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Pyramid.cpp
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Pyramid.cpp
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#include "Pyramid.h"
#include "Utility.h"
Pyramid::Pyramid()
{
}
Pyramid::~Pyramid()
{
ReleaseCOM(mVB); // Vertex buffer
ReleaseCOM(mFX);
ReleaseCOM(mVertexLayout);
}
void Pyramid::init(ID3D10Device* pDevice)
{
md3dDevice = pDevice;
mPosition = D3DXVECTOR3(10.0f, -8.0f, -8.0f);
D3DXVECTOR3 mOrigin = D3DXVECTOR3(0, 0, 0);
mScale = 4.0f;
buildFX();
buildVertexLayouts();
D3DXVECTOR3 baseVerts[4];
int iCount = 0;
for (int x = -1; x < 2; x += 2)
{
for (int z = -1; z < 2; z += 2)
{
D3DXVECTOR3 base = mOrigin - D3DXVECTOR3(0, mScale, 0);
baseVerts[iCount++] = base + D3DXVECTOR3( x * mScale * 0.5f, 0, z * mScale * 0.5f);
}
}
mTriangles[0] = Triangle(mOrigin, baseVerts[0], baseVerts[1]);
mTriangles[1] = Triangle(mOrigin, baseVerts[1], baseVerts[3]);
mTriangles[2] = Triangle(mOrigin, baseVerts[3], baseVerts[2]);
mTriangles[3] = Triangle(mOrigin, baseVerts[2], baseVerts[0]);
mTriangles[4] = Triangle(baseVerts[1], baseVerts[0], baseVerts[2]);
mTriangles[5] = Triangle(baseVerts[1], baseVerts[2], baseVerts[3]);
calcNorm(&mNormals[0], mTriangles[0]);
calcNorm(&mNormals[1], mTriangles[1]);
calcNorm(&mNormals[2], mTriangles[2]);
calcNorm(&mNormals[3], mTriangles[3]);
D3D10_BUFFER_DESC vbd;
vbd.Usage = D3D10_USAGE_IMMUTABLE;
vbd.ByteWidth = 6 * sizeof(Triangle);
vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = mTriangles;
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB));
mNumVertices = 18;
}
void Pyramid::update()
{
D3DXMatrixIdentity(&mWorld);
//D3DXVECTOR3 scale(1.0f, , mRadius);
D3DXMATRIX matScale, matTranslation;
//D3DXMatrixScaling(&matScale, scale.x, scale.y, scale.z);
D3DXMatrixTranslation(&matTranslation, mPosition.x, mPosition.y, mPosition.z);
mWorld = /*matScale **/ matTranslation;
}
void Pyramid::predraw()
{
md3dDevice->IASetInputLayout(mVertexLayout);
md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
mfxWVPVar->SetMatrix((float*)&mWVP);
//md3dDevice->RSSetState(RSCullNone);
D3D10_TECHNIQUE_DESC techDesc;
mTechnique->GetDesc(&techDesc);
mTechnique->GetPassByIndex(0)->Apply(0);
}
void Pyramid::draw(D3DXMATRIX & rVP)
{
mWVP = mWorld * rVP;
predraw();
UINT stride = sizeof(D3DXVECTOR3);
UINT offset = 0;
md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset);
//md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0);
md3dDevice->Draw(mNumVertices, 0);
}
void Pyramid::transform(D3DXVECTOR3 & _rTrans)
{
mPosition += _rTrans;
}
void Pyramid::calcNorm(D3DXVECTOR3* output, Triangle & _tri)
{
D3DXVECTOR3 x, y;
D3DXVec3Subtract(&x, &_tri.b, &_tri.a);
D3DXVec3Subtract(&y, &_tri.c, &_tri.a);
D3DXVec3Cross(output, &x, &y);
D3DXVec3Normalize(output, output);
D3DXVec3Scale(output, output, -1.0f);
}
void Pyramid::buildFX()
{
DWORD shaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
shaderFlags |= D3D10_SHADER_DEBUG;
shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif
ID3D10Blob* compilationErrors = 0;
HRESULT hr = 0;
hr = D3DX10CreateEffectFromFile(L"object.fx", 0, 0,
"fx_4_0", shaderFlags, 0, md3dDevice, 0, 0, &mFX, &compilationErrors, 0);
if (FAILED(hr))
{
if (compilationErrors)
{
MessageBoxA(0, (char*)compilationErrors->GetBufferPointer(), 0, 0);
ReleaseCOM(compilationErrors);
}
DXTrace(__FILE__, (DWORD)__LINE__, hr, L"D3DX10CreateEffectFromFile", true);
}
mTechnique = mFX->GetTechniqueByName("ObjectTech");
mfxWVPVar = mFX->GetVariableByName("gWVP")->AsMatrix();
//D3D10_RASTERIZER_DESC cmdesc;
//ZeroMemory(&cmdesc, sizeof(D3D10_RASTERIZER_DESC));
//cmdesc.CullMode = D3D10_CULL_NONE;
//cmdesc.FillMode = D3D10_FILL_SOLID;
//hr = md3dDevice->CreateRasterizerState(&cmdesc, &RSCullNone);
}
void Pyramid::buildVertexLayouts()
{
// Create the vertex input layout.
D3D10_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
// Create the input layout
D3D10_PASS_DESC PassDesc;
mTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
HR(md3dDevice->CreateInputLayout(vertexDesc, 1, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &mVertexLayout));
}