grafika-entity kezdő
This commit is contained in:
parent
0d63bbd662
commit
cf18cd4e84
@ -3,6 +3,6 @@ project(WinApi)
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set(CMAKE_CXX_STANDARD 14)
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add_executable(WinApi WIN32 main.cpp d3dx12.h DXWindow.cpp DXWindow.h Logger.cpp Logger.h utils.cpp utils.h Window.cpp Window.h Timer.cpp Timer.h IDrawable.h Geometry.h EventHandler.cpp EventHandler.h Vertex.cpp Vertex.h)
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add_executable(WinApi WIN32 main.cpp d3dx12.h DXWindow.cpp DXWindow.h Logger.cpp Logger.h utils.cpp utils.h Window.cpp Window.h Timer.cpp Timer.h IDrawable.h Geometry.h EventHandler.cpp EventHandler.h Vertex.cpp Vertex.h Cam.cpp Cam.h Geometry.cpp const_bufs.h Entity.cpp Entity.h IHasDefault.h)
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target_link_libraries(WinApi d3d12.lib dxgi.lib dxguid.lib d3dcompiler.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib)
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95
Cam.cpp
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95
Cam.cpp
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@ -0,0 +1,95 @@
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//
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// Created by Epagris on 2020. 03. 16..
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//
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#include "Cam.h"
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#include "utils.h"
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eg3d::Cam::Cam() {
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}
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void eg3d::Cam::loadDefaults() {
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mProjParams.loadDefaults();
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mViewParams.loadDefaults();
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}
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const XMFLOAT4X4 &eg3d::Cam::getViewMatrix() const {
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return mMView;
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}
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const XMFLOAT4X4 &eg3d::Cam::getProjMatrix() const {
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return mMProj;
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}
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void eg3d::Cam::constructViewMatrix() {
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XMMATRIX r = XMMatrixRotationX(mViewParams.pitch) * XMMatrixRotationY(mViewParams.yaw); // forgatások (yaw, pitch)
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XMMATRIX t = XMMatrixTranslation(mViewParams.position.x, mViewParams.position.y, mViewParams.position.z); // eltolás
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XMStoreFloat4x4(&mMView, MT(t*r)); // view mátrix letárolása
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XMVECTOR dir = XMVectorSet(0.0f, 0.0f, -1.0f, 0.0f); // (0,0,-1) irányba néz alapból a kamera
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XMStoreFloat3(&mVViewDirection, XMVector3Transform(dir, r)); // forgatott vektor kiszámítása és letárolása
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}
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void eg3d::Cam::constructProjMatrix() {
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XMMATRIX p = XMMatrixPerspectiveFovLH(mProjParams.FOV, mProjParams.AspectRatio, mProjParams.NearPlane, mProjParams.FarPlane);
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XMStoreFloat4x4(&mMProj, MT(p));
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}
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void eg3d::Cam::setProjParams(const eg3d::ProjParams &pp) {
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mProjParams = pp;
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constructProjMatrix(); // projekciós mátrix újragenerálása
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}
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eg3d::ProjParams eg3d::Cam::getProjParams() const {
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return mProjParams;
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}
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void eg3d::Cam::setViewParams(const eg3d::ViewParams &vp) {
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mViewParams = vp;
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constructViewMatrix();
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}
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eg3d::ViewParams eg3d::Cam::getViewParams() const {
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return mViewParams;
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}
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void eg3d::Cam::advance(float ds) {
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XMVECTOR s = XMLoadFloat3(&mViewParams.position);
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XMVECTOR dir = XMLoadFloat3(&mVViewDirection);
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s = XMVectorAdd(s, XMVectorScale(dir, ds));
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XMStoreFloat3(&mViewParams.position, s);
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constructViewMatrix();
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}
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void eg3d::Cam::yaw(float dphi) {
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mViewParams.yaw += dphi;
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constructViewMatrix();
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}
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void eg3d::Cam::pitch(float drho) {
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mViewParams.pitch += drho;
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constructViewMatrix();
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}
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// -----------------------------
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eg3d::ProjParams::ProjParams() {
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loadDefaults();
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}
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void eg3d::ProjParams::loadDefaults() {
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FOV = XM_PIDIV2; // 90 fokos látószög
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AspectRatio = 1.0f; // 1:1-es képarány
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NearPlane = 1.0f; // közeli sík
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FarPlane = 10.0f;
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}
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eg3d::ViewParams::ViewParams() {}
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void eg3d::ViewParams::loadDefaults() {
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position.x = position.y = position.z = 0.0f; // (0,0,0), origó
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yaw = 0.0f; // nincs forgatás
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pitch = 0.0f; // nincs billentés
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}
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66
Cam.h
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66
Cam.h
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@ -0,0 +1,66 @@
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//
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// Created by Epagris on 2020. 03. 16..
