#include "TexturedCubeNode.h" struct Vertex { XMFLOAT3 Position; XMFLOAT3 Normal; XMFLOAT2 TextureCoordinate; }; struct CBUFFER { XMMATRIX CompleteTransformation; XMMATRIX WorldTransformation; XMVECTOR LightVector; XMFLOAT4 LightColour; XMFLOAT4 AmbientColour; }; bool TexturedCubeNode::Initialise() { _device = DirectXFramework::GetDXFramework()->GetDevice(); _deviceContext = DirectXFramework::GetDXFramework()->GetDeviceContext(); if (_device.Get() == nullptr || _deviceContext.Get() == nullptr) { return false; } BuildGeometryBuffers(); BuildShaders(); BuildVertexLayout(); BuildConstantBuffer(); BuildTexture(); return true; } void TexturedCubeNode::Render() { XMMATRIX projectionTransformation = DirectXFramework::GetDXFramework()->GetProjectionTransformation(); XMMATRIX viewTransformation = DirectXFramework::GetDXFramework()->GetViewTransformation(); // Calculate the world x view x projection transformation XMMATRIX completeTransformation = XMLoadFloat4x4(&_combinedWorldTransformation) * viewTransformation * projectionTransformation; // Draw the first cube CBUFFER cBuffer; cBuffer.CompleteTransformation = completeTransformation; cBuffer.WorldTransformation = XMLoadFloat4x4(&_combinedWorldTransformation); cBuffer.AmbientColour = XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f); cBuffer.LightVector = XMVector4Normalize(XMVectorSet(0.0f, 1.0f, 1.0f, 0.0f)); cBuffer.LightColour = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); // Update the constant buffer _deviceContext->VSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf()); _deviceContext->UpdateSubresource(_constantBuffer.Get(), 0, 0, &cBuffer, 0, 0); // Set the texture to be used by the pixel shader _deviceContext->PSSetShaderResources(0, 1, _texture.GetAddressOf()); // Now render the cube UINT stride = sizeof(Vertex); UINT offset = 0; _deviceContext->IASetVertexBuffers(0, 1, _vertexBuffer.GetAddressOf(), &stride, &offset); _deviceContext->IASetIndexBuffer(_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0); _deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); _deviceContext->DrawIndexed(36, 0, 0); } void TexturedCubeNode::Shutdown(void) { } void TexturedCubeNode::BuildGeometryBuffers() { // Create vertex buffer Vertex vertices[] = { { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) }, // side 1 { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) }, { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) }, // side 2 { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(0.0f, 1.0f) }, { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) }, // side 3 { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) }, { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) }, // side 4 { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) }, { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) }, // side 5 { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) }, { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) }, // side 6 { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) }, { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) }, }; // Setup the structure that specifies how big the vertex // buffer should be D3D11_BUFFER_DESC vertexBufferDescriptor; vertexBufferDescriptor.Usage = D3D11_USAGE_IMMUTABLE; vertexBufferDescriptor.ByteWidth = sizeof(Vertex) * 24; vertexBufferDescriptor.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDescriptor.CPUAccessFlags = 0; vertexBufferDescriptor.MiscFlags = 0; vertexBufferDescriptor.StructureByteStride = 0; // Now set up a structure that tells DirectX where to get the // data for the vertices from D3D11_SUBRESOURCE_DATA vertexInitialisationData; vertexInitialisationData.pSysMem = &vertices; // and create the vertex buffer ThrowIfFailed(_device->CreateBuffer(&vertexBufferDescriptor, &vertexInitialisationData, _vertexBuffer.GetAddressOf())); // Create the index buffer UINT indices[] = { 0, 1, 2, // side 1 2, 1, 3, 4, 5, 6, // side 2 6, 5, 7, 8, 9, 10, // side 3 10, 9, 11, 12, 13, 14, // side 4 14, 13, 15, 16, 17, 18, // side 5 18, 17, 19, 20, 21, 22, // side 6 22, 21, 23, }; // Setup the structure that specifies how big the index // buffer should be D3D11_BUFFER_DESC indexBufferDescriptor; indexBufferDescriptor.Usage = D3D11_USAGE_IMMUTABLE; indexBufferDescriptor.ByteWidth = sizeof(UINT) * 36; indexBufferDescriptor.