add cube mesh

add world matrix
add view matrix
add projection matrix
This commit is contained in:
2025-09-17 11:53:34 +02:00
parent f2dca52aa7
commit faa9b71510
5 changed files with 106 additions and 16 deletions
+76 -11
View File
@@ -2,6 +2,10 @@
#include "Utilities.h"
#include "Vertex.h"
#include <DirectXMath.h>
using namespace DirectX;
UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
{
UINT error = 0;
@@ -12,11 +16,31 @@ UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
error = createIndexBuffer(pD3DDevice);
CheckError(error);
// identity world matrix
XMMATRIX identityMatrix = XMMatrixIdentity();
XMFLOAT4X4 worldMatrix;
XMStoreFloat4x4(&worldMatrix, identityMatrix);
D3DMATRIX* pWorldMatrix = reinterpret_cast<D3DMATRIX*>(&worldMatrix);
_worldMatrix = *pWorldMatrix;
return 0;
}
void Mesh::update(FLOAT dt)
{
static FLOAT pitch = XM_PIDIV4; // x axis
static FLOAT yaw = XM_PIDIV4; // y axis
static FLOAT roll = XM_PIDIV4; // z axis
static FLOAT scale = 1.0f;
yaw += 0.01f;
//scale += 0.001f;
XMMATRIX translationMatrix = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
XMMATRIX scaleMatrix = XMMatrixScaling(scale, scale, scale);
XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_worldMatrix), scaleMatrix * rotationMatrix * translationMatrix);
}
void Mesh::render(IDirect3DDevice9* pD3DDevice)
@@ -26,7 +50,10 @@ void Mesh::render(IDirect3DDevice9* pD3DDevice)
pD3DDevice->SetFVF(FVF);
pD3DDevice->SetIndices(_pIndexBuffer);
// 2. draw call
// 2. set transform data
pD3DDevice->SetTransform(D3DTS_WORLD, &_worldMatrix);
// 3. draw call
// vertex buffer only
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, _vertexCount - 2);
@@ -45,7 +72,7 @@ void Mesh::deInit()
UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
{
// 1. define mesh parameters
_vertexCount = 4;
_vertexCount = 8;
_vertexStride = sizeof(Vertex);
// 2. create vertex buffer object WITHOUT data
@@ -87,10 +114,23 @@ 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);
//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);
// 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);
// front
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(); // transfer vertex buffer back from cpu memory to video memory
CheckFailed(hr, 320);
@@ -102,7 +142,7 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
{
_indexCount = 6; // triangle count * 3
_indexCount = 36; // triangle count * 3
HRESULT hr = pD3DDevice->CreateIndexBuffer(
_indexCount * sizeof(WORD),
@@ -119,13 +159,38 @@ 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;
//// quad
//// triangle 1 - 0, 1, 2
//pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
// triangle 2 - 0, 2, 3
//// triangle 2 - 0, 2, 3
//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;
// 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();
CheckFailed(hr, 350);