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//
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#ifndef CAM
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#define CAM
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#include <DirectXMath.h>
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#include "IHasDefault.h"
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using namespace DirectX;
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namespace eg3d {
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// vetítés tulajdonságai
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struct ProjParams : public IHasDefault {
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float FOV; // látószög
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float AspectRatio; // képarány
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float NearPlane; // közeli sík
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float FarPlane; // távoli sík
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ProjParams(); // konstr.
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void loadDefaults(); // alapértelmezett paraméterek betöltése (FOV: 90 fok, AR: 1:1, N: 1.0, F: 10.0)
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};
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// nézet tulajdonságai
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struct ViewParams : public IHasDefault {
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XMFLOAT3 position; // nézet pozíciója
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float yaw; // forgatás
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float pitch; // billentés
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ViewParams(); // konstr.
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void loadDefaults() override;
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};
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class Cam : IHasDefault {
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private:
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ProjParams mProjParams; // vetítés paraméterei
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ViewParams mViewParams; // nézet paraméterei
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XMFLOAT3 mVViewDirection; // nézet iránya
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XMFLOAT4X4 mMView, mMProj; // view és proj mátrixok
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void constructViewMatrix(); // view mátrix összeállítása
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void constructProjMatrix(); // projekciós mátrix összeállítása
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void loadDefaults() override;
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public:
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Cam();
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const XMFLOAT4X4& getViewMatrix() const; // view mátrix elkérése
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const XMFLOAT4X4& getProjMatrix() const; // proj mátrix elkérése
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void setProjParams(const ProjParams& pp); // projekciós paraméterek beállítása
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ProjParams getProjParams() const; // vetítési paraméterek elkérése
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void setViewParams(const ViewParams& vp); // nézet paramétereinek beállítása
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ViewParams getViewParams() const; // nézetparaméterek elkérése
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void advance(float ds); // kamera mozgatása a nézet irányába
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void yaw(float dphi); // kamera forgatása
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void pitch(float drho); // kamera billentése
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};
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}
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#endif //CAM
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26
DXWindow.cpp
26
DXWindow.cpp
@ -376,24 +376,15 @@ namespace eg3d {
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void DXWindow::updateConstantBuffers()
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{
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// transzformáció frissítése
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//DirectX::XMStoreFloat4x4(&constantBuffer.transformMatrix, DirectX::XMMatrixScaling(2.0, 1.0, 1.0));
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rotAngle = rotAngle + 0.01f;
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if (rotAngle > XM_2PI)
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{
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rotAngle -= XM_2PI;
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// rotAngle = rotAngle - XM_2PI;
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}
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DirectX::XMStoreFloat4x4(&constantBuffer.transformMatrix, DirectX::XMMatrixTranspose(XMMatrixRotationZ(rotAngle) * XMMatrixRotationX(-XM_PIDIV2)));
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XMStoreFloat4x4(&constantBuffer.viewMatrix, XMMatrixTranspose(XMMatrixTranslation(0.0f, -4.0f, camPosition)));
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DirectX::XMStoreFloat4x4(&constantBuffer.transformMatrix, XMMatrixRotationX(-XM_PIDIV2));
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// TODO vetítés mátrixának kicserélése
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float viewHeight = 1.5;
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DirectX::XMStoreFloat4x4(&constantBuffer.projMatrix,
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DirectX::XMMatrixTranspose(XMMatrixPerspectiveLH(viewHeight * getAspectRatio(), viewHeight, 0.5, 1000)));
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// TODO nézet mátrixának átadása
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bufferMapCopy(cbResource, static_cast<void *>(&constantBuffer), sizeof(constantBuffer));
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}
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@ -463,9 +454,10 @@ namespace eg3d {
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}
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}
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void DXWindow::moveCam(float deltaX)
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{
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camPosition += deltaX;
