void D3DPBRApp::BuildGeometry()
{
	GeometryGenerator::MeshData sphere;
	GeometryGenerator geoGen;
	geoGen.CreateSphere(5.f, 40, 40, sphere);
	m_indexnum = sphere.Indices.size();
	std::vector<Vertex::Basic32> vertices(sphere.Vertices.size());
	for (int i = 0; i < vertices.size(); i++)
	{
		vertices[i].Normal = sphere.Vertices[i].Normal;
		vertices[i].Pos = sphere.Vertices[i].Position;
		vertices[i].Tangent = sphere.Vertices[i].TangentU;
		vertices[i].Tex = sphere.Vertices[i].TexC;
	}

	D3D11_BUFFER_DESC dbd;
	dbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	dbd.ByteWidth = sizeof(Vertex::Basic32) * vertices.size();
	dbd.CPUAccessFlags = 0;
	dbd.StructureByteStride = 0;
	dbd.MiscFlags = 0;
	dbd.Usage = D3D11_USAGE_DEFAULT;
	D3D11_SUBRESOURCE_DATA vinitdata;
	vinitdata.pSysMem = &vertices[0];

	HR(md3dDevice->CreateBuffer(&dbd, &vinitdata, &m_pVB));

	std::vector<UINT> indeces(sphere.Indices.begin(), sphere.Indices.end());

	dbd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	dbd.ByteWidth = sizeof(UINT) * m_indexnum;
	vinitdata.pSysMem = &indeces[0];

	HR(md3dDevice->CreateBuffer(&dbd, &vinitdata, &m_pIB));
}
Example #2
0
Sky::Sky(ID3D11Device* device, const std::wstring& cubemapFilename, float skySphereRadius)
{
	HR(D3DX11CreateShaderResourceViewFromFileW(device, cubemapFilename.c_str(), 0, 0, &mCubeMapSRV, 0));

	GeometryGenerator::MeshData sphere;
	GeometryGenerator geoGen;
	geoGen.CreateSphere(skySphereRadius, 30, 30, sphere);

	std::vector<XMFLOAT3> vertices(sphere.Vertices.size());

	for(size_t i = 0; i < sphere.Vertices.size(); ++i)
	{
		vertices[i] = sphere.Vertices[i].Position;
	}

    D3D11_BUFFER_DESC vbd;
    vbd.Usage = D3D11_USAGE_IMMUTABLE;
	vbd.ByteWidth = sizeof(XMFLOAT3) * vertices.size();
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
	vbd.StructureByteStride = 0;

    D3D11_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = &vertices[0];

    HR(device->CreateBuffer(&vbd, &vinitData, &mVB));
	

	mIndexCount = sphere.Indices.size();

	D3D11_BUFFER_DESC ibd;
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(USHORT) * mIndexCount;
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
	ibd.StructureByteStride = 0;
    ibd.MiscFlags = 0;

	std::vector<USHORT> indices16;
	indices16.assign(sphere.Indices.begin(), sphere.Indices.end());

    D3D11_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = &indices16[0];

    HR(device->CreateBuffer(&ibd, &iinitData, &mIB));
}
void Shadow::CreateShadow(XMFLOAT3 playerPos, ID3D11DeviceContext* dc,ID3D11Device* dv)
{
	XMMATRIX view = mCam.View();
	XMMATRIX proj = mCam.Proj();
	XMMATRIX viewProj = mCam.ViewProj();
	GeometryGenerator::MeshData sphere;
	GeometryGenerator geoMake;
	
	world = XMLoadFloat4x4(&mSphereWorld);
	worldInvTranspose = MathHelper::InverseTranspose(world);
	worldViewProj = world*view*proj;
	geoMake.CreateSphere(0.5f, 20, 20, sphere);

	Effects::BasicFX->SetWorld(world);
	Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose);
	Effects::BasicFX->SetWorldViewProj(worldViewProj);
	Effects::BasicFX->SetTexTransform(XMMatrixIdentity());
	mSphereIndexCount = sphere.Indices.size();
	mSphereIndexOffset = 0;
//	mSphereVertexCount = sphere.Vertices.size();
	UINT totalVertexCount = sphere.Vertices.size();
	UINT totalIndexCount = sphere.Indices.size();
	std::vector<Vertex::PosNormalTexTan> vertices(totalVertexCount);
	UINT k = 0;
	for (size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = sphere.Vertices[i].Position;
		vertices[k].Normal = sphere.Vertices[i].Normal;
		vertices[k].Tex = sphere.Vertices[i].TexC;
		//vertices[k].TangentU = sphere.Vertices[i].TangentU;
	}
	D3D11_BUFFER_DESC vbd;
	vbd.Usage = D3D11_USAGE_IMMUTABLE;
	vbd.ByteWidth = sizeof(Vertex::PosNormalTexTan) * totalVertexCount;
	vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vbd.CPUAccessFlags = 0;
	vbd.MiscFlags = 0;
	D3D11_SUBRESOURCE_DATA vinitData;
	vinitData.pSysMem = &vertices[0];
	HR(dv->CreateBuffer(&vbd, &vinitData, &mShapesVB));
	dc->DrawIndexed(mSphereIndexCount, 0, 0);
}
Example #4
0
GSphere::GSphere() : GObject()
{ 
	GeometryGenerator geoGen;
	GeometryGenerator::MeshData sphere;
	geoGen.CreateSphere(0.5f, 20, 20, sphere);

