-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathMesh.h
More file actions
273 lines (219 loc) · 6.46 KB
/
Mesh.h
File metadata and controls
273 lines (219 loc) · 6.46 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
#pragma once
#include "Math.h"
#include "DXCore.h"
#include "GEMLoader.h"
#include "ShaderManager.h"
#include "Texture.h"
struct Vertex
{
Vec3 position;
Colour colour;
Vertex() {};
};
struct STATIC_VERTEX
{
Vec3 pos;
Vec3 normal;
Vec3 tangent;
float tu;
float tv;
};
struct ANIMATED_VERTEX
{
Vec3 pos;
Vec3 normal;
Vec3 tangent;
float tu;
float tv;
unsigned int bonesIDs[4];
float boneWeights[4];
};
class Mesh {
public:
ID3D11Buffer* indexBuffer;
ID3D11Buffer* vertexBuffer;
int indicesSize;
UINT strides;
void init(DXCOre* core ,void* vertices, int vertexSizeInBytes, int numVertices, unsigned int* indices, int numIndices) {
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(D3D11_BUFFER_DESC));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(unsigned int) * numIndices;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA data;
memset(&data, 0, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = indices;
core->device->CreateBuffer(&bd, &data, &indexBuffer);
bd.ByteWidth = vertexSizeInBytes * numVertices;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
data.pSysMem = vertices;
core->device->CreateBuffer(&bd, &data, &vertexBuffer);
indicesSize = numIndices;
strides = vertexSizeInBytes;
}
template<typename T>
void init(DXCOre* core, std::vector<T> vertices, std::vector<unsigned int> indices)
{
init(core,&vertices[0], sizeof(T), vertices.size(), &indices[0], indices.size());
}
void draw( DXCOre* core) {
UINT offsets = 0;
core->devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
core->devicecontext->IASetVertexBuffers(0, 1, &vertexBuffer, &strides, &offsets);
core->devicecontext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0);
core->devicecontext->DrawIndexed(indicesSize, 0, 0);
}
};
class CustomMesh {
public:
Mesh geometry;
Matrix w;
STATIC_VERTEX addVertex(Vec3 p, Vec3 n, float tu, float tv)
{
STATIC_VERTEX v;
v.pos = p;
v.normal = n;
//Frame frame;
//frame.fromVector(n);c
//v.tangent = frame.u; // For now
v.tangent = Vec3(0, 0, 0); // For now
v.tu = tu;
v.tv = tv;
return v;
}
void _init(DXCOre* core) {
std::vector<STATIC_VERTEX> vertices;
vertices.push_back(addVertex(Vec3(-15, 0, -15), Vec3(0, 1, 0), 0, 0));
vertices.push_back(addVertex(Vec3(15, 0, -15), Vec3(0, 1, 0), 1, 0));
vertices.push_back(addVertex(Vec3(-15, 0, 15), Vec3(0, 1, 0), 0, 1));
vertices.push_back(addVertex(Vec3(15, 0, 15), Vec3(0, 1, 0), 1, 1));
std::vector<unsigned int> indices;
indices.push_back(2); indices.push_back(1); indices.push_back(0);
indices.push_back(1); indices.push_back(2); indices.push_back(3);
geometry.init(core, vertices, indices);
}
void draw(ShaderManager& shaders, std::string shadername, DXCOre* core) {
shaders.updateConstantVS(shadername, "staticMeshBuffer", "W", &w);
shaders.apply(shadername, core);
geometry.draw(core);
}
//void move(const Vec3& v, ShaderManager& shaders, std::string shadername, DXCOre* core)
void move(float v, ShaderManager& shaders, std::string shadername, DXCOre* core)
{
w.a[0][3] += v;
//w = Matrix::translation(v);
shaders.updateConstantVS(shadername, "staticMeshBuffer", "W", &w);
shaders.apply(shadername, core);
}
void translate(const Vec3& v, ShaderManager& shaders, std::string shadername, DXCOre* core)
{
w = Matrix::translation(v);
shaders.updateConstantVS(shadername, "staticMeshBuffer", "W", &w);
shaders.apply(shadername, core);
}
void scale(const Vec3& v, ShaderManager& shaders, std::string shadername, DXCOre* core)
{
w = Matrix::scaling(v);
shaders.updateConstantVS(shadername, "staticMeshBuffer", "W", &w);
shaders.apply(shadername, core);
}
void init(DXCOre* core , std::string filename) {
std::vector<STATIC_VERTEX> vertices;
std::vector<unsigned int> indices;
std::ifstream infile(filename);
int tilenum;
std::string line;
Vec3 vertex;
Vec3 normal;
float tu; float tv;
for (int i = 0; i < 4; i++) {
std::getline(infile, line);
}
int i = 0;
while (std::getline(infile, line)) {
std::stringstream ssin(line);
ssin >> vertex.x;
ssin >> vertex.y;
ssin >> vertex.z;
ssin >> tu;
ssin >> tv;
ssin >> normal.x;
ssin >> normal.y;
ssin >> normal.z;
vertices.push_back(addVertex(vertex, normal, tu, tv));
indices.push_back(i++);
}
infile.close();
geometry.init(core, vertices, indices);
}
};
class Line {
public:
ID3D11Buffer* vertexBuffer;
STATIC_VERTEX addVertex(Vec3 p)
{
STATIC_VERTEX v;
v.pos = p;
v.normal = Vec3(1.0f,0.0f,0.0f);
v.tangent = Vec3(0, 0, 0);
v.tu = 0;
v.tv = 0;
return v;
}
void init(DXCOre* core, Vec3 start, Vec3 end) {
STATIC_VERTEX vertices[2];
vertices[0] = addVertex(start);
vertices[1] = addVertex(end);
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(D3D11_BUFFER_DESC));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(STATIC_VERTEX) * 2;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA data;
memset(&data, 0, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = vertices;
core->device->CreateBuffer(&bd, &data, &vertexBuffer);
}
void draw(DXCOre* core) {
UINT offsets;
offsets = 0;
UINT strides = sizeof(STATIC_VERTEX);
core->devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
core->devicecontext->IASetVertexBuffers(0, 1, &vertexBuffer, &strides, &offsets);
core->devicecontext->Draw(2, 0);
}
};
class Triangle {
public:
ID3D11Buffer* vertexBuffer;
Vertex vertices[3];
//just cause
int N = 3;
void init(DXCOre* core) {
vertices[0].position = Vec3(0, 1.0f, 0);
vertices[0].colour = Colour(0.f, 1.0f, 0.f, 1.f);
vertices[1].position = Vec3(-1.0f, -1.0f, 0);
vertices[1].colour = Colour(1.0f, 0.f, 0.f, 1.f);
vertices[2].position = Vec3(1.0f, -1.0f, 0);
vertices[2].colour = Colour(0.f, 0.f, 1.0f, 1.f);
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DEFAULT;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA uploadData;
bd.ByteWidth = sizeof(Vertex) * N;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
uploadData.pSysMem = vertices;
uploadData.SysMemPitch = 0;
uploadData.SysMemSlicePitch = 0;
core->device->CreateBuffer(&bd, &uploadData, &vertexBuffer);
}
void draw(DXCOre* core) {
UINT offsets;
offsets = 0;
UINT strides = sizeof(Vertex);
core->devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
core->devicecontext->IASetVertexBuffers(0, 1, &vertexBuffer, &strides, &offsets);
core->devicecontext->Draw(3, 0);
}
};