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modelclass.cpp
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modelclass.cpp
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#include "modelclass.h"
ModelClass::ModelClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Texture = 0;
}
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext,
std::vector<VertexType> newVertices, std::vector<unsigned long> newIndices, char* textureFilename, TexParam param)
{
bool result;
m_vertices = newVertices;
m_indices = newIndices;
// Initialize the vertex and index buffers.
result = InitializeBuffers(device, newVertices, newIndices);
if (!result)
{
return false;
}
LoadTexture(device, deviceContext, textureFilename, param);
return true;
}
void ModelClass::Shutdown()
{
ReleaseTexture();
// Shutdown the vertex and index buffers.
ShutdownBuffers();
return;
}
ID3D11ShaderResourceView* ModelClass::GetTexture()
{
return m_Texture->GetTexture();
}
bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename, TexParam param)
{
bool result;
m_texname = filename;
// Create the texture object.
m_Texture = new TextureClass;
if (!m_Texture)
{
return false;
}
// Initialize the texture object.
result = m_Texture->Initialize(device, deviceContext, filename, param);
if (!result)
{
return false;
}
return true;
}
void ModelClass::ReleaseTexture()
{
// Release the texture object.
if (m_Texture)
{
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
}
return;
}
void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
int ModelClass::GetIndexCount()
{
return m_indexCount;
}
bool ModelClass::InitializeBuffers(ID3D11Device* device, std::vector<VertexType> newVertices, std::vector<unsigned long> newIndices)
{
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
// Set the number of vertices in the vertex array.
m_vertexCount = newVertices.size();
// Set the number of indices in the index array.
m_indexCount = newIndices.size();
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
int count = 0;
for each (VertexType vertex in newVertices)
{
vertices[count] = vertex;
count++;
}
count = 0;
// Create the index array.
indices = new unsigned long[m_indexCount];
for each (unsigned long index in newIndices)
{
indices[count] = index;
count++;
}
// Set up the description of the static vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
return false;
}
// Set up the description of the static index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
delete[] vertices;
vertices = 0;
delete[] indices;
indices = 0;
return true;
}
void ModelClass::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
return;
}
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//deviceContext->Draw(m_vertexCount, 0);
return;
}
std::vector<ModelClass::VertexType> ModelClass::GetVertices()
{
return m_vertices;
}
std::vector<unsigned long> ModelClass::GetIndices()
{
return m_indices;
}
std::string ModelClass::GetTextureName()
{
return m_texname;
}
TextureClass* ModelClass::GetTextureData()
{
return m_Texture;
}