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Sheet.cpp
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90 lines (76 loc) · 2.32 KB
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#include "Sheet.h"
#include "VoxaNovusBindableBase.h"
#include "VoxaNovusGfxExceptionMacros.h"
#include "Plane.h"
#include "VoxaNovusSurface.h"
#include "VoxaNovusTexture.h"
#include "VoxaNovusSampler.h"
Sheet::Sheet(Graphics& gfx,
std::mt19937& rng,
std::uniform_real_distribution<float>& adist,
std::uniform_real_distribution<float>& ddist,
std::uniform_real_distribution<float>& odist,
std::uniform_real_distribution<float>& rdist,
std::string path)
:
r(rdist(rng)),
droll(ddist(rng)),
dpitch(ddist(rng)),
dyaw(ddist(rng)),
dphi(odist(rng)),
dtheta(odist(rng)),
dchi(odist(rng)),
chi(adist(rng)),
theta(adist(rng)),
phi(adist(rng)) {
namespace dx = DirectX;
if (!IsStaticInitialized())
{
struct Vertex
{
dx::XMFLOAT3 pos;
struct
{
float u, v;
} tex;
};
auto model = Plane::Make<Vertex>();
model.vertices[0].tex = { 0.0f,0.0f };
model.vertices[1].tex = { 1.0f,0.0f };
model.vertices[2].tex = { 0.0f,1.0f };
model.vertices[3].tex = { 1.0f,1.0f };
AddStaticBind(std::make_unique<Texture>(gfx, Surface::FromFile(path)));
AddStaticBind(std::make_unique<VertexBuffer>(gfx, model.vertices));
AddStaticBind(std::make_unique<Sampler>(gfx));
auto pvs = std::make_unique<VertexShader>(gfx, L"TextureVS.cso");
auto pvsbc = pvs->GetBytecode();
AddStaticBind(std::move(pvs));
AddStaticBind(std::make_unique<PixelShader>(gfx, L"TexturePS.cso"));
AddStaticIndexBuffer(std::make_unique<IndexBuffer>(gfx, model.indices));
const std::vector<D3D11_INPUT_ELEMENT_DESC> ied =
{
{ "Position",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
{ "TexCoord",0,DXGI_FORMAT_R32G32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0 },
};
AddStaticBind(std::make_unique<InputLayout>(gfx, ied, pvsbc));
AddStaticBind(std::make_unique<Topology>(gfx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST));
}
else {
SetIndexFromStatic();
}
AddBind(std::make_unique<TransformCbuf>(gfx, *this));
}
void Sheet::Update(float dt) noexcept {
roll += droll * dt;
pitch += dpitch * dt;
yaw += dyaw * dt;
theta += dtheta * dt;
phi += dphi * dt;
chi += dchi * dt;
}
DirectX::XMMATRIX Sheet::GetTransformXM() const noexcept {
namespace dx = DirectX;
return dx::XMMatrixRotationRollPitchYaw(pitch, yaw, roll) *
dx::XMMatrixTranslation(r, 0.0f, 0.0f) *
dx::XMMatrixRotationRollPitchYaw(theta, phi, chi);
}