	mVertexCount = sphere.Vertices.size();
	mIndexCount = sphere.Indices.size();

	mVertices.resize(mVertexCount);
	for (size_t i = 0; i < mVertexCount; ++i)
	{
		mVertices[i].Pos = sphere.Vertices[i].Position;
		mVertices[i].Normal = sphere.Vertices[i].Normal;
		mVertices[i].Tex = sphere.Vertices[i].TexC;
	}

	mIndices.resize(mIndexCount);
	mIndices.insert(mIndices.begin(), sphere.Indices.begin(), sphere.Indices.end());
}
void ObjectsRenderer::InitSphere()
{
	// Init spheres
	BasicObjectData* objectData = new BasicObjectData();
	objectData->UseIndex = true;
	objectData->UseEx = false;

	GeometryGenerator::MeshData sphere;
	GeometryGenerator geoGen;
	geoGen.CreateSphere(0.5f, 20, 20, sphere);

	int sphereIndexCount = sphere.Indices.size();

	// Extract the vertex elements we are interested in and pack the
	// vertices of all the meshes into one vertex buffer.
	auto& vertices = objectData->VertexData;
	vertices.resize(sphere.Vertices.size());
	for (size_t i = 0; i < sphere.Vertices.size(); ++i)
	{
		vertices[i].Pos = sphere.Vertices[i].Position;
		vertices[i].Normal = sphere.Vertices[i].Normal;
		vertices[i].Tex = sphere.Vertices[i].TexC;
	}

	// Pack the indices of all the meshes into one index buffer.
	auto& indices = objectData->IndexData;
	indices.assign(sphere.Indices.begin(), sphere.Indices.end());

	// Set unit data
	XMFLOAT4X4 sphereWorld[10];
	for (int i = 0; i < 5; ++i)
	{
		XMStoreFloat4x4(&sphereWorld[i * 2 + 0], XMMatrixTranslation(-5.0f, 3.5f, -10.0f + i*5.0f));
		XMStoreFloat4x4(&sphereWorld[i * 2 + 1], XMMatrixTranslation(+5.0f, 3.5f, -10.0f + i*5.0f));
	}

	Material sphereMat;
	sphereMat.Ambient = XMFLOAT4(0.2f, 0.3f, 0.4f, 1.0f);
	sphereMat.Diffuse = XMFLOAT4(0.2f, 0.3f, 0.4f, 1.0f);
	sphereMat.Specular = XMFLOAT4(0.9f, 0.9f, 0.9f, 16.0f);
	sphereMat.Reflect = XMFLOAT4(0.4f, 0.4f, 0.4f, 1.0f);

	objectData->Units.resize(1);
	// sphere
	XMFLOAT4X4 One;
	XMStoreFloat4x4(&One, XMMatrixIdentity());
	auto& unit = objectData->Units[0];
	unit.VCount = vertices.size();
	unit.Base = 0;
	unit.Count = sphereIndexCount;
	unit.Start = 0;
	unit.Worlds.assign(sphereWorld, sphereWorld + 10);
	unit.Material.push_back(sphereMat);
	unit.MaterialStepRate = 10;
	unit.TextureFileNames.push_back(L"Media\\Textures\\stone.dds");
	unit.TextureStepRate = 10;
	unit.TextureTransform.push_back(One);
	unit.TextureTransformStepRate = 10;
	
	BasicFeatureConfigure objectFeature = { 0 };
	objectFeature.LightCount = 3;
	objectFeature.TextureEnable = true;
	objectFeature.ReflectEnable = true;
	objectFeature.ReflectFileName = L"Media\\Textures\\grasscube1024.dds";

	m_sphere->Initialize(objectData, objectFeature);
}
// @brief 生成天体对象的Buffers
void SuperSolarSystemApp::BuildObjectBuffers( )
{
	GeometryGenerator geoGen;
	GeometryGenerator::MeshData starMash;
	GeometryGenerator::MeshData iceCubeMash;

	geoGen.CreateSphere( 1.0f, 40, 40, starMash );
	geoGen.CreateBox( 1.0f, 1.0f, 1.0f, iceCubeMash );

