Files
directx-plane-game/Graphics2/TexturedCubeNode.cpp
iDunnoDev 7a57c73ac3 Added the camera class
Added the DDS Texture Loading for future use
Added the gamepad class for future use
Added first child method to the scenegraph
Added RGB to intensity and lerp methods to the shared methods class
Added the terrain node class with normals
Fixed issue with submeshnode not passing the world transform to the actual meshes
2022-04-18 22:33:15 +01:00

249 lines
9.3 KiB
C++

#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()->GetCamera()->GetViewMatrix();
// 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<ID3DBlob> 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()
));
}