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}
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void DXWindow::setCam(Cam *pCam) {
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this->pCam = pCam;
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}
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}
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DXWindow.h
20
DXWindow.h
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#include <DirectXMath.h>
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#include "Vertex.h"
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#include "Cam.h"
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// konstansbuffer struktúrája
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struct ConstantBuffer
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{
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DirectX::XMFLOAT4X4 transformMatrix;
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DirectX::XMFLOAT4X4 viewMatrix; // nézet-mátrix
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DirectX::XMFLOAT4X4 projMatrix; // vetítési mátrix
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};
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#include "const_bufs.h"
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namespace eg3d {
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@ -88,9 +83,9 @@ namespace eg3d {
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// TODO konstansbuffer példány és DX-objektum
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ComPtr<ID3D12Resource> cbResource; // konstansbuffer DX-objektuma
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ConstantBuffer constantBuffer; // konstansbuffer
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// TODO TRANSZFORMÁCIÓS TULAJDONSÁGOK
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float rotAngle; // forgatás szöge
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float camPosition; // kamera pozíciója
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// virtuális kamera
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Cam * pCam;
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void initDrawObjects(); // kirajzolandó objektumok inicializálása
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@ -126,11 +121,14 @@ namespace eg3d {
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DXWindow();
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virtual ~DXWindow();
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// TODO paraméter átírása
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void Draw(const DrawablePool &drawables);
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ComPtr<ID3D12Device> getDevice() const; // device elkérése
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void moveCam(float deltaX); // kamera mozgatása
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void setCam(Cam * pCam); // kamera beállítása
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};
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}
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Entity.cpp
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37
Entity.cpp
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//
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// Created by Epagris on 2020. 03. 19..
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//
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#include "Entity.h"
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eg3d::Entity::Entity(const ComPtr<ID3D12Device> &device) : Geometry(device) {
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loadDefaults();
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}
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void eg3d::Entity::loadDefaults() {
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XMStoreFloat4x4(&mWorldMatrix, XMMatrixIdentity()); // egységmátrix betöltése a világ-mátrixba
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}
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void eg3d::Entity::setEntitySRT(const eg3d::SRTProps &srtProps) {
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mSRTProps = srtProps;
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}
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eg3d::SRTProps eg3d::Entity::getEntitySRT() const {
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return mSRTProps;
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}
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void eg3d::Entity::constructWorldMatrix() {
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// TODO (Cam alapján)
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}
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// ----------------------
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eg3d::SRTProps::SRTProps() {
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loadDefaults();
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}
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void eg3d::SRTProps::loadDefaults() {
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scaling = { 1.0f, 1.0f, 1.0f };
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rotation = { 0.0f, 0.0f, 0.0f };
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translation = {0.0f, 0.0f, 0.0f };
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}
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Entity.h
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41
Entity.h
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//
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// Created by Epagris on 2020. 03. 19..
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//
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#ifndef ENTITY
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#define ENTITY
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#include "Geometry.h"
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#include "IHasDefault.h"
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namespace eg3d {
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// nagyítás, forgatás, eltolás
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struct SRTProps : public IHasDefault {
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XMFLOAT3 scaling; // nagyítás
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XMFLOAT3 rotation; // forgatás
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XMFLOAT3 translation; // pozíció
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SRTProps(); // konstr.
