class cap { public: ID3D11Buffer* g_pIndexBuffer; ID3D11Buffer* pVB[1]; UINT Strides[1]; UINT Offsets[1]; double x_offset, y_offset, z_offset; int width,height; bool top; ID3D11Texture2D *texture2D; ID3D11ShaderResourceView *texture2D_view; btCollisionShape *collisionShape; btCollisionObject *collisionObject; void set_collision_object(btCollisionObject* co) { collisionObject = co; } void set_collision_shape(btCollisionShape* cs) { collisionShape = cs; } void create_texture(void) { D3DX11_IMAGE_LOAD_INFO loadInfo; ZeroMemory(&loadInfo, sizeof(D3DX11_IMAGE_LOAD_INFO) ); loadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE; loadInfo.Format = DXGI_FORMAT_BC1_UNORM; HRESULT hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice, L"texture.bmp", &loadInfo, NULL, &texture2D_view, NULL); hr = hr; } void destroy() { } void draw(void) { ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); D3DXMATRIX mWorldViewProjection; D3DXVECTOR3 vLightDir; D3DXMATRIX mWorld; D3DXMATRIX mView; D3DXMATRIX mProj; // Get the projection & view matrix from the camera class mProj = *g_Camera.GetProjMatrix(); mView = *g_Camera.GetViewMatrix(); // Get the light direction vLightDir = g_LightControl.GetLightDirection(); // Per frame cb update D3D11_MAPPED_SUBRESOURCE MappedResource; HRESULT hr; V( pd3dImmediateContext->Map( g_pcbPSPerFrame, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ); CB_PS_PER_FRAME* pPerFrame = ( CB_PS_PER_FRAME* )MappedResource.pData; float fAmbient = 0.1f; pPerFrame->m_vLightDirAmbient = D3DXVECTOR4( vLightDir.x, vLightDir.y, vLightDir.z, fAmbient ); pd3dImmediateContext->Unmap( g_pcbPSPerFrame, 0 ); pd3dImmediateContext->PSSetConstantBuffers( g_iCBPSPerFrameBind, 1, &g_pcbPSPerFrame ); ///////////////////////////////////////Modify below////////////////////////////////////////////////////// //Get the mesh //IA setup pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 ); //This is where we pass the vertex buffer to DX pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets ); //This is where we pass the index buffer to DX pd3dImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 ); ///////////////////////////////////////////////////////////////////////////////////////////////////////// // Set the shaders pd3dImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 ); pd3dImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 ); pd3dImmediateContext->GSSetShader( g_pGeometryShader, NULL, 0); // Set the per object constant data btTransform trans = collisionObject->getWorldTransform(); btVector3 origin = trans.getOrigin(); btMatrix3x3 btM = trans.getBasis(); btScalar* scalar_matrix = new btScalar[16];; trans.getOpenGLMatrix(scalar_matrix); D3DXMATRIXA16 m_trans(scalar_matrix[0],scalar_matrix[1],scalar_matrix[2],scalar_matrix[3], scalar_matrix[4],scalar_matrix[5],scalar_matrix[6],scalar_matrix[7], scalar_matrix[8],scalar_matrix[9],scalar_matrix[10],scalar_matrix[11], scalar_matrix[12],scalar_matrix[13],scalar_matrix[14],scalar_matrix[15]); D3DXMATRIXA16 m_scale; float sc = 10; D3DXMatrixScaling(&m_scale,sc,sc,sc); D3DXVECTOR3 vCenter( global_shift_x, global_shift_y, global_shift_z); D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x+x_offset, -vCenter.y+y_offset, -vCenter.z+z_offset ); D3DXMATRIXA16 m_trans_transpose; D3DXMatrixTranspose(&m_trans_transpose,&m_trans); mWorld = *g_Camera.GetWorldMatrix() ; mProj = *g_Camera.GetProjMatrix(); mView = m_trans * *g_Camera.GetViewMatrix(); mWorldViewProjection = mView * mProj; // VS Per object V( pd3dImmediateContext->Map( g_pcbVSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ); CB_VS_PER_OBJECT* pVSPerObject = ( CB_VS_PER_OBJECT* )MappedResource.pData; D3DXMatrixTranspose( &pVSPerObject->m_WorldViewProj, &mWorldViewProjection ); D3DXMatrixTranspose( &pVSPerObject->m_World, &mWorld ); pd3dImmediateContext->Unmap( g_pcbVSPerObject, 0 ); pd3dImmediateContext->VSSetConstantBuffers( g_iCBVSPerObjectBind, 1, &g_pcbVSPerObject ); // PS Per object V( pd3dImmediateContext->Map( g_pcbPSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ); CB_PS_PER_OBJECT* pPSPerObject = ( CB_PS_PER_OBJECT* )MappedResource.pData; pPSPerObject->m_vObjectColor = D3DXVECTOR4( 1, 1, 1, 1 ); pd3dImmediateContext->Unmap( g_pcbPSPerObject, 0 ); pd3dImmediateContext->PSSetConstantBuffers( g_iCBPSPerObjectBind, 1, &g_pcbPSPerObject ); //Render SDKMESH_SUBSET* pSubset = NULL; D3D11_PRIMITIVE_TOPOLOGY PrimType; pd3dImmediateContext->PSSetSamplers( 0, 1, &g_pSamLinear ); { // Get the subset pSubset = g_Mesh11.GetSubset( 0, 0 ); pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); pd3dImmediateContext->PSSetShaderResources(0,1,&texture2D_view); pd3dImmediateContext->DrawIndexed( (width*3*2+2 + height*width*3*2), 0, ( UINT )pSubset->VertexStart ); } SAFE_RELEASE(pd3dImmediateContext); } void create_buffers(int width_, int height_, bool top_) { top = top_; width = width_; height = height_; D3D11_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D11_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(vertex_struct)*width*height; bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; vertex_struct *vertices = new vertex_struct[width*height]; btCapsuleShape* cs = static_cast(collisionShape); float radius = cs->getRadius(); float halfHeight = cs->getHalfHeight(); if (top) { for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { float X = (x/((float)(width-1)))*3.14159; float Y = (y/((float)(height-1)))*3.14159; float z_coord = radius*cos(X)*sin(Y); float y_coord = radius*sin(X)*sin(Y) + halfHeight; float x_coord = radius*cos(Y); vertices[y*width+x].Pos = D3DXVECTOR3(x_coord, y_coord, z_coord); vertices[y*width+x].Normal = D3DXVECTOR3(x_coord,y_coord-halfHeight,z_coord); vertices[y*width+x].Texcoord = D3DXVECTOR2(x/( (float)(width-1)), y/((float)(height-1))); } } } else { for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { float X = (x/((float)(width-1)))*3.14159; float Y = (y/((float)(height-1)))*3.14159; float z_coord = radius*cos(X)*sin(Y); float y_coord = -radius*sin(X)*sin(Y) - halfHeight; float x_coord = radius*cos(Y); vertices[y*width+x].Pos = D3DXVECTOR3(x_coord, y_coord, z_coord); vertices[y*width+x].Normal = D3DXVECTOR3(x_coord,y_coord+halfHeight,z_coord); vertices[y*width+x].Texcoord = D3DXVECTOR2(x/( (float)(width-1)), y/((float)(height-1))); } } } D3D11_SUBRESOURCE_DATA InitData; InitData.pSysMem = vertices; InitData.SysMemPitch = 0; InitData.SysMemSlicePitch = 0; HRESULT hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &InitData, &pVB[0]); //What is this vertex stride thing all about? Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 ); Offsets[0] = 0; unsigned int* indices = new unsigned int[width*3*2+2 + height*width*3*2]; for(int y = 0; y < height-1; y++) { for(int x = 0; x < width-1; x++) { indices[x*3*2 + y*width*3*2] = x + y*width; indices[x*3*2+1 + y*width*3*2] = x+1 + y*width; indices[x*3*2+2 + y*width*3*2] = x+width + y*width; indices[x*3*2 + 3 + y*width*3*2] = x + 1 + y*width; indices[x*3*2 + 4 + y*width*3*2] = x+(width+1) + y*width; indices[x*3*2 + 5 + y*width*3*2] = x+width + y*width; } } bufferDesc.ByteWidth = sizeof(unsigned int)*(width*3*2+2 + height*width*3*2); bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; InitData.pSysMem = indices; hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &InitData, &g_pIndexBuffer); hr = hr; } };