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDescriptor.CPUAccessFlags = 0; indexBufferDescriptor.MiscFlags = 0; indexBufferDescriptor.StructureByteStride = 0; // Now set up a structure that tells DirectX where to get the // data for the indices from D3D11_SUBRESOURCE_DATA indexInitialisationData; indexInitialisationData.pSysMem = &indices; // and create the index buffer ThrowIfFailed(_device->CreateBuffer(&indexBufferDescriptor, &indexInitialisationData, _indexBuffer.GetAddressOf())); } void TexturedCubeNode::BuildShaders() { DWORD shaderCompileFlags = 0; #if defined( _DEBUG ) shaderCompileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; #endif ComPtr compilationMessages = nullptr; //Compile vertex shader HRESULT hr = D3DCompileFromFile(L"shader.hlsl", nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE, "VS", "vs_5_0", shaderCompileFlags, 0, _vertexShaderByteCode.GetAddressOf(), compilationMessages.GetAddressOf()); if (compilationMessages.Get() != nullptr) { // If there were any compilation messages, display them MessageBoxA(0, (char*)compilationMessages->GetBufferPointer(), 0, 0); } // Even if there are no compiler messages, check to make sure there were no other errors. ThrowIfFailed(hr); ThrowIfFailed(_device->CreateVertexShader(_vertexShaderByteCode->GetBufferPointer(), _vertexShaderByteCode->GetBufferSize(), NULL, _vertexShader.GetAddressOf())); _deviceContext->VSSetShader(_vertexShader.Get(), 0, 0); // Compile pixel shader hr = D3DCompileFromFile(L"shader.hlsl", nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE, "PS", "ps_5_0", shaderCompileFlags, 0, _pixelShaderByteCode.GetAddressOf(), compilationMessages.GetAddressOf()); if (compilationMessages.Get() != nullptr) { // If there were any compilation messages, display them MessageBoxA(0, (char*)compilationMessages->GetBufferPointer(), 0, 0); } ThrowIfFailed(hr); ThrowIfFailed(_device->CreatePixelShader(_pixelShaderByteCode->GetBufferPointer(), _pixelShaderByteCode->GetBufferSize(), NULL, _pixelShader.GetAddressOf())); _deviceContext->PSSetShader(_pixelShader.Get(), 0, 0); } void TexturedCubeNode::BuildVertexLayout() { // Create the vertex input layout. This tells DirectX the format // of each of the vertices we are sending to it. D3D11_INPUT_ELEMENT_DESC vertexDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; ThrowIfFailed(_device->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc), _vertexShaderByteCode->GetBufferPointer(), _vertexShaderByteCode->GetBufferSize(), _layout.GetAddressOf())); _deviceContext->IASetInputLayout(_layout.Get()); } void TexturedCubeNode::BuildConstantBuffer() { D3D11_BUFFER_DESC bufferDesc; ZeroMemory(&bufferDesc, sizeof(bufferDesc)); bufferDesc.Usage = D3D11_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(CBUFFER); bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; ThrowIfFailed(_device->CreateBuffer(&bufferDesc, NULL, _constantBuffer.GetAddressOf())); } void TexturedCubeNode::BuildTexture() { // Note that in order to use CreateWICTextureFromFile, we // need to ensure we make a call to CoInitializeEx in our // Initialise method (and make the corresponding call to // CoUninitialize in the Shutdown method). Otherwise, // the following call will throw an exception ThrowIfFailed(CreateWICTextureFromFile(_device.Get(), _deviceContext.Get(), _textureName.c_str(), nullptr, _texture.GetAddressOf() )); }