
Added ability to hold shift and skip the terrain generation when loading Added ability for the perlin terrain to save a raw image of the terrain to use as a cache
255 lines
9.5 KiB
C++
255 lines
9.5 KiB
C++
#include "SubMeshRenderer.h"
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void SubMeshRenderer::SetRootChildren(list<SceneNodePointer>& rootChildren)
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{
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// Sets the root children since the actual sub mesh root could have multiple children...
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_rootGraph = &rootChildren;
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}
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void SubMeshRenderer::SetWorldTransformation(FXMMATRIX worldTransformation)
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{
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XMStoreFloat4x4(&_worldTransformation, worldTransformation);
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}
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void SubMeshRenderer::SetAmbientLight(XMFLOAT4 ambientLight)
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{
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_ambientLight = ambientLight;
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}
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void SubMeshRenderer::SetDirectionalLight(FXMVECTOR lightVector, XMFLOAT4 lightColour)
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{
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_directionalLightColour = lightColour;
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XMStoreFloat4(&_directionalLightVector, lightVector);
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}
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bool SubMeshRenderer::Initialise()
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{
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_device = DirectXFramework::GetDXFramework()->GetDevice();
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_deviceContext = DirectXFramework::GetDXFramework()->GetDeviceContext();
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BuildShaders();
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BuildVertexLayout();
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BuildConstantBuffer();
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BuildBlendState();
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BuildRendererState();
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return true;
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}
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void SubMeshRenderer::RenderChild(SceneNodePointer node, bool renderTransparent)
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{
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// Check if the current node is a sub mesh
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shared_ptr<SubMeshNode> currentMeshNode = dynamic_pointer_cast<SubMeshNode>(node);
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// If the current node is a submesh, render it
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if (currentMeshNode != nullptr)
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{
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XMMATRIX projectionTransformation = DirectXFramework::GetDXFramework()->GetProjectionTransformation();
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XMMATRIX viewTransformation = DirectXFramework::GetDXFramework()->GetCamera()->GetViewMatrix();
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XMMATRIX completeTransformation = XMLoadFloat4x4(¤tMeshNode->GetCurrentTransform()) * viewTransformation * projectionTransformation;
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shared_ptr<SubMesh> subMesh = currentMeshNode->GetSubMesh();
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shared_ptr<Material> material = subMesh->GetMaterial();
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float opacity = material->GetOpacity();
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if ((renderTransparent && opacity < 1.0f) ||
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(!renderTransparent && opacity == 1.0f))
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{
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_cBuffer.completeTransformation = completeTransformation;
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_cBuffer.worldTransformation = XMLoadFloat4x4(¤tMeshNode->GetCurrentTransform());
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UINT stride = sizeof(VERTEX);
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UINT offset = 0;
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_vertexBuffer = subMesh->GetVertexBuffer();
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_deviceContext->IASetVertexBuffers(0, 1, _vertexBuffer.GetAddressOf(), &stride, &offset);
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_indexBuffer = subMesh->GetIndexBuffer();
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_deviceContext->IASetIndexBuffer(_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
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_cBuffer.diffuseCoefficient = material->GetDiffuseColour();
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_cBuffer.specularCoefficient = material->GetSpecularColour();
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_cBuffer.shininess = material->GetShininess();
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_cBuffer.opacity = opacity;
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// Update the constant buffer
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_texture = material->GetTexture();
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if (_texture == nullptr)
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{
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_cBuffer.validTexture = 0;
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}
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else
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{
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_cBuffer.validTexture = 1;
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}
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_deviceContext->VSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
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_deviceContext->UpdateSubresource(_constantBuffer.Get(), 0, 0, &_cBuffer, 0, 0);
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_deviceContext->PSSetShaderResources(0, 1, _texture.GetAddressOf());
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_deviceContext->PSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
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_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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_deviceContext->DrawIndexed(static_cast<UINT>(subMesh->GetIndexCount()), 0, 0);
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}
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}
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// If the current node is not a sub mesh its most likely a scene graph, if so loop the children of it
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shared_ptr<SceneGraph> currentGraphNode = dynamic_pointer_cast<SceneGraph>(node);
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if (currentGraphNode != nullptr)
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{
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// Render the children
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// Loop through all submeshes in the mesh, rendering them
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for (SceneNodePointer& child : currentGraphNode->GetChildren())
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{
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RenderChild(child, renderTransparent);
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}
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}
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}
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void SubMeshRenderer::Render()
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{
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// Turn off back face culling while we render a mesh.
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// We do this since ASSIMP does not appear to be setting the
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// TWOSIDED property on materials correctly. Without turning off
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// back face culling, some materials do not render correctly.
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_deviceContext->RSSetState(_noCullRasteriserState.Get());
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// Reset the CBUFFER since its now a class member.
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_cBuffer = CBUFFER();
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_cBuffer.ambientColor = _ambientLight;
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_cBuffer.lightVector = XMVector4Normalize(XMLoadFloat4(&_directionalLightVector));
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_cBuffer.lightColor = _directionalLightColour;
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XMStoreFloat4(&_cBuffer.cameraPosition, DirectXFramework::GetDXFramework()->GetCamera()->GetCameraPosition());
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_deviceContext->VSSetShader(_vertexShader.Get(), 0, 0);
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_deviceContext->PSSetShader(_pixelShader.Get(), 0, 0);
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_deviceContext->IASetInputLayout(_layout.Get());
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// Set the blend state correctly to handle opacity
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float blendFactors[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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_deviceContext->OMSetBlendState(_transparentBlendState.Get(), blendFactors, 0xffffffff);
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// IT REALLY NEEDS TO DO BOTH TO RENDER SOMEWHAT CORRECTLY
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// This should solve that now
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// We do two passes through the nodes. The first time we render nodes
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// that are not transparent (i.e. their opacity == 1.0f).
