Files
directx-plane-game/Graphics2/SkyNode.cpp
iDunnoDev f6bba67897 Added follow cam
Added "Controlled" mesh classes
Added Global Lighting Class
Added Gamepad controls
Split terrain nodes into Height and Perlin classes
Fixed Splitmesh node stuff
2022-05-09 17:50:22 +01:00

291 lines
9.7 KiB
C++

#include "SkyNode.h"
SkyNode::SkyNode(wstring name, wstring skyCubeTextureName, float skyRadius) : SceneNode(name)
{
_skyCubeTextureName = skyCubeTextureName;
_skyRadius = skyRadius;
}
SkyNode::~SkyNode()
{
}
bool SkyNode::Initialise()
{
_device = DirectXFramework::GetDXFramework()->GetDevice();
_deviceContext = DirectXFramework::GetDXFramework()->GetDeviceContext();
if (_device.Get() == nullptr || _deviceContext.Get() == nullptr)
{
return false;
}
CreateSphere(_skyRadius, 180);
GenerateBuffers();
BuildShaders();
BuildVertexLayout();
BuildConstantBuffer();
BuildRendererStates();
BuildDepthStencilState();
LoadSkyboxTexture();
return true;
}
void SkyNode::CreateSphere(float radius, size_t tessellation)
{
_skyDomeVerts.clear();
_indices.clear();
size_t verticalSegments = tessellation;
size_t horizontalSegments = tessellation * 2;
// Create rings of vertices at progressively higher latitudes.
for (size_t i = 0; i <= verticalSegments; i++)
{
float v = 1 - (float)i / verticalSegments;
float latitude = (i * XM_PI / verticalSegments) - XM_PIDIV2;
float dy, dxz;
XMScalarSinCos(&dy, &dxz, latitude);
// Create a single ring of vertices at this latitude.
for (size_t j = 0; j <= horizontalSegments; j++)
{
float u = (float)j / horizontalSegments;
float longitude = j * XM_2PI / horizontalSegments;
float dx, dz;
XMScalarSinCos(&dx, &dz, longitude);
dx *= dxz;
dz *= dxz;
SkyVertex vertex;
vertex.Position.x = dx * radius;
vertex.Position.y = dy * radius;
vertex.Position.z = dz * radius;
_skyDomeVerts.push_back(vertex);
}
}
// Fill the index buffer with triangles joining each pair of latitude rings.
size_t stride = horizontalSegments + 1;
for (size_t i = 0; i < verticalSegments; i++)
{
for (size_t j = 0; j <= horizontalSegments; j++)
{
size_t nextI = i + 1;
size_t nextJ = (j + 1) % stride;
_indices.push_back((UINT)(i * stride + j));
_indices.push_back((UINT)(nextI * stride + j));
_indices.push_back((UINT)(i * stride + nextJ));
_indices.push_back((UINT)(i * stride + nextJ));
_indices.push_back((UINT)(nextI * stride + j));
_indices.push_back((UINT)(nextI * stride + nextJ));
}
}
_vertexCount = (unsigned int)_skyDomeVerts.size();
_indicesCount = (unsigned int)_indices.size();
}
void SkyNode::GenerateBuffers()
{
// Setup the structure that specifies how big the vertex
// buffer should be
D3D11_BUFFER_DESC vertexBufferDescriptor;
vertexBufferDescriptor.Usage = D3D11_USAGE_IMMUTABLE;
vertexBufferDescriptor.ByteWidth = sizeof(SkyVertex) * _vertexCount;
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 = &_skyDomeVerts[0];
// and create the vertex buffer
ThrowIfFailed(_device->CreateBuffer(&vertexBufferDescriptor, &vertexInitialisationData, _vertexBuffer.GetAddressOf()));
// 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) * _indicesCount;
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[0];
// and create the index buffer
ThrowIfFailed(_device->CreateBuffer(&indexBufferDescriptor, &indexInitialisationData, _indexBuffer.GetAddressOf()));
}
void SkyNode::Render()
{
XMMATRIX projectionTransformation = DirectXFramework::GetDXFramework()->GetProjectionTransformation();
XMMATRIX viewTransformation = DirectXFramework::GetDXFramework()->GetCamera()->GetViewMatrix();
XMFLOAT4 cameraPosition;
XMStoreFloat4(&cameraPosition, DirectXFramework::GetDXFramework()->GetCamera()->GetCameraPosition());
XMMATRIX skyWorldTransformation = XMMatrixTranslation(cameraPosition.x, cameraPosition.y, cameraPosition.z);
XMMATRIX completeTransformation = skyWorldTransformation * viewTransformation * projectionTransformation;