	//
	// 缓存偏移信息和数量信息, 以及冰立方的各个面的法向量
	//

	mLTVertexOffset[LTVT_STAR]     = 0;
	mLTVertexOffset[LTVT_ICECUBE]  = starMash.Vertices.size( );

	mLTIndexCount[LTVT_STAR]       = starMash.Indices.size( );
	mLTIndexCount[LTVT_ICECUBE]    = iceCubeMash.Indices.size( );

	mLTIndexOffset[LTVT_STAR]	   = 0;
	mLTIndexOffset[LTVT_ICECUBE]   = starMash.Indices.size( );

	for ( int i = 0; i < 6; i++ )
	{
		mIceCubeNormals[i] = iceCubeMash.Vertices[i * 4].Normal;
	}

	//
	// 创建顶点缓冲
	//

	UINT totVertexCount =
		starMash.Vertices.size( ) +
		iceCubeMash.Vertices.size( );

	std::vector<Vertex::NormalObjVertex> vertices;
	vertices.resize( totVertexCount );

	UINT k = 0;
	for ( size_t i = 0; i < starMash.Vertices.size( ); i++, k++ )
	{
		vertices[k].Pos    = starMash.Vertices[i].Position;
		vertices[k].Normal = starMash.Vertices[i].Normal;
		vertices[k].Tex    = starMash.Vertices[i].TexC;
	}

	for ( size_t i = 0; i < iceCubeMash.Vertices.size( ); i++, k++ )
	{
		vertices[k].Pos    = iceCubeMash.Vertices[i].Position;
		vertices[k].Normal = iceCubeMash.Vertices[i].Normal;
		vertices[k].Tex    = iceCubeMash.Vertices[i].TexC;
	}

	// 顶点缓冲创建第1步, 填充描述缓冲的 D3D11_BUFFER_DESC
	D3D11_BUFFER_DESC vbd;
	// Usage指定如何使用这个缓冲, 这里指定 D3D11_USAGE_IMMUTABLE, 表明缓冲一旦创建后便不再更改
	vbd.Usage = D3D11_USAGE_IMMUTABLE;
	// 按字节衡量的顶点缓冲大小
	vbd.ByteWidth = sizeof( Vertex::NormalObjVertex ) * totVertexCount;
	// 对于顶点缓冲, 指定 D3D11_BIND_VERTEX_BUFFER
	vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	// 指定CPU如何访问缓冲, 如果之前Usage指定了D3D11_USAGE_IMMUTABLE, 那就设为0
	vbd.CPUAccessFlags = 0;
	// 在顶点缓冲中指定0
	vbd.MiscFlags = 0;
	// 这个参数只对结构缓冲有效, 其余缓冲设为0
	vbd.StructureByteStride = 0;

	// 顶点缓冲创建第2步, 填充 D3D11_SUBRESOURCE_DATA, 指定顶点数据
	D3D11_SUBRESOURCE_DATA vinitData;
	vinitData.pSysMem = &vertices[0];

	// 顶点缓冲创建第3步, 创建顶点缓冲
	HR( mD3dDevice->CreateBuffer( &vbd, &vinitData, &mLightTexVB ) );

	//
	// 创建索引缓冲
	//

	std::vector<UINT> indices;
	indices.insert( indices.end( ), starMash.Indices.begin( ), starMash.Indices.end( ) );
	indices.insert( indices.end( ), iceCubeMash.Indices.begin( ), iceCubeMash.Indices.end( ) );

	UINT totIndexCount =
		starMash.Indices.size( ) +
		iceCubeMash.Indices.size( );

	D3D11_BUFFER_DESC ibd;
	ibd.Usage = D3D11_USAGE_IMMUTABLE;
	ibd.ByteWidth = sizeof( UINT ) * totIndexCount;
	ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	ibd.CPUAccessFlags = 0;
	ibd.MiscFlags = 0;
	ibd.StructureByteStride = 0;
	D3D11_SUBRESOURCE_DATA iinitData;
	iinitData.pSysMem = &indices[0];
	HR( mD3dDevice->CreateBuffer( &ibd, &iinitData, &mLightTexIB ) );
}
void TexColumnApp::BuildShapeGeometryBuffers()
{
	GeometryGenerator::MeshData box;
	GeometryGenerator::MeshData grid;
	GeometryGenerator::MeshData sphere;
	GeometryGenerator::MeshData cylinder;

	GeometryGenerator geoGen;
	geoGen.CreateBox(1.0f, 1.0f, 1.0f, box);
	geoGen.CreateGrid(20.0f, 30.0f, 60, 40, grid);
	geoGen.CreateSphere(0.5f, 20, 20, sphere);
	geoGen.CreateCylinder(0.5f, 0.3f, 3.0f, 20, 20, cylinder);

	// Cache the vertex offsets to each object in the concatenated vertex buffer.
	mBoxVertexOffset      = 0;
	mGridVertexOffset     = box.Vertices.size();
	mSphereVertexOffset   = mGridVertexOffset + grid.Vertices.size();
	mCylinderVertexOffset = mSphereVertexOffset + sphere.Vertices.size();

	// Cache the index count of each object.
	mBoxIndexCount      = box.Indices.size();
	mGridIndexCount     = grid.Indices.size();
	mSphereIndexCount   = sphere.Indices.size();
	mCylinderIndexCount = cylinder.Indices.size();

