Files
bullet3/Demos/DX11ClothDemo/cylinder.h
2010-07-20 16:09:53 +00:00

268 lines
8.0 KiB
C++

class cylinder
{
public:
ID3D11Buffer* g_pIndexBuffer;
ID3D11Buffer* pVB[1];
UINT Strides[1];
UINT Offsets[1];
double x_offset, y_offset, z_offset;
int width;
int height;
ID3D11Texture2D *texture2D;
ID3D11ShaderResourceView *texture2D_view;
btCollisionShape *collisionShape;
//static_cast<btCapsuleShape*>(capsuleShape)
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 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_)
{
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<btCapsuleShape*>(collisionShape);
float radius = cs->getRadius();
float halfHeight = cs->getHalfHeight();
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
double coord_2 = sin(2.2*3.141159*y/(float)height)*radius;
double coord_1 = cos(2.2*3.141159*y/(float)height)*radius;
//double coord_2 = (y/((float)(height-1)))*1000;
//coord = sin(y/);
vertices[y*width+x].Pos = D3DXVECTOR3(coord_1, ((x/((float)(width-1)))-.5)*halfHeight*2, coord_2);
vertices[y*width+x].Normal = D3DXVECTOR3(coord_1,0,coord_2);
vertices[y*width+x].Texcoord = D3DXVECTOR2(x/( (float)(width-1)), y/((float)(height-1)));
}
}
/*
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
double coord = sin(x/5.0)*50;
//coord = sin(y/);
vertices[y*width+x].Pos = D3DXVECTOR3( (x/((float)(width-1)))*1000, coord, (y/((float)(height-1)))*1000);
vertices[y*width+x].Normal = D3DXVECTOR3(1,0,0);
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[] = {0,1,2, 1,3,2};
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;
}
};