|
||||
pVertices[2] = Vertex(0.5f, -0.5f, -0.5f, 1.0f, 1.0f);
|
||||
pVertices[3] = Vertex(-0.5f, -0.5f, -0.5f, 0.0f, 1.0f);
|
||||
//// front
|
||||
//pVertices[0] = Vertex(-0.5f, 0.5f, -0.5f, 0.0f, 0.0f);
|
||||
//pVertices[1] = Vertex(0.5f, 0.5f, -0.5f, 1.0f, 0.0f);
|
||||
//pVertices[2] = Vertex(0.5f, -0.5f, -0.5f, 1.0f, 1.0f);
|
||||
//pVertices[3] = Vertex(-0.5f, -0.5f, -0.5f, 0.0f, 1.0f);
|
||||
|
||||
// back
|
||||
pVertices[4] = Vertex(0.5f, 0.5f, 0.5f, 0.0f, 0.0f);
|
||||
pVertices[5] = Vertex(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f);
|
||||
pVertices[6] = Vertex(-0.5f, -0.5f, 0.5f, 1.0f, 1.0f);
|
||||
pVertices[7] = Vertex(0.5f, -0.5f, 0.5f, 0.0f, 1.0f);
|
||||
//// back
|
||||
//pVertices[4] = Vertex(0.5f, 0.5f, 0.5f, 0.0f, 0.0f);
|
||||
//pVertices[5] = Vertex(-0.5f, 0.5f, 0.5f, 3.0f, 0.0f);
|
||||
//pVertices[6] = Vertex(-0.5f, -0.5f, 0.5f, 3.0f, 3.0f);
|
||||
//pVertices[7] = Vertex(0.5f, -0.5f, 0.5f, 0.0f, 3.0f);
|
||||
|
||||
hr = _pVertexBuffer->Unlock(); // transfer vertex buffer back from cpu memory to video memory
|
||||
CheckFailed(hr, 320);
|
||||
@@ -167,7 +167,7 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
|
||||
UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
_indexCount = 36; // triangle count * 3
|
||||
_indexCount = 6; // triangle count * 3
|
||||
|
||||
HRESULT hr = pD3DDevice->CreateIndexBuffer(
|
||||
_indexCount * sizeof(WORD),
|
||||
@@ -184,37 +184,37 @@ UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
hr = _pIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndices), 0);
|
||||
CheckFailed(hr, 340);
|
||||
|
||||
//// quad
|
||||
//// triangle 1 - 0, 1, 2
|
||||
//pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
|
||||
|
||||
//// triangle 2 - 0, 2, 3
|
||||
//pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
|
||||
|
||||
// cube
|
||||
// front
|
||||
// quad
|
||||
// triangle 1 - 0, 1, 2
|
||||
pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
|
||||
|
||||
// triangle 2 - 0, 2, 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;
|
||||
//// cube
|
||||
//// front
|
||||
//pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
|
||||
//pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
|
||||
|
||||
// left
|
||||
pIndices[12] = 5; pIndices[13] = 0; pIndices[14] = 3;
|
||||
pIndices[15] = 5; pIndices[16] = 3; pIndices[17] = 6;
|
||||
//// back
|
||||
//pIndices[6] = 4; pIndices[7] = 5; pIndices[8] = 6;
|
||||
//pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;
|
||||
|
||||
// right
|
||||
pIndices[18] = 1; pIndices[19] = 4; pIndices[20] = 7;
|
||||
pIndices[21] = 1; pIndices[22] = 7; pIndices[23] = 2;
|
||||
//// left
|
||||
//pIndices[12] = 5; pIndices[13] = 0; pIndices[14] = 3;
|
||||
//pIndices[15] = 5; pIndices[16] = 3; pIndices[17] = 6;
|
||||
|
||||
// top
|
||||
pIndices[24] = 5; pIndices[25] = 4; pIndices[26] = 1;
|
||||
pIndices[27] = 5; pIndices[28] = 1; pIndices[29] = 0;
|
||||
//// right
|
||||
//pIndices[18] = 1; pIndices[19] = 4; pIndices[20] = 7;
|
||||
//pIndices[21] = 1; pIndices[22] = 7; pIndices[23] = 2;
|
||||
|
||||
// bottom
|
||||
pIndices[30] = 3; pIndices[31] = 2; pIndices[32] = 7;
|
||||
pIndices[33] = 3; pIndices[34] = 7; pIndices[35] = 6;
|
||||
//// 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();
|
||||
CheckFailed(hr, 350);
|
||||
|
||||
Reference in New Issue
Block a user