	// Cache the starting index for each object in the concatenated index buffer.
	mBoxIndexOffset      = 0;
	mGridIndexOffset     = mBoxIndexCount;
	mSphereIndexOffset   = mGridIndexOffset + mGridIndexCount;
	mCylinderIndexOffset = mSphereIndexOffset + mSphereIndexCount;
	
	UINT totalVertexCount = 
		box.Vertices.size() + 
		grid.Vertices.size() + 
		sphere.Vertices.size() +
		cylinder.Vertices.size();

	UINT totalIndexCount = 
		mBoxIndexCount + 
		mGridIndexCount + 
		mSphereIndexCount +
		mCylinderIndexCount;

	//
	// Extract the vertex elements we are interested in and pack the
	// vertices of all the meshes into one vertex buffer.
	//

	std::vector<Vertex::Basic32> vertices(totalVertexCount);

	UINT k = 0;
	for(size_t i = 0; i < box.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos    = box.Vertices[i].Position;
		vertices[k].Normal = box.Vertices[i].Normal;
		vertices[k].Tex    = box.Vertices[i].TexC;
	}

	for(size_t i = 0; i < grid.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos    = grid.Vertices[i].Position;
		vertices[k].Normal = grid.Vertices[i].Normal;
		vertices[k].Tex    = grid.Vertices[i].TexC;
	}

	for(size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos    = sphere.Vertices[i].Position;
		vertices[k].Normal = sphere.Vertices[i].Normal;
		vertices[k].Tex    = sphere.Vertices[i].TexC;
	}

	for(size_t i = 0; i < cylinder.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos    = cylinder.Vertices[i].Position;
		vertices[k].Normal = cylinder.Vertices[i].Normal;
		vertices[k].Tex    = cylinder.Vertices[i].TexC;
	}

    D3D11_BUFFER_DESC vbd;
    vbd.Usage = D3D11_USAGE_IMMUTABLE;
    vbd.ByteWidth = sizeof(Vertex::Basic32) * totalVertexCount;
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
    D3D11_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = &vertices[0];
    HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mShapesVB));

	//
	// Pack the indices of all the meshes into one index buffer.
	//

	std::vector<UINT> indices;
	indices.insert(indices.end(), box.Indices.begin(), box.Indices.end());
	indices.insert(indices.end(), grid.Indices.begin(), grid.Indices.end());
	indices.insert(indices.end(), sphere.Indices.begin(), sphere.Indices.end());
	indices.insert(indices.end(), cylinder.Indices.begin(), cylinder.Indices.end());

	D3D11_BUFFER_DESC ibd;
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(UINT) * totalIndexCount;
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    D3D11_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = &indices[0];
    HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mShapesIB));
}
void CameraAndDynamicIndexingApp::BuildShapeGeometry()
{
    GeometryGenerator geoGen;
	GeometryGenerator::MeshData box = geoGen.CreateBox(1.0f, 1.0f, 1.0f, 3);
	GeometryGenerator::MeshData grid = geoGen.CreateGrid(20.0f, 30.0f, 60, 40);
	GeometryGenerator::MeshData sphere = geoGen.CreateSphere(0.5f, 20, 20);
	GeometryGenerator::MeshData cylinder = geoGen.CreateCylinder(0.5f, 0.3f, 3.0f, 20, 20);

	//
	// We are concatenating all the geometry into one big vertex/index buffer.  So
	// define the regions in the buffer each submesh covers.
	//

	// Cache the vertex offsets to each object in the concatenated vertex buffer.
	UINT boxVertexOffset = 0;
	UINT gridVertexOffset = (UINT)box.Vertices.size();
	UINT sphereVertexOffset = gridVertexOffset + (UINT)grid.Vertices.size();
	UINT cylinderVertexOffset = sphereVertexOffset + (UINT)sphere.Vertices.size();

	// Cache the starting index for each object in the concatenated index buffer.
	UINT boxIndexOffset = 0;
	UINT gridIndexOffset = (UINT)box.Indices32.size();
	UINT sphereIndexOffset = gridIndexOffset + (UINT)grid.Indices32.size();
	UINT cylinderIndexOffset = sphereIndexOffset + (UINT)sphere.Indices32.size();

	SubmeshGeometry boxSubmesh;
	boxSubmesh.IndexCount = (UINT)box.Indices32.size();
	boxSubmesh.StartIndexLocation = boxIndexOffset;
	boxSubmesh.BaseVertexLocation = boxVertexOffset;

	SubmeshGeometry gridSubmesh;
	gridSubmesh.IndexCount = (UINT)grid.Indices32.size();
	gridSubmesh.StartIndexLocation = gridIndexOffset;
	gridSubmesh.BaseVertexLocation = gridVertexOffset;