// Draw the first cube
SCBUFFER cBuffer;
cBuffer.completeTransformation = completeTransformation;
_deviceContext->PSSetShaderResources(0, 1, _skyCubeTexture.GetAddressOf());
_deviceContext->VSSetShader(_vertexShader.Get(), 0, 0);
_deviceContext->PSSetShader(_pixelShader.Get(), 0, 0);
_deviceContext->IASetInputLayout(_layout.Get());
UINT stride = sizeof(SkyVertex);
UINT offset = 0;
_deviceContext->IASetVertexBuffers(0, 1, _vertexBuffer.GetAddressOf(), &stride, &offset);
_deviceContext->IASetIndexBuffer(_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Update the constant buffer
_deviceContext->VSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
_deviceContext->UpdateSubresource(_constantBuffer.Get(), 0, 0, &cBuffer, 0, 0);
_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
_deviceContext->RSSetState(_noCullRasteriserState.Get());
_deviceContext->OMSetDepthStencilState(_stencilState.Get(), 1);
_deviceContext->DrawIndexed(_indicesCount, 0, 0);
_deviceContext->OMSetDepthStencilState(nullptr, 1);
_deviceContext->RSSetState(_defaultRasteriserState.Get());
}
void SkyNode::Shutdown(void)
{
}
void SkyNode::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"SkyShader.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()));
// Compile pixel shader
hr = D3DCompileFromFile(L"SkyShader.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()));
}
void SkyNode::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 }
};
ThrowIfFailed(_device->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc), _vertexShaderByteCode->GetBufferPointer(), _vertexShaderByteCode->GetBufferSize(), _layout.GetAddressOf()));
}
void SkyNode::BuildConstantBuffer()
{
D3D11_BUFFER_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(SCBUFFER);
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ThrowIfFailed(_device->CreateBuffer(&bufferDesc, NULL, _constantBuffer.GetAddressOf()));
}
void SkyNode::LoadSkyboxTexture()
{
ThrowIfFailed(CreateDDSTextureFromFile(_device.Get(),
_skyCubeTextureName.c_str(),
nullptr,
_skyCubeTexture.GetAddressOf()
));
}
void SkyNode::BuildRendererStates()
{
// Set default and wireframe rasteriser states
D3D11_RASTERIZER_DESC rasteriserDesc;
rasteriserDesc.FillMode = D3D11_FILL_SOLID;
rasteriserDesc.CullMode = D3D11_CULL_BACK;
rasteriserDesc.FrontCounterClockwise = false;
rasteriserDesc.DepthBias = 0;
rasteriserDesc.SlopeScaledDepthBias = 0.0f;
rasteriserDesc.DepthBiasClamp = 0.0f;
rasteriserDesc.DepthClipEnable = true;
rasteriserDesc.ScissorEnable = false;
rasteriserDesc.MultisampleEnable = false;
rasteriserDesc.AntialiasedLineEnable = false;
ThrowIfFailed(_device->CreateRasterizerState(&rasteriserDesc, _defaultRasteriserState.GetAddressOf()));
rasteriserDesc.CullMode = D3D11_CULL_NONE;
ThrowIfFailed(_device->CreateRasterizerState(&rasteriserDesc, _noCullRasteriserState.GetAddressOf()));
}
void SkyNode::BuildDepthStencilState()
{
D3D11_DEPTH_STENCIL_DESC stencilDesc;
stencilDesc.DepthEnable = true;
stencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
stencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
stencilDesc.StencilEnable = false;
stencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
stencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
stencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
stencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
stencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
stencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
stencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
stencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
stencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
stencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ThrowIfFailed(_device->CreateDepthStencilState(&stencilDesc, _stencilState.GetAddressOf()));
}