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void loadDefaults() override;
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};
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class Entity : public Geometry, public IHasDefault {
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private:
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DirectX::XMFLOAT4X4 mWorldMatrix; // világ-mátrix
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SRTProps mSRTProps; // STR-tulajdonságok
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void constructWorldMatrix(); // világ-mátrix újragenerálása
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public:
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Entity(const ComPtr<ID3D12Device> &device);
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void loadDefaults() override;
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void setEntitySRT(const SRTProps& srtProps); // SRT-tulajdonságok beállítása
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SRTProps getEntitySRT() const; // SRT-tualjdonságok elkérése
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};
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}
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#endif //ENTITY
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#include "EventHandler.h"
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#include "Logger.h"
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#include <hidusage.h>
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eg3d::EventHandler::EventHandler() {
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init();
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}
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void eg3d::EventHandler::init()
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{
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mCamVelocity = 0.0f; // kamera sebességének inicializációja
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mMouseLocked = false; // nincs befogva az egér
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}
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float eg3d::EventHandler::getCamVelocity() const
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@ -25,18 +28,42 @@ int eg3d::EventHandler::processEvent(HWND hwnd, UINT message, WPARAM wParam, LPA
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// TODO eseménykezelés megvalósítása
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EventHandler * pThis_EH = static_cast<Window *>((void *)GetWindowLongPtrA(hwnd, GWLP_USERDATA))->getEventHandler(); // ablakhoz rendelt eseménykezelõ elkérése
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UINT rawDataLength = 64;
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BYTE pRawData[64];
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switch (message)
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{
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case WM_INPUT:
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{
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GetRawInputData((HRAWINPUT)lParam, RID_INPUT, pRawData, &rawDataLength, sizeof(RAWINPUTHEADER));
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RAWINPUT * pRawInput = (RAWINPUT *)pRawData;
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if (pRawInput->header.dwType == RIM_TYPEMOUSE)
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{
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int displacementX = pRawInput->data.mouse.lLastX;
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int displacementY = pRawInput->data.mouse.lLastY;
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LOG(std::string("(") + std::to_string(displacementX) + ", " + std::to_string(displacementY) + ")");
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}
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}
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break;
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case WM_KEYDOWN:
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{
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switch (wParam)
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{
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case 'A':
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case 'W':
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pThis_EH->mCamVelocity = -cCAM_VELOCITY;
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break;
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case 'D':
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case 'S':
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pThis_EH->mCamVelocity = cCAM_VELOCITY;
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break;
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case 'L':
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pThis_EH->mMouseLocked = !pThis_EH->mMouseLocked;
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LOG(std::string("Mouse ") + (pThis_EH->mMouseLocked ? "" : "un") + "locked");
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break;