	SubmeshGeometry sphereSubmesh;
	sphereSubmesh.IndexCount = (UINT)sphere.Indices32.size();
	sphereSubmesh.StartIndexLocation = sphereIndexOffset;
	sphereSubmesh.BaseVertexLocation = sphereVertexOffset;

	SubmeshGeometry cylinderSubmesh;
	cylinderSubmesh.IndexCount = (UINT)cylinder.Indices32.size();
	cylinderSubmesh.StartIndexLocation = cylinderIndexOffset;
	cylinderSubmesh.BaseVertexLocation = cylinderVertexOffset;

	//
	// Extract the vertex elements we are interested in and pack the
	// vertices of all the meshes into one vertex buffer.
	//

	auto totalVertexCount =
		box.Vertices.size() +
		grid.Vertices.size() +
		sphere.Vertices.size() +
		cylinder.Vertices.size();

	std::vector<Vertex> vertices(totalVertexCount);

	UINT k = 0;
	for(size_t i = 0; i < box.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = box.Vertices[i].Position;
		vertices[k].Normal = box.Vertices[i].Normal;
		vertices[k].TexC = box.Vertices[i].TexC;
	}

	for(size_t i = 0; i < grid.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = grid.Vertices[i].Position;
		vertices[k].Normal = grid.Vertices[i].Normal;
		vertices[k].TexC = grid.Vertices[i].TexC;
	}

	for(size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = sphere.Vertices[i].Position;
		vertices[k].Normal = sphere.Vertices[i].Normal;
		vertices[k].TexC = sphere.Vertices[i].TexC;
	}

	for(size_t i = 0; i < cylinder.Vertices.size(); ++i, ++k)
	{
		vertices[k].Pos = cylinder.Vertices[i].Position;
		vertices[k].Normal = cylinder.Vertices[i].Normal;
		vertices[k].TexC = cylinder.Vertices[i].TexC;
	}

	std::vector<std::uint16_t> indices;
	indices.insert(indices.end(), std::begin(box.GetIndices16()), std::end(box.GetIndices16()));
	indices.insert(indices.end(), std::begin(grid.GetIndices16()), std::end(grid.GetIndices16()));
	indices.insert(indices.end(), std::begin(sphere.GetIndices16()), std::end(sphere.GetIndices16()));
	indices.insert(indices.end(), std::begin(cylinder.GetIndices16()), std::end(cylinder.GetIndices16()));

    const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
    const UINT ibByteSize = (UINT)indices.size()  * sizeof(std::uint16_t);

	auto geo = std::make_unique<MeshGeometry>();
	geo->Name = "shapeGeo";

	ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
	CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);

	ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
	CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);

	geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);

	geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
		mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

	geo->VertexByteStride = sizeof(Vertex);
	geo->VertexBufferByteSize = vbByteSize;
	geo->IndexFormat = DXGI_FORMAT_R16_UINT;
	geo->IndexBufferByteSize = ibByteSize;

	geo->DrawArgs["box"] = boxSubmesh;
	geo->DrawArgs["grid"] = gridSubmesh;
	geo->DrawArgs["sphere"] = sphereSubmesh;
	geo->DrawArgs["cylinder"] = cylinderSubmesh;

	mGeometries[geo->Name] = std::move(geo);
}
void DynamicIndexing::BuildShapeGeometry()
{
    GeometryGenerator geoGen;
    GeometryGenerator::MeshData box = geoGen.CreateBox(1.0f, 1.0f, 1.0f, 3);
    GeometryGenerator::MeshData grid = geoGen.CreateGrid(20.0f, 30.0f, 60, 40);
    GeometryGenerator::MeshData sphere = geoGen.CreateSphere(0.5f, 20, 20);
    GeometryGenerator::MeshData cylinder = geoGen.CreateCylinder(0.5f, 0.3f, 3.0f, 20, 20);

    UINT boxVertexOffset = 0;
    UINT gridVertexOffset = (UINT)box.Vertices.size();
    UINT sphereVertexOffset = gridVertexOffset + (UINT)grid.Vertices.size();
    UINT cylinderVertexOffset = sphereVertexOffset + (UINT)sphere.Vertices.size();

    UINT boxIndexOffset = 0;
    UINT gridIndexOffset = (UINT)box.Indices32.size();
    UINT sphereIndexOffset = gridIndexOffset + (UINT)grid.Indices32.size();
    UINT cylinderIndexOffset = sphereIndexOffset + (UINT)sphere.Indices32.size();

    SubmeshGeometry boxSubmesh;
    boxSubmesh.IndexCount = (UINT)box.Indices32.size();
    boxSubmesh.StartIndexLocation = boxIndexOffset;
    boxSubmesh.BaseVertexLocation = boxVertexOffset;

    SubmeshGeometry gridSubmesh;
    gridSubmesh.IndexCount = (UINT)grid.Indices32.size();
    gridSubmesh.StartIndexLocation = gridIndexOffset;
    gridSubmesh.BaseVertexLocation = gridVertexOffset;

