void D3DTextureDemo::BuildLandGemetryBuffers()
{
	GeometryGenerator::MeshData grid;
	GeometryGenerator landGenerator;
	landGenerator.createGrid(160.0f, 160.0f, 50, 50, grid);

	mLandIndexCount = grid.Indices.size();
	std::vector<Vertex> vertices(grid.Vertices.size());
	for(size_t i = 0; i < grid.Vertices.size(); ++i)
	{
		XMFLOAT3 p = grid.Vertices[i].Position;

		p.y = GetHillHeight(p.x, p.z);
		
		vertices[i].Pos    = p;
		vertices[i].Normal = GetHillNormal(p.x, p.z);
		vertices[i].Tex    = grid.Vertices[i].TexC;
	}

	D3D11_BUFFER_DESC vbd;
	vbd.Usage               = D3D11_USAGE_IMMUTABLE;
	vbd.ByteWidth           = sizeof(Vertex) * grid.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(m_d3dDevice->CreateBuffer(
		&vbd,
		&vinitData,
		&mLandVB),
		L"Create Vertex Buffer");

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

	D3D11_SUBRESOURCE_DATA iinitData;
	iinitData.pSysMem = &grid.Indices[0];
	HR(m_d3dDevice->CreateBuffer(
		&ibd,
		&iinitData,
		&mLandIB),
		L"Create Index Buffer");
}
Example #2
0
void App::buildGeometryBuffers( void )
{
    GeometryGenerator::MeshData grid;
    GeometryGenerator geoGen;

    geoGen.createGrid( 160.f, 160.f, 50, 50, grid );
    mGridIndexCount = static_cast<UINT>( grid.indices.size() );

    std::vector<Vertex> vertices( grid.vertices.size() );
    for ( size_t i = 0; i < grid.vertices.size(); ++i ) {
        DirectX::XMFLOAT3 p = grid.vertices[i].position;

        p.y = getHeight( p.x, p.z );

        vertices[i].Pos = p;

        vertices[i].Color = DirectX::XMFLOAT4( 0.f, 0.5f, 0.f, 1.f );
    }

    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof( bd ) );
    bd.Usage = D3D11_USAGE_IMMUTABLE;
    bd.ByteWidth = sizeof( Vertex ) * grid.vertices.size();
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    bd.StructureByteStride = 0;

    D3D11_SUBRESOURCE_DATA initData;
    ZeroMemory( &initData, sizeof( initData ) );
    initData.pSysMem = &vertices[0];
    HR( mD3DDevice->CreateBuffer( &bd, &initData, &mVB ) );

    D3D11_BUFFER_DESC ibd;
    ZeroMemory( &ibd, sizeof( ibd ) );
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof( UINT ) * mGridIndexCount; //!
    ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    ibd.StructureByteStride = 0;
    D3D11_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = &grid.indices[0];
    HR( mD3DDevice->CreateBuffer( &ibd, &iinitData, &mIB ) );
}
Example #3
0
void App::buildGeometryBuffers( void )
{
    GeometryGenerator::MeshData box, grid, sphere, cylinder;
    GeometryGenerator geoGen;

    geoGen.createBox( 1.f, 1.f, 1.f, box );
    geoGen.createGrid( 20.f, 30.f, 60, 40, grid );
    geoGen.createSphere( 0.5f, 20, 20, sphere );
    geoGen.createCylinder( 0.5f, 0.3f, 3.f, 20, 20, cylinder );

    mBoxVertexOffset = 0;
    mGridVertexOffset = box.vertices.size();
    mSphereVertexOffset = mGridVertexOffset + grid.vertices.size();
    mCylinderVertexOffset = mSphereVertexOffset + sphere.vertices.size();

    mBoxIndexCount = static_cast<UINT>( box.indices.size() );
    mGridIndexCount = static_cast<UINT>( grid.indices.size() );
    mSphereIndexCount = static_cast<UINT>( sphere.indices.size() );
    mCylinderIndexCount = static_cast<UINT>( cylinder.indices.size() );

    mBoxIndexOffset = 0;
    mGridIndexOffset = mBoxIndexCount;
    mSphereIndexOffset = mGridIndexOffset + mGridIndexCount;
    mCylinderIndexOffset = mSphereIndexOffset + mSphereIndexCount;

    const UINT totalVertexCount = box.vertices.size() +
        grid.vertices.size() +
        sphere.vertices.size() +
        cylinder.vertices.size();
    const UINT totalIndexCount = mBoxIndexCount +
        mGridIndexCount +
        mSphereIndexCount +
        mCylinderIndexCount;

    // Pack all vertices into one vertex buffer.
    std::vector<Vertex> vertices( totalVertexCount );

    const DirectX::XMFLOAT4 black( 0.f, 1.f, 0.f, 1.f );
    UINT k = 0;
    for ( size_t i = 0; i < box.vertices.size(); ++i, ++k ) {
        vertices[k].pos = box.vertices[i].position;
        vertices[k].color = black;
    }
    for ( size_t i = 0; i < grid.vertices.size(); ++i, ++k ) {
        vertices[k].pos = grid.vertices[i].position;
        vertices[k].color = black;
    }
    for ( size_t i = 0; i < sphere.vertices.size(); ++i, ++k ) {
        vertices[k].pos = sphere.vertices[i].position;
        vertices[k].color = black;
    }
    for ( size_t i = 0; i < cylinder.vertices.size(); ++i, ++k ) {
        vertices[k].pos = cylinder.vertices[i].position;
        vertices[k].color = black;
    }
    

    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof( bd ) );
    bd.Usage = D3D11_USAGE_IMMUTABLE;
    bd.ByteWidth = sizeof( Vertex ) * totalVertexCount;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    bd.StructureByteStride = 0;

    D3D11_SUBRESOURCE_DATA initData;
    ZeroMemory( &initData, sizeof( initData ) );
    initData.pSysMem = &vertices[0];
    HR( mD3DDevice->CreateBuffer( &bd, &initData, &mVB ) );

    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;
    ZeroMemory( &ibd, sizeof( ibd ) );
    ibd.Usage = D3D11_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof( UINT ) * totalIndexCount;
    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, &mIB ) );
}