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for (SceneNodePointer& child : *_rootGraph)
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{
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RenderChild(child, false);
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}
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// Now we render any transparent nodes
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// We have to do this since blending always blends the submesh with
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// whatever is in the render target. If we render a transparent node
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// first, it will be opaque.
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for (SceneNodePointer& child : *_rootGraph)
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{
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RenderChild(child, true);
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}
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// Turn back face culling back on in case another renderer
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// relies on it
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_deviceContext->RSSetState(_defaultRasteriserState.Get());
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}
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void SubMeshRenderer::Shutdown(void)
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{
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}
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void SubMeshRenderer::BuildShaders()
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{
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DWORD shaderCompileFlags = 0;
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#if defined( _DEBUG )
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shaderCompileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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ComPtr<ID3DBlob> compilationMessages = nullptr;
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//Compile vertex shader
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HRESULT hr = D3DCompileFromFile(L"TexturedShaders.hlsl",
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nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
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"VShader", "vs_5_0",
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shaderCompileFlags, 0,
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_vertexShaderByteCode.GetAddressOf(),
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compilationMessages.GetAddressOf());
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if (compilationMessages.Get() != nullptr)
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{
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// If there were any compilation messages, display them
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MessageBoxA(0, (char*)compilationMessages->GetBufferPointer(), 0, 0);
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}
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// Even if there are no compiler messages, check to make sure there were no other errors.
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ThrowIfFailed(hr);
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ThrowIfFailed(_device->CreateVertexShader(_vertexShaderByteCode->GetBufferPointer(), _vertexShaderByteCode->GetBufferSize(), NULL, _vertexShader.GetAddressOf()));
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// Compile pixel shader
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hr = D3DCompileFromFile(L"TexturedShaders.hlsl",
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nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
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"PShader", "ps_5_0",
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shaderCompileFlags, 0,
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_pixelShaderByteCode.GetAddressOf(),
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compilationMessages.GetAddressOf());
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if (compilationMessages.Get() != nullptr)
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{
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// If there were any compilation messages, display them
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MessageBoxA(0, (char*)compilationMessages->GetBufferPointer(), 0, 0);
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}
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ThrowIfFailed(hr);
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ThrowIfFailed(_device->CreatePixelShader(_pixelShaderByteCode->GetBufferPointer(), _pixelShaderByteCode->GetBufferSize(), NULL, _pixelShader.GetAddressOf()));
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}
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void SubMeshRenderer::BuildVertexLayout()
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{
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// Create the vertex input layout. This tells DirectX the format
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// of each of the vertices we are sending to it.
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D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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ThrowIfFailed(_device->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc), _vertexShaderByteCode->GetBufferPointer(), _vertexShaderByteCode->GetBufferSize(), _layout.GetAddressOf()));
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}
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void SubMeshRenderer::BuildConstantBuffer()
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{
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D3D11_BUFFER_DESC bufferDesc;
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ZeroMemory(&bufferDesc, sizeof(bufferDesc));
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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bufferDesc.ByteWidth = sizeof(CBUFFER);
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bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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ThrowIfFailed(_device->CreateBuffer(&bufferDesc, NULL, _constantBuffer.GetAddressOf()));
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}
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void SubMeshRenderer::BuildBlendState()
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{
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D3D11_BLEND_DESC transparentDesc = { 0 };
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transparentDesc.AlphaToCoverageEnable = false;
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transparentDesc.IndependentBlendEnable = false;
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transparentDesc.RenderTarget[0].BlendEnable = true;
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transparentDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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transparentDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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transparentDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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transparentDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
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transparentDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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transparentDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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transparentDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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ThrowIfFailed(_device->CreateBlendState(&transparentDesc, _transparentBlendState.GetAddressOf()));
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}
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void SubMeshRenderer::BuildRendererState()
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{
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// Set default and no cull rasteriser states
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D3D11_RASTERIZER_DESC rasteriserDesc;
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rasteriserDesc.FillMode = D3D11_FILL_SOLID;
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rasteriserDesc.CullMode = D3D11_CULL_BACK;
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rasteriserDesc.FrontCounterClockwise = false;
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rasteriserDesc.DepthBias = 0;
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rasteriserDesc.SlopeScaledDepthBias = 0.0f;
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rasteriserDesc.DepthBiasClamp = 0.0f;
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rasteriserDesc.DepthClipEnable = true;
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rasteriserDesc.ScissorEnable = false;
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rasteriserDesc.MultisampleEnable = false;
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rasteriserDesc.AntialiasedLineEnable = false;
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ThrowIfFailed(_device->CreateRasterizerState(&rasteriserDesc, _defaultRasteriserState.GetAddressOf()));
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rasteriserDesc.CullMode = D3D11_CULL_NONE;
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ThrowIfFailed(_device->CreateRasterizerState(&rasteriserDesc, _noCullRasteriserState.GetAddressOf()));
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}
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