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}
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}
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@ -44,7 +71,7 @@ int eg3d::EventHandler::processEvent(HWND hwnd, UINT message, WPARAM wParam, LPA
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case WM_KEYUP:
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{
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if (wParam == 'A' || wParam == 'D')
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if (wParam == 'W' || wParam == 'S')
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{
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pThis_EH->mCamVelocity = 0.0f;
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}
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@ -7,6 +7,7 @@ namespace eg3d {
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class EventHandler {
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private:
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float mCamVelocity; // kamera mozgási sebessége
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bool mMouseLocked; // lockolvan van az egér?
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void init(); // osztály inicializálása
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public:
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145
Geometry.cpp
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Geometry.cpp
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//
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// Created by Epagris on 2020. 03. 16..
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//
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#include "Geometry.h"
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namespace eg3d {
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Geometry::Geometry(ComPtr<ID3D12Device> device) : mDevice(device) {
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// topológia beállítása
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setTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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}
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Geometry::Geometry(const Geometry &other) : mDevice(other.mDevice) {
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setTopology(other.getTopology());
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setVertices(other.getVertices());
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setIndices(other.getIndices());
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}
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void Geometry::setVertices(const std::vector<Vertex> &vertices) {
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mVertices = vertices;
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size_t bufferSize = mVertices.size() * sizeof(Vertex); // buffer mérete
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mVertexBuffer.Reset(); // buffer törlése
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mVertexBuffer = createBuffer_UH(mDevice, bufferSize); // buffer létrehozása
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bufferMapCopy(mVertexBuffer, (void *) mVertices.data(), bufferSize); // buffer feltöltése
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// vertex buffer view beállítása
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mVertexBufferView.BufferLocation = mVertexBuffer->GetGPUVirtualAddress();
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mVertexBufferView.StrideInBytes = sizeof(Vertex);
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mVertexBufferView.SizeInBytes = bufferSize;
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}
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std::vector<Vertex> Geometry::getVertices() const {
|
||||
return mVertices;
|
||||
}
|
||||
|
||||
void Geometry::setIndices(const std::vector<uint32_t> &indices) {
|
||||
mIndices = indices;
|
||||
|
||||
size_t bufferSize = mIndices.size() * sizeof(uint32_t); // buffer mérete
|
||||
|
||||
mIndexBuffer.Reset(); // buffer törlése
|
||||
mIndexBuffer = createBuffer_UH(mDevice, bufferSize); // buffer létrehozása
|
||||
bufferMapCopy(mIndexBuffer, (void *) mIndices.data(), bufferSize); // buffer feltöltése
|
||||
|
||||
// index buffer view beállítása
|
||||
mIndexBufferView.Format = /*(sizeof(IT) == 2) ? DXGI_FORMAT_R16_UINT :*/ DXGI_FORMAT_R32_UINT;
|
||||
mIndexBufferView.BufferLocation = mIndexBuffer->GetGPUVirtualAddress();
|
||||
mIndexBufferView.SizeInBytes = bufferSize;
|
||||
}
|
||||
|
||||
std::vector<uint32_t> Geometry::getIndices() const {
|
||||
return mIndices;
|
||||
}
|
||||
|
||||
void Geometry::setTopology(D3D_PRIMITIVE_TOPOLOGY topology) {
|
||||
mTopology = topology;
|
||||
}
|
||||
|
||||
D3D_PRIMITIVE_TOPOLOGY Geometry::getTopology() const {
|
||||
return mTopology;
|
||||
}
|
||||
|
||||
void Geometry::setupInputAssembler(ComPtr<ID3D12GraphicsCommandList> commandList)
|
||||
const {
|
||||
commandList->IASetVertexBuffers(0, 1, &mVertexBufferView);
|
||||
commandList->IASetIndexBuffer(&mIndexBufferView);
|
||||
commandList->IASetPrimitiveTopology(mTopology);
