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Bitmapclass.cpp
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////////////////////////////////////////////////////////////////////////////////
// Filename: bitmapclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "bitmapclass.h"
BitmapClass::BitmapClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Texture = 0;
}
BitmapClass::BitmapClass(const BitmapClass& other)
{
}
BitmapClass::~BitmapClass()
{
}
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int bitmapWidth, int bitmapHeight)
{
bool result;
// Store the screen size.
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
// Store the size in pixels that this bitmap should be rendered at.
m_bitmapWidth = bitmapWidth;
m_bitmapHeight = bitmapHeight;
// Initialize the previous rendering position to negative one.
m_previousPosX = -1;
m_previousPosY = -1;
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if (!result)
{
return false;
}
// Load the texture for this model.
// result = LoadTexture(device, deviceContext, textureFilename);
// if (!result)
// {
// return false;
// }
// return true;
}
void BitmapClass::Shutdown()
{
// Release the model texture.
ReleaseTexture();
// Shutdown the vertex and index buffers.
ShutdownBuffers();
return;
}
void BitmapClass::Resize(int bitmapWidth, int bitmapHeight)
{
m_bitmapWidth = bitmapWidth;
m_bitmapHeight = bitmapHeight;
return;
}
bool BitmapClass::Render(ID3D11DeviceContext* deviceContext, int positionX, int positionY, int width, int height)
{
bool result;
// Re-build the dynamic vertex buffer for rendering to possibly a different location on the screen.
result = UpdateBuffers(deviceContext, positionX, positionY, width, height);
if (!result)
{
return false;
}
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return true;
}
int BitmapClass::GetIndexCount()
{
return m_indexCount;
}
ID3D11ShaderResourceView* BitmapClass::GetTexture()
{
return m_Texture->GetTexture();
}
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
{
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Set the number of vertices in the vertex array.
m_vertexCount = 6;
// Set the number of indices in the index array.
m_indexCount = m_vertexCount;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
if (!vertices)
{
return false;
}
// Create the index array.
indices = new unsigned long[m_indexCount];
if (!indices)
{
return false;
}
// Initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
// Load the index array with data.
for (i = 0; i<m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the static vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
return false;
}
// Set up the description of the static index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
delete[] vertices;
vertices = 0;
delete[] indices;
indices = 0;
return true;
}
void BitmapClass::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
return;
}
bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContext, int positionX, int positionY, int width, int height)
{
float left, right, top, bottom;
VertexType* vertices;
D3D11_MAPPED_SUBRESOURCE mappedResource;
VertexType* verticesPtr;
HRESULT result;
//uopdate screen size
m_screenWidth = width;
m_screenHeight = height;
// If the position we are rendering this bitmap to has not changed then don't update the vertex buffer since it
// currently has the correct parameters.
if ((positionX == m_previousPosX) && (positionY == m_previousPosY))
{
return true;
}
// If it has changed then update the position it is being rendered to.
m_previousPosX = positionX;
m_previousPosY = positionY;
// Calculate the screen coordinates of the left side of the bitmap.
left = (float)((m_screenWidth / 2) * -1) + (float)positionX;
// Calculate the screen coordinates of the right side of the bitmap.
right = left + (float)m_bitmapWidth;
// Calculate the screen coordinates of the top of the bitmap.
top = (float)(m_screenHeight / 2) - (float)positionY;
// Calculate the screen coordinates of the bottom of the bitmap.
bottom = top - (float)m_bitmapHeight;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
if (!vertices)
{
return false;
}
// Load the vertex array with data.
// First triangle.
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
// Second triangle.
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
// Lock the vertex buffer so it can be written to.
result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the vertex buffer.
verticesPtr = (VertexType*)mappedResource.pData;
// Copy the data into the vertex buffer.
memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
// Unlock the vertex buffer.
deviceContext->Unmap(m_vertexBuffer, 0);
// Release the vertex array as it is no longer needed.
delete[] vertices;
vertices = 0;
return true;
}
void BitmapClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
bool result;
// Create the texture object.
m_Texture = new TextureClass;
if (!m_Texture)
{
return false;
}
// Initialize the texture object.
result = m_Texture->Initialize(device, deviceContext, filename);
if (!result)
{
return false;
}
return true;
}
void BitmapClass::ReleaseTexture()
{
// Release the texture object.
if (m_Texture)
{
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
}
return;
}