update Game to use new Entity code
This commit is contained in:
parent
ff0d41c301
commit
09f84f9b03
5 changed files with 66 additions and 38 deletions
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@ -124,17 +124,21 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="DXCore.cpp" />
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<ClCompile Include="Entity.cpp" />
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<ClCompile Include="Game.cpp" />
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<ClCompile Include="Input.cpp" />
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<ClCompile Include="Main.cpp" />
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<ClCompile Include="Mesh.cpp" />
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<ClCompile Include="Transform.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="BufferStructs.h" />
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<ClInclude Include="DXCore.h" />
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<ClInclude Include="Entity.h" />
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<ClInclude Include="Game.h" />
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<ClInclude Include="Input.h" />
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<ClInclude Include="Mesh.h" />
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<ClInclude Include="Transform.h" />
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<ClInclude Include="Vertex.h" />
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</ItemGroup>
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<ItemGroup>
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@ -33,6 +33,12 @@
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<ClCompile Include="Mesh.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Transform.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Entity.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Vertex.h">
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@ -53,6 +59,12 @@
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<ClInclude Include="BufferStructs.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Transform.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Entity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="PixelShader.hlsl">
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84
Game.cpp
84
Game.cpp
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@ -197,6 +197,18 @@ void Game::CreateBasicGeometry()
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std::make_shared<Mesh>(verts2, 04, ind2, 06, device, context),
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std::make_shared<Mesh>(verts3, 06, ind3, 12, device, context),
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};
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entities = {
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std::make_shared<Entity>(shapes[0]),
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std::make_shared<Entity>(shapes[0]),
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std::make_shared<Entity>(shapes[0]),
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std::make_shared<Entity>(shapes[1]),
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std::make_shared<Entity>(shapes[1]),
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std::make_shared<Entity>(shapes[1]),
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std::make_shared<Entity>(shapes[2]),
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std::make_shared<Entity>(shapes[2]),
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std::make_shared<Entity>(shapes[2]),
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};
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}
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@ -225,26 +237,8 @@ void Game::Update(float deltaTime, float totalTime)
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// --------------------------------------------------------
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void Game::Draw(float deltaTime, float totalTime)
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{
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// create constant buffer
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VertexShaderExternalData vsData;
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vsData.colorTint = XMFLOAT4(1.0f, 0.5f, 0.5f, 1.0f);
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vsData.offset = XMFLOAT3(0.25f, 0.0f, 0.0f);
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// copy constant buffer to resource
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D3D11_MAPPED_SUBRESOURCE mappedBuffer = {};
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context->Map(constantBufferVS.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedBuffer);
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memcpy(mappedBuffer.pData, &vsData, sizeof(vsData));
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context->Unmap(constantBufferVS.Get(), 0);
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// bind constant buffer
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context->VSSetConstantBuffers(
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0, // which slot (register) to bind buffer to?
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1, // how many are we activating? can do multiple at once?
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constantBufferVS.GetAddressOf() // Array of buffers (or address of one)
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);
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// Background color (Cornflower Blue in this case) for clearing
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const float color[4] = { 0.4f, 0.6f, 0.75f, 0.0f };
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static const float color[4] = { 0.4f, 0.6f, 0.75f, 0.0f };
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// Clear the render target and depth buffer (erases what's on the screen)
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// - Do this ONCE PER FRAME
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@ -256,25 +250,41 @@ void Game::Draw(float deltaTime, float totalTime)
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1.0f,
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0);
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// Set the vertex and pixel shaders to use for the next Draw() command
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// - These don't technically need to be set every frame
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// - Once you start applying different shaders to different objects,
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// you'll need to swap the current shaders before each draw
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context->VSSetShader(vertexShader.Get(), 0, 0);
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context->PSSetShader(pixelShader.Get(), 0, 0);
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// Ensure the pipeline knows how to interpret the data (numbers)
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// from the vertex buffer.
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// - If all of your 3D models use the exact same vertex layout,
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// this could simply be done once in Init()
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// - However, this isn't always the case (but might be for this course)
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context->IASetInputLayout(inputLayout.Get());
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for (int i = 0; i < shapes.size(); ++i)
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for (auto entity : entities)
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{
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shapes[i]->Draw();
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// create constant buffer
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VertexShaderExternalData vsData;
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vsData.colorTint = XMFLOAT4(1.0f, 0.5f, 0.5f, 1.0f);
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vsData.world = entity->GetTransform()->GetWorldMatrix();
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// copy constant buffer to resource
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D3D11_MAPPED_SUBRESOURCE mappedBuffer = {};
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context->Map(constantBufferVS.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedBuffer);
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memcpy(mappedBuffer.pData, &vsData, sizeof(vsData));
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context->Unmap(constantBufferVS.Get(), 0);
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// bind constant buffer
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context->VSSetConstantBuffers(
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0, // which slot (register) to bind buffer to?
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1, // how many are we activating? can do multiple at once?
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constantBufferVS.GetAddressOf() // Array of buffers (or address of one)
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);
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// Set the vertex and pixel shaders to use for the next Draw() command
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// - These don't technically need to be set every frame
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// - Once you start applying different shaders to different objects,
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// you'll need to swap the current shaders before each draw
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context->VSSetShader(vertexShader.Get(), 0, 0);
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context->PSSetShader(pixelShader.Get(), 0, 0);
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// Ensure the pipeline knows how to interpret the data (numbers)
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// from the vertex buffer.
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// - If all of your 3D models use the exact same vertex layout,
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// this could simply be done once in Init()
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// - However, this isn't always the case (but might be for this course)
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context->IASetInputLayout(inputLayout.Get());
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entity->GetMesh()->Draw();
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}
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// Present the back buffer to the user
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3
Game.h
3
Game.h
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@ -2,6 +2,7 @@
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#include "DXCore.h"
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#include "Mesh.h"
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#include "Entity.h"
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#include <DirectXMath.h>
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#include <wrl/client.h> // Used for ComPtr - a smart pointer for COM objects
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#include <memory>
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@ -43,6 +44,8 @@ private:
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// Temporary A2 shapes
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std::vector<std::shared_ptr<Mesh>> shapes;
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// Temporary A3 entities;
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std::vector<std::shared_ptr<Entity>> entities;
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Microsoft::WRL::ComPtr<ID3D11Buffer> constantBufferVS;
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};
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@ -22,7 +22,6 @@ public:
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void Rotate(float _pitch, float _yaw, float _roll);
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void Scale(float _x, float _y, float _z);
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private:
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DirectX::XMFLOAT3 position;
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DirectX::XMFLOAT3 eulerAngles;
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