|
||||
}
|
||||
|
||||
void Geometry::draw(ComPtr<ID3D12GraphicsCommandList> commandList) const {
|
||||
setupInputAssembler(commandList); // input assembler beállítása
|
||||
commandList->DrawIndexedInstanced(mIndices.size(), 1, 0, 0, 0); // rajzolás
|
||||
}
|
||||
|
||||
void Geometry::merge(const Geometry &other) {
|
||||
std::vector<Vertex> vertices = mVertices;
|
||||
vertices.insert(vertices.end(), other.mVertices.begin(), other.mVertices.end());
|
||||
|
||||
uint32_t offset = mIndices.size();
|
||||
std::vector<uint32_t> indices = mIndices;
|
||||
indices.insert(indices.end(), other.mIndices.begin(), other.mIndices.end());
|
||||
|
||||
// indexek megváltozatása offsettel
|
||||
for (uint32_t i = offset; i < indices.size(); i++) {
|
||||
indices[i] += offset;
|
||||
}
|
||||
|
||||
// bufferek újrafoglalása a videokártyán
|
||||
setVertices(vertices);
|
||||
setIndices(indices);
|
||||
}
|
||||
|
||||
Geometry &Geometry::operator+=(const Geometry &other) {
|
||||
merge(other);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Geometry::loadBinarySTL(const std::string &fileName) {
|
||||
auto inFile = std::ifstream(fileName, std::ios::in | std::ios::binary); // bináris fájl megnyitása olvasásra
|
||||
|
||||
if (!inFile.is_open()) { // megnézzük, hogy sikerült-e megnyitni a fájlt
|
||||
LOG("Failed to open file: '" + fileName + "'! STL geometry loading failed!");
|
||||
return;
|
||||
}
|
||||
|
||||
// vertexek és indexek
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
|
||||
uint32_t triN; // háromszögek száma
|
||||
|
||||
inFile.seekg(80, std::ios::beg); // fejléc átugrása
|
||||
inFile.read((char *) &triN, sizeof(triN)); // háromszögek számának kiolvasása
|
||||
|
||||
LOG(std::to_string(sizeof(Vertex)));
|
||||
|
||||
// vertexek kiolvasása
|
||||
for (uint32_t i = 0; i < triN; i++) {
|
||||
STLTriangle triangle;
|
||||
inFile.read(reinterpret_cast<char *>(&triangle), 50); // egy háromszög betöltése
|
||||
|
||||
vertices.emplace_back(triangle.v1);
|
||||
vertices.emplace_back(triangle.v2);
|
||||
vertices.emplace_back(triangle.v3);
|
||||
|
||||
// indexek vektorának feltöltése
|
||||
uint32_t firstIndex = 3 * i;
|
||||
indices.push_back(firstIndex);
|
||||
indices.push_back(firstIndex + 1);
|
||||
indices.push_back(firstIndex + 2);
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
|
||||
setVertices(vertices);
|
||||
setIndices(indices);
|
||||
|
||||
LOG("Successful geometry loading from file '" + fileName + "' of " + std::to_string(triN) + " triangles.");
|
||||
}
|
||||
|
||||
}
|
167
Geometry.h
167
Geometry.h
@ -37,162 +37,21 @@ namespace eg3d {
|
||||
D3D12_VERTEX_BUFFER_VIEW mVertexBufferView;
|
||||
D3D12_INDEX_BUFFER_VIEW mIndexBufferView;
|
||||
public:
|
||||
explicit Geometry(ComPtr<ID3D12Device> device) : mDevice(device) {
|
||||
// topológia beállítása
|
||||
setTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
}
|
||||
|
||||
// másolókonstruktor
|
||||
Geometry(const Geometry& other) : mDevice(other.mDevice) {
|
||||
setTopology(other.getTopology());
|
||||
setVertices(other.getVertices());
|
||||
setIndices(other.getIndices());
|
||||
}
|
||||
|
||||
// vertexek beállítása
|
||||
void setVertices(const std::vector<Vertex> &vertices) {
|
||||
mVertices = vertices;
|
||||
|
||||
size_t bufferSize = mVertices.size() * sizeof(Vertex); // buffer mérete
|
||||
|
||||
mVertexBuffer.Reset(); // buffer törlése
|
||||
mVertexBuffer = createBuffer_UH(mDevice, bufferSize); // buffer létrehozása
|
||||
bufferMapCopy(mVertexBuffer, (void *) mVertices.data(), bufferSize); // buffer feltöltése
|
||||
|
||||
// vertex buffer view beállítása
|
||||
mVertexBufferView.BufferLocation = mVertexBuffer->GetGPUVirtualAddress();
|
||||
mVertexBufferView.StrideInBytes = sizeof(Vertex);
|
||||
mVertexBufferView.SizeInBytes = bufferSize;
|
||||
}
|
||||
|
||||
// vertexek lekérése
|
||||
std::vector<Vertex> getVertices() const {
|
||||
return mVertices;
|
||||
}
|
||||
|
||||
// indexek beállítása
|
||||
void setIndices(const std::vector<uint32_t> &indices) {
|
||||
mIndices = indices;
|
||||
|
||||
size_t bufferSize = mIndices.size() * sizeof(uint32_t); // buffer mérete
|
||||
|
||||
mIndexBuffer.Reset(); // buffer törlése
|
||||
mIndexBuffer = createBuffer_UH(mDevice, bufferSize); // buffer létrehozása
|
||||
bufferMapCopy(mIndexBuffer, (void *) mIndices.data(), bufferSize); // buffer feltöltése
|
||||
|
||||
// index buffer view beállítása
|
||||
mIndexBufferView.Format = /*(sizeof(IT) == 2) ? DXGI_FORMAT_R16_UINT :*/ DXGI_FORMAT_R32_UINT;
|
||||
mIndexBufferView.BufferLocation = mIndexBuffer->GetGPUVirtualAddress();
|
||||
mIndexBufferView.SizeInBytes = bufferSize;
|
||||
}
|
||||
|
||||
// indexek lekérése
|
||||
std::vector<uint32_t> getIndices() const {
|
||||
return mIndices;
|
||||
}
|
||||
|
||||
// topológia beállítása
|
||||
void setTopology(D3D_PRIMITIVE_TOPOLOGY topology) {
|
||||
mTopology = topology;
|
||||
}
|
||||
|
||||
// topológia beállítása
|
||||
D3D_PRIMITIVE_TOPOLOGY getTopology() const {
|
||||
return mTopology;
|
||||
}
|
||||
|
||||
void loadFromFile(const std::string& fileName) {
|
||||
// TODO Epagrisnak: Assimpot le kell fordítani mindenkinek!