    SubmeshGeometry sphereSubmesh;
    sphereSubmesh.IndexCount = (UINT)sphere.Indices32.size();
    sphereSubmesh.StartIndexLocation = sphereIndexOffset;
    sphereSubmesh.BaseVertexLocation = sphereVertexOffset;

    SubmeshGeometry cylinderSubmesh;
    cylinderSubmesh.IndexCount = (UINT)cylinder.Indices32.size();
    cylinderSubmesh.StartIndexLocation = cylinderIndexOffset;
    cylinderSubmesh.BaseVertexLocation = cylinderVertexOffset;

    auto totalVertexCount =
        box.Vertices.size() +
        grid.Vertices.size() +
        sphere.Vertices.size() +
        cylinder.Vertices.size();

    std::vector<Vertex> vertices(totalVertexCount);

    UINT k = 0;
    for (size_t i = 0; i < box.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = box.Vertices[i].Position;
        vertices[k].Normal = box.Vertices[i].Normal;
        vertices[k].Uv = box.Vertices[i].TexCoord;
    }

    for (size_t i = 0; i < grid.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = grid.Vertices[i].Position;
        vertices[k].Normal = grid.Vertices[i].Normal;
        vertices[k].Uv = grid.Vertices[i].TexCoord;
    }

    for (size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = sphere.Vertices[i].Position;
        vertices[k].Normal = sphere.Vertices[i].Normal;
        vertices[k].Uv = sphere.Vertices[i].TexCoord;
    }

    for (size_t i = 0; i < cylinder.Vertices.size(); ++i, ++k)
    {
        vertices[k].Pos = cylinder.Vertices[i].Position;
        vertices[k].Normal = cylinder.Vertices[i].Normal;
        vertices[k].Uv = cylinder.Vertices[i].TexCoord;
    }

    std::vector<uint16_t> indices;
    indices.insert(indices.end(), begin(box.GetIndices16()), end(box.GetIndices16()));
    indices.insert(indices.end(), begin(grid.GetIndices16()), end(grid.GetIndices16()));
    indices.insert(indices.end(), begin(sphere.GetIndices16()), end(sphere.GetIndices16()));
    indices.insert(indices.end(), begin(cylinder.GetIndices16()), end(cylinder.GetIndices16()));

    const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
    const UINT ibByteSize = (UINT)indices.size()  * sizeof(uint16_t);

    auto geo = std::make_unique<MeshGeometry>();
    geo->Name = "shapeGeo";

    ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
    CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);

    ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
    CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);

    geo->VertexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(),
        _commandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);

    geo->IndexBufferGPU = D3DUtil::CreateDefaultBuffer(_device.Get(),
        _commandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);

    geo->VertexByteStride = sizeof(Vertex);
    geo->VertexBufferByteSize = vbByteSize;
    geo->IndexFormat = DXGI_FORMAT_R16_UINT;
    geo->IndexBufferByteSize = ibByteSize;

    geo->DrawArgs["box"] = boxSubmesh;
    geo->DrawArgs["grid"] = gridSubmesh;
    geo->DrawArgs["sphere"] = sphereSubmesh;
    geo->DrawArgs["cylinder"] = cylinderSubmesh;

    _geometries[geo->Name] = move(geo);
}
Example #10
0
HRESULT LightSkull::BuildGeometries()
{
    auto tempBoxWorld = XMMatrixTranslation(0.0f, 0.5f, 0.0f);
    auto tempBoxScale = XMMatrixScaling(3.0f, 1.0f, 3.0f);
    m_boxWorld = XMMatrixMultiply(tempBoxWorld, tempBoxScale);
    m_boxWorld = XMMatrixTranspose(m_boxWorld);

    auto tempCenterSphereOffset = XMMatrixTranslation(0.0f, 2.0f, 0.0f);
    auto tempCenterSphereScale = XMMatrixScaling(2.0f, 2.0f, 2.0f);
    m_centerSphere = XMMatrixMultiply(tempCenterSphereScale, tempCenterSphereOffset);
    m_centerSphere = XMMatrixTranspose(m_centerSphere);

    for (int i = 0; i < 5; ++i)
    {
        m_cylinderWorld[i * 2] = XMMatrixTranslation(-5.0f, 1.5f, -10.0f + i*5.0f);
        m_cylinderWorld[i * 2] = XMMatrixTranspose(m_cylinderWorld[i * 2]);
        m_cylinderWorld[i * 2 + 1] = XMMatrixTranslation(+5.0f, 1.5f, -10.0f + i*5.0f);
        m_cylinderWorld[i * 2 + 1] = XMMatrixTranspose(m_cylinderWorld[i * 2 + 1]);

        m_sphereWorld[i * 2] = XMMatrixTranslation(-5.0f, 3.5f, -10.0f + i*5.0f);
        m_sphereWorld[i * 2] = XMMatrixTranspose(m_sphereWorld[i * 2]);
        m_sphereWorld[i * 2 + 1] = XMMatrixTranslation(+5.0f, 3.5f, -10.0f + i*5.0f);
        m_sphereWorld[i * 2 + 1] = XMMatrixTranspose(m_sphereWorld[i * 2 + 1]);
    }

