This tutorial is part of a Collection: 03. DirectX 11 - Braynzar Soft Tutorials
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26. Bounding Volume Collision Detection

We will learn how to detect a collision between two objects in this lesson. We will be learning how to use their bounding volumes to do the collision detection instead of the object themselves, as it is much more simpler, and much faster to compute than triangle to triangle collision detection. In this lesson, we will build a pyramid of bottles or something, and "throw" a bottle when the mouse button is clicked. If the "thrown" bottle collides with one or more of the bottles in the pyramid, then they both just dissapear and the score is increased. I know, I know, not very realistic physics, but i've decided to skip all that extra stuff so we can just focus plainly on the actual collision detection methods.

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##Introduction## This lesson is actually very simple really. We will be detecting collisions between two objects using their bounding volumes. We can switch between bounding sphere and bounding box collision tests. The bounding box collision test is usually MUCH more accurate as you will see in this lesson, at least for "long" objects. Of course if you were testing collision tests between objects more "round" without any protrusions, a bounding sphere might be more accurate. I would use bounding boxes for the most part, but I want to show you how to do both collision tests here. **Bounding Sphere Collision Test** +[http://www.braynzarsoft.net/image/100064][Bounding Sphere Collision Detection] We can check for a collision between two bounding spheres by finding the distance between their centers, and comparing it with the sum of their radius'. If the distance between their centers is LESS than the sum of their radius', they are colliding, otherwise, there is no collision. **Axis-Aligned Bounding Box Collision Test (AABB)** +[http://www.braynzarsoft.net/image/100065][Bounding Box Collision Detection] Notice how the faces of the two boxes are aligned with the world space axes. This is an AABB. AABB collision detection is much more simple than OBB (oriented bounding box) because OBB's can be rotated, which means that the detection method we will be using for bounding boxes no longer work. One problem with AABB's is that they need to be "re-calculated" every time the object is transformed, unlike the OBB (since the OBB will be transformed with the object). Another thing about AABB's is they are usually a lot less accurate than OBB's. In this lesson we will be learning how to check for a collision between two AABB's, since this test is very easy to impliment. Since AABB's have to be aligned to the 3 axes in world space, we need to "re-calculate" the min and max vectors of the AABB EVERY time the object is transformed. This means that the AABB is actually described in world space, so we do not have to do any transformations from object to world space when checking for collisions. Axis-Aligned Bounding box collision tests might be slightly more complicated than bounding sphere collision tests, but once you understand it, you will see it's not much more complicated than the bounding sphere collision test. An AABB (Axis-Aligned Bounding Box) can be described by two vectors. One vector holds the smallest, or minimum x, y, and z values, while the other holds the largest, or maximum x, y, and z values. We need to check if the two bounding boxes intersect on all three axes (x, y, z). You can see an example of how this works in 2D from the picture above. For 3D, we just need to add the third dimension, z. First we check if they intersect on the X axis. If the first objects (obj1 from now on) MaxX is LESS than the second objects (obj2 from now on) MinX, we know that obj1 is completely to the left of obj2, which also tells us there was no collision, otherwise, we move on the check if obj1's MinX is GREATER than obj2's MaxX. If this is true, we know obj1 is completely to the right of obj2, so no collision. Then we do the same for the Y and Z axes. If there was in intersection on ALL three axes, we know there was a collision! ##New Globals for Models## We need to keep track of EACH model's AABB's min and max vertices, which describe the min and max x, y, and z values for the model, which we will use later for collision detection. We also have another model (which actually uses the same bottle model as the others), which is the bottle we will be throwing at the other bottles. The first two are it's AABB's min and max vectors, the second is it's position in world space, third is the direction it's traveling in, and the fourth is a bool so that the bottle is only drawn after we throw it and before it hits another bottle, so that it dissapears when it hits another bottle. XMVECTOR bottleBoundingBoxMinVertex[820]; XMVECTOR bottleBoundingBoxMaxVertex[820]; XMVECTOR thrownBottleBoundingBoxMinVertex; XMVECTOR thrownBottleBoundingBoxMaxVertex; XMMATRIX thrownBottleWorld; XMVECTOR thrownBottleDir; bool bottleFlying; ##Three More Global Declarations## The first is because we will be switching between bounding sphere and bounding box collision tests. The second keeps track of the time it takes to complete the collision detection (in this lesson it will be pretty much zero whichever method we use, but in the next lesson, triangle to triangle collision detection, we will see a big difference in time). The third is just to keep track of when the "C" key is being pressed. int cdMethod = 0; double cdOpSpeed = 0.0f; bool isCDown = false; ##The Bounding Volume Collision Detection Function Prototypes## We have two new functions. One for bounding sphere collision tests, and the other for bounding box collision tests. bool BoundingSphereCollision(float firstObjBoundingSphere, XMVECTOR firstObjCenterOffset, XMMATRIX& firstObjWorldSpace, float secondObjBoundingSphere, XMVECTOR secondObjCenterOffset, XMMATRIX& secondObjWorldSpace); bool BoundingBoxCollision(