|
||||
}
|
||||
|
||||
// input assembler beállítása
|
||||
void setupInputAssembler(ComPtr<ID3D12GraphicsCommandList> commandList) const {
|
||||
commandList->IASetVertexBuffers(0, 1, &mVertexBufferView);
|
||||
commandList->IASetIndexBuffer(&mIndexBufferView);
|
||||
commandList->IASetPrimitiveTopology(mTopology);
|
||||
}
|
||||
|
||||
// kirajzolás
|
||||
void draw(ComPtr<ID3D12GraphicsCommandList> commandList) const override {
|
||||
setupInputAssembler(commandList); // input assembler beállítása
|
||||
commandList->DrawIndexedInstanced(mIndices.size(), 1, 0, 0, 0); // rajzolás
|
||||
}
|
||||
|
||||
// két geometria egyesítése
|
||||
void merge(const Geometry& other)
|
||||
{
|
||||
std::vector<Vertex> vertices = mVertices;
|
||||
vertices.insert(vertices.end(), other.mVertices.begin(), other.mVertices.end());
|
||||
|
||||
uint32_t offset = mIndices.size();
|
||||
std::vector<uint32_t> indices = mIndices;
|
||||
indices.insert(indices.end(), other.mIndices.begin(), other.mIndices.end());
|
||||
|
||||
// indexek megváltozatása offsettel
|
||||
for (uint32_t i = offset; i < indices.size(); i++)
|
||||
{
|
||||
indices[i] += offset;
|
||||
}
|
||||
|
||||
// bufferek újrafoglalása a videokártyán
|
||||
setVertices(vertices);
|
||||
setIndices(indices);
|
||||
}
|
||||
|
||||
// két geometria egyesítése
|
||||
Geometry& operator+=(const Geometry& other)
|
||||
{
|
||||
merge(other);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
// bináris STL fájl betöltése
|
||||
void loadBinarySTL(const std::string& fileName) {
|
||||
auto inFile = std::ifstream(fileName, std::ios::in | std::ios::binary); // bináris fájl megnyitása olvasásra
|
||||
|
||||
if (!inFile.is_open()) { // megnézzük, hogy sikerült-e megnyitni a fájlt
|
||||
LOG("Failed to open file: '" + fileName + "'! STL geometry loading failed!");
|
||||
return;
|
||||
}
|
||||
|
||||
// vertexek és indexek
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
|
||||
uint32_t triN; // háromszögek száma
|
||||
|
||||
inFile.seekg(80, std::ios::beg); // fejléc átugrása
|
||||
inFile.read((char *)&triN, sizeof(triN)); // háromszögek számának kiolvasása
|
||||
|
||||
LOG(std::to_string(sizeof(Vertex)));
|
||||
|
||||
// vertexek kiolvasása
|
||||
for (uint32_t i = 0; i < triN; i++) {
|
||||
STLTriangle triangle;
|
||||
inFile.read(reinterpret_cast<char *>(&triangle), 50); // egy háromszög betöltése
|
||||
|
||||
vertices.emplace_back(triangle.v1);
|
||||
vertices.emplace_back(triangle.v2);
|
||||
vertices.emplace_back(triangle.v3);
|
||||
|
||||
// indexek vektorának feltöltése
|
||||
uint32_t firstIndex = 3 * i;
|
||||
indices.push_back(firstIndex);
|
||||
indices.push_back(firstIndex + 1);
|
||||
indices.push_back(firstIndex + 2);
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
|
||||
setVertices(vertices);
|
||||
setIndices(indices);
|
||||
|
||||
LOG("Successful geometry loading from file '" + fileName + "' of " + std::to_string(triN) + " triangles.");
|
||||
}
|
||||
explicit Geometry(ComPtr<ID3D12Device> device); // konstr.
|
||||
Geometry(const Geometry& other); // másolókonstruktor
|
||||
void setVertices(const std::vector<Vertex> &vertices); // vertexek beállítása
|
||||
std::vector<Vertex> getVertices() const; // vertexek lekérése
|
||||
void setIndices(const std::vector<uint32_t> &indices); // indexek beállítása
|
||||
std::vector<uint32_t> getIndices() const; // indexek lekérése
|
||||
void setTopology(D3D_PRIMITIVE_TOPOLOGY topology); // topológia beállítása
|
||||
D3D_PRIMITIVE_TOPOLOGY getTopology() const; // topológia lekérése
|
||||
void setupInputAssembler(ComPtr<ID3D12GraphicsCommandList> commandList) const; // input assembler beállítása
|
||||
void draw(ComPtr<ID3D12GraphicsCommandList> commandList) const override; // kirajzolás
|
||||
void merge(const Geometry& other); // két geometria egyesítése
|
||||
Geometry& operator+=(const Geometry& other); // két geometria egyesítése
|
||||
void loadBinarySTL(const std::string& fileName); // bináris STL fájl betöltése
|
||||
};
|
||||
|
||||
|
||||
// geometriatároló típusa
|
||||
using GeometryPool = std::vector<std::shared_ptr<Geometry>>;
|
||||
}
|
||||
|
17
IHasDefault.h
Normal file
17
IHasDefault.h
Normal file
@ -0,0 +1,17 @@
|
||||
//
|
||||
// Created by Epagris on 2020. 03. 19..