    HRESULT result = S_FALSE;

    GeometryGenerator::MeshData box;
    GeometryGenerator::MeshData grid;
    GeometryGenerator::MeshData sphere;
    GeometryGenerator::MeshData cylinder;

    GeometryGenerator g;
    g.CreateBox(1.0f, 1.0f, 1.0f, box);
    g.CreateCylinder(0.5f, 0.3f, 3.0f, 20, 20, cylinder);
    g.CreateGrid(20.0f, 30.0f, 60, 40, grid);
    g.CreateSphere(0.5f, 20, 20, sphere);

    m_boxVertexOffset = 0;
    m_gridVertexOffset = static_cast<int>(box.Vertices.size());
    m_sphereVertexOffset = static_cast<int>(m_gridVertexOffset + grid.Vertices.size());
    m_cylinderVertexOffset = static_cast<int>(m_sphereVertexOffset + sphere.Vertices.size());

    m_boxIndexCount = static_cast<UINT>(box.Indices.size());
    m_gridIndexCount = static_cast<UINT>(grid.Indices.size());
    m_sphereIndexCount = static_cast<UINT>(sphere.Indices.size());
    m_cylinderIndexCount = static_cast<UINT>(cylinder.Indices.size());

    m_boxIndexOffset = 0;
    m_gridIndexOffset = m_boxIndexCount;
    m_sphereIndexOffset = m_gridIndexOffset + m_gridIndexCount;
    m_cylinderIndexOffset = m_sphereIndexOffset + m_sphereIndexCount;

    std::vector<CustomVertex> vertices;
    int j = 0;
    for (UINT i = 0; i < box.Vertices.size(); ++i, ++j)
    {
        CustomVertex newData;
        newData.Pos = box.Vertices[i].Position;
        newData.Normal = box.Vertices[i].Normal;
        vertices.push_back(newData);
    }

    for (UINT i = 0; i < grid.Vertices.size(); ++i, ++j)
    {
        CustomVertex newData;
        newData.Pos = grid.Vertices[i].Position;
        newData.Normal = grid.Vertices[i].Normal;
        vertices.push_back(newData);
    }

    for (UINT i = 0; i < sphere.Vertices.size(); ++i, ++j)
    {
        CustomVertex newData;
        newData.Pos = sphere.Vertices[i].Position;
        newData.Normal = sphere.Vertices[i].Normal;
        vertices.push_back(newData);
    }

    for (UINT i = 0; i < cylinder.Vertices.size(); ++i, ++j)
    {
        CustomVertex newData;
        newData.Pos = cylinder.Vertices[i].Position;
        newData.Normal = cylinder.Vertices[i].Normal;
        vertices.push_back(newData);
    }

    D3D11_BUFFER_DESC vbd;
    vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbd.ByteWidth = sizeof(CustomVertex) * static_cast<UINT>(vertices.size());
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
    vbd.StructureByteStride = 0;
    vbd.Usage = D3D11_USAGE_IMMUTABLE;
    D3D11_SUBRESOURCE_DATA vsd;
    vsd.pSysMem = &vertices[0];

    result = m_d3dDevice->CreateBuffer(&vbd, &vsd, &m_vertexBuffer);
    if (FAILED(result))
    {
        return result;
    }

    std::vector<UINT> indices;

    indices.insert(indices.end(), box.Indices.begin(), box.Indices.end());
    indices.insert(indices.end(), grid.Indices.begin(), grid.Indices.end());
    indices.insert(indices.end(), sphere.Indices.begin(), sphere.Indices.end());
    indices.insert(indices.end(), cylinder.Indices.begin(), cylinder.Indices.end());

    D3D11_BUFFER_DESC ibd;
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.ByteWidth = sizeof(UINT) *static_cast<UINT>(indices.size());
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    ibd.StructureByteStride = 0;
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    D3D11_SUBRESOURCE_DATA isb;
    isb.pSysMem = &indices[0];
    result = m_d3dDevice->CreateBuffer(&ibd, &isb, &m_indexBuffer);
    D3DHelper::ThrowIfFailed(result);

    m_constantBuffer.Create(m_d3dDevice);
    m_constBufferPerframe.Create(m_d3dDevice);
    m_constMatPerObj.Create(m_d3dDevice);

    auto skullScale = XMMatrixScaling(0.5f, 0.5f, 0.5f);
    auto skullOffset = XMMatrixTranslation(0.0f, 1.0f, 0.0f);
    m_skullWorld = XMMatrixMultiply(skullScale, skullOffset);
    m_skullWorld = XMMatrixTranspose(m_skullWorld);

    m_skullMat.Ambient = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
    m_skullMat.Diffuse = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
    m_skullMat.Specular = XMFLOAT4(0.8f, 0.8f, 0.8f, 16.0f);

