void SpriteComponent::SetCurrentSegment(int32 widthSegment, int32 heightSegment) { m_CurrentWidthSegment = widthSegment; m_CurrentHeightSegment = m_HeightSegments - heightSegment - 1; CreateIndices(); }
void StarMesh::InitShape() { CreateVertices(); CreateIndices(); CreateNormals(); CreateTextureCoords(); }
void SpriteComponent::InitializeComponent() { TextureManager::GetInstance()->LoadTexture(m_FilePath.GetAssetsPath(),m_SpriteName); m_Width = TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).x / m_WidthSegments; m_Heigth = TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).y / m_HeightSegments; CreateVertices(); CreateIndices(); m_SpriteInfo.spriteName = m_SpriteName; m_SpriteInfo.vertices = GetVertices(); m_SpriteInfo.uvCoords = GetUVCoords(); m_SpriteInfo.bIsHUD = m_bIsHudElement; }
// Creates Vertex and index buffers and returns a index to access that buffer unsigned int RendererD3D::InitializeVertexBuffers(unsigned int meshNum, int size, Geometry* pGeometry) { assert(pGeometry); unsigned int bufferID=0; m_vertBuffers.push_back(new VertexBufferD3D(m_pd3dDevice, pGeometry->RetrieveDataPtr(meshNum), pGeometry->GetVertexTotal(meshNum))); bufferID = (int)(m_vertBuffers.size() -1); pGeometry->SetBufferID( (unsigned int) bufferID ); CreateIndices(pGeometry->RetrieveIndexPtr(meshNum),pGeometry->GetIndexTotal(meshNum),bufferID); m_vertBuffers[bufferID]->CreateVertexBuffer(); return bufferID; }
void SpriteComponent::SetTexture( const tstring& filepath, const tstring& spriteName, bool bIsHUDElement /*= false*/, int32 widthSegments /*= 1*/, int32 heightSegments /*= 1*/ ) { m_Width = 0; m_WidthSegments = widthSegments; m_CurrentWidthSegment = 0; m_Heigth = 0; m_HeightSegments = heightSegments; m_CurrentHeightSegment = 0; m_FilePath = filepath; m_SpriteName = spriteName; m_bIsHudElement = bIsHUDElement; TextureManager::GetInstance()->LoadTexture(m_FilePath.GetAssetsPath(),m_SpriteName); m_Width = TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).x / m_WidthSegments; m_Heigth = TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).y / m_HeightSegments; CreateVertices(); CreateIndices(); m_SpriteInfo.spriteName = m_SpriteName; m_SpriteInfo.vertices = GetVertices(); m_SpriteInfo.uvCoords = GetUVCoords(); m_SpriteInfo.bIsHUD = m_bIsHudElement; }