|
||||
//
|
||||
|
||||
#ifndef IHASDEFAULT
|
||||
#define IHASDEFAULT
|
||||
|
||||
namespace eg3d {
|
||||
|
||||
class IHasDefault {
|
||||
public:
|
||||
virtual void loadDefaults() = 0; // alapértelmezett értékek betöltése
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //IHASDEFAULT
|
14
Window.cpp
14
Window.cpp
@ -1,4 +1,5 @@
|
||||
#include "Window.h"
|
||||
#include <hidusage.h>
|
||||
|
||||
namespace eg3d {
|
||||
|
||||
@ -10,6 +11,8 @@ namespace eg3d {
|
||||
{
|
||||
initializeWndClass(this->pWindowFunction); // window class inicializálása
|
||||
create(); // ablak létrehozása
|
||||
registerRawInputDevice(); // RID-ok regisztrálása
|
||||
|
||||
this->show(show);
|
||||
}
|
||||
|
||||
@ -137,6 +140,17 @@ namespace eg3d {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Window::registerRawInputDevice()
|
||||
{
|
||||
RAWINPUTDEVICE device;
|
||||
device.usUsagePage = HID_USAGE_PAGE_GENERIC;
|
||||
device.usUsage = HID_USAGE_GENERIC_MOUSE;
|
||||
device.dwFlags = RIDEV_INPUTSINK;
|
||||
device.hwndTarget = mHWND;
|
||||
|
||||
RegisterRawInputDevices(&device, 1, sizeof(RAWINPUTDEVICE));
|
||||
}
|
||||
|
||||
void Window::create()
|
||||
{
|
||||
// ablak létrehozása
|
||||
|
2
Window.h
2
Window.h
@ -21,6 +21,8 @@ namespace eg3d {
|
||||
// TODO Epagrisnak: ezt majd még átírom
|
||||
EventHandler* pmEventHandler; // eseményfeldolgozó osztály pointere
|
||||
|
||||
void registerRawInputDevice(); // ...
|
||||
|
||||
protected:
|
||||
void create(); // ablak létrehozása
|
||||
HWND mHWND; // ablak-handler
|
||||
|
23
const_bufs.h
Normal file
23
const_bufs.h
Normal file
@ -0,0 +1,23 @@
|
||||
//
|
||||
// Created by Epagris on 2020. 03. 19..
|
||||
//
|
||||
|
||||
#ifndef CONST_BUFS
|
||||
#define CONST_BUFS
|
||||
|
||||
#include <DirectXMath.h>
|
||||
|
||||
// konstansbuffer struktúrája
|
||||
// TODO refactor!
|
||||
struct ConstantBuffer
|
||||
{
|
||||
DirectX::XMFLOAT4X4 transformMatrix;
|
||||
DirectX::XMFLOAT4X4 viewMatrix; // nézet-mátrix
|
||||
DirectX::XMFLOAT4X4 projMatrix; // vetítési mátrix
|
||||
};
|
||||
|
||||
struct CB_Entity {
|
||||
DirectX::XMFLOAT4X4 worldMatrix; // világ-mátrix (modell-mátrix)
|
||||
};
|
||||
|
||||
#endif //CONST_BUFS
|
4
main.cpp
4
main.cpp
@ -2,6 +2,9 @@
|
||||
|
||||
#include <Windows.h>
|
||||
|
||||
// mátrixok transzponálása be
|
||||
#define MT_ON
|
||||
|
||||
#include "utils.h"
|
||||
|
||||
#include "Logger.h"
|
||||
@ -54,7 +57,6 @@ int WINAPI WinMain(HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszA
|
||||
auto pGeo2 = std::shared_ptr<Geometry>(new Geometry(win.getDevice()));
|
||||
pGeo2->loadBinarySTL("assets/utahteapot.stl");
|
||||
|
||||
//drawables.push_back(pGeo2);
|
||||
(*pGeo) += (*pGeo2);
|
||||
|
||||
DrawablePool drawables; // geometriák halmaza
|
||||
|
8
utils.h
8
utils.h
@ -76,3 +76,11 @@ inline void bufferMapCopy(ComPtr<ID3D12Resource> bufferResource, void * data, si
|
||||
memcpy(mappedData, data, size);
|
||||
bufferResource->Unmap(0, nullptr);
|
||||
}
|
||||
|
||||
// feltételes transzponálás (ha definiálva van, akkor automatikusan transzponál minden mátrixot)
|
||||
#ifdef MT_ON
|
||||
#define MT(m) XMMatrixTranspose(m)
|
||||
#endif
|
||||
#ifndef MT_ON
|
||||
#define MT(m) (m)
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user