    m_gridMat.Ambient = XMFLOAT4(0.48f, 0.77f, 0.46f, 1.0f);
    m_gridMat.Diffuse = XMFLOAT4(0.48f, 0.77f, 0.46f, 1.0f);
    m_gridMat.Specular = XMFLOAT4(0.2f, 0.2f, 0.2f, 16.0f);

    m_cylinderMat.Ambient = XMFLOAT4(0.7f, 0.85f, 0.7f, 1.0f);
    m_cylinderMat.Diffuse = XMFLOAT4(0.7f, 0.85f, 0.7f, 1.0f);
    m_cylinderMat.Specular = XMFLOAT4(0.8f, 0.8f, 0.8f, 16.0f);

    m_sphereMat.Ambient = XMFLOAT4(0.1f, 0.2f, 0.3f, 1.0f);
    m_sphereMat.Diffuse = XMFLOAT4(0.2f, 0.4f, 0.6f, 1.0f);
    m_sphereMat.Specular = XMFLOAT4(0.9f, 0.9f, 0.9f, 16.0f);

    m_boxMat.Ambient = XMFLOAT4(0.651f, 0.5f, 0.392f, 1.0f);
    m_boxMat.Diffuse = XMFLOAT4(0.651f, 0.5f, 0.392f, 1.0f);
    m_boxMat.Specular = XMFLOAT4(0.2f, 0.2f, 0.2f, 16.0f);

    m_lightOne.Ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
    m_lightOne.Diffuse = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
    m_lightOne.Specular = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
    m_lightOne.Direction = XMFLOAT3(0.57735f, -0.57735f, 0.57735f);

    return result;
}
Example #11
0
//Makes a Square by default 
Entity::Entity(int type, std::string label, float width, float height, float depth) :
mPosition(0.0f, 0.0f, 0.0f),
mShadowScale(0.0f, 0.0f, 0.0f),
mRight(1.0f, 0.0f, 0.0f),
mUp(0.0f, 1.0f, 0.0f),
mLook(0.0f, 0.0f, 1.0f),
prevPitch(0.0f),
rotationY(0.0f),
prevRoll(0.0f),
origTexScale(1.0f, 1.0f, 1.0f),
texTrans(0.0f, 0.0f, 0.0f),
texTransMult(0.0f, 0.0f, 0.0f),
mGoToPos(0.0f, 0.0f, 0.0f),
currProgress(0.0f),
rotationZ(0.0f),
mDistanceLeft(0.0f),
mTexWidth(0.0f),
mTexHeight(0.0f),
mUpDown(false),
mGrowing(false),
mSquishX(false),
mSquishY(false),
mSquishZ(false),
mOrigY(0.0f),
mOrigX(0.0f),
mOrigZ(0.0f),
mGrowOut(false),
mHeightToGo(0.0f),
mScale(1.0f),
mWidth(width),
mHeight(height),
mDepth(depth),
hovering(false),
useTexTrans(false),
progressBar(false),
goToPos(false),
billboard(false),
flipUpright(false),
reverseLook(false),
mDead(false),
mSpinning(false),
mExplode(false),
mBasicTexTrans(false),
mUseAnimation(false),
mUseAAB(false),
mUseAABOnce(false),
mGoUp(true),
mBackFaceCull(true),
mGoDown(false),
mSideToSide(false),
mPulse(false),
mOrbit(false),
turnAngle(0.0f),
explosionDist(0.0f),
mAnim(0),
movementMult(0.0f),
mFlipping(false),
mRolling(false),
mBackAndForth(false),
mGrow(true),
mShrink(false),
mGrowIn(false),
mFlipTexture(false),
mTexRotate(false),
mLabel(label)
{
	//SET MATERIAL
	mMat.Ambient	= XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
	mMat.Diffuse	= XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
	mMat.Specular	= XMFLOAT4(1.0f, 1.0f, 1.0f, 48.0f);

	GeometryGenerator geoGen;

	//FLOOR PLANE
	XMMATRIX I = XMMatrixIdentity();
	XMStoreFloat4x4(&mWorld, I); XMStoreFloat4x4(&mShadowTrans, I);

	switch (type)
	{
	case 0: geoGen.CreateGrid(width, height, 2, 2, mGrid);					break;
	case 1: geoGen.CreateSphere(width, height, height, mGrid);/*height is slice count .. width for radius*/ break;
	case 2: geoGen.CreateUprightSquare(width, height, mGrid);				break;
	case 3: geoGen.CreateBox(width, height, depth, mGrid);					break;
	case 4: geoGen.CreateFrontandBackFace(width, height, depth, mGrid);		break;
	case 5: geoGen.CreateCylinder(width, depth, height, 15, 2, mGrid);		break;
	case 6: geoGen.CreateBox2Tex(width, height, depth, mGrid);				break;
	}

	mIndexCount = mGrid.Indices.size();
	mMeshVertices.resize(mGrid.Vertices.size());
}