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Sheet.cpp
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85 lines (69 loc) · 2.28 KB
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#include "Sheet.h"
#include "Plane.h"
#include "Texture.h"
#include "Surface.h"
#include "Sampler.h"
#include "BindableBase.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) :
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;
float 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<VertexBuffer<Vertex>>(gfx, model.vertices));
AddStaticIndexBuffer(std::make_unique<IndexBuffer>(gfx, model.indices));
AddStaticBind(std::make_unique<Texture>(gfx, Surface::FromFile("Images\\kappa50.png")));
AddStaticBind(std::make_unique<Sampler>(gfx));
auto pvs = std::make_unique<VertexShader>(gfx, L"VertexShaderWTexture.cso");
auto pvsbc = pvs->GetByteCode();
AddStaticBind(std::move(pvs));
AddStaticBind(std::make_unique<PixelShader>(gfx, L"PixelShaderWTexture.cso"));
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>(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST));
}
else {
SetIndexFromStatic();
}
AddBind(std::make_unique<TransformConstantBuffer>(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 {
return DirectX::XMMatrixRotationRollPitchYaw(pitch, yaw, roll) *
DirectX::XMMatrixTranslation(r, 0.0f, 0.0f) *
DirectX::XMMatrixRotationRollPitchYaw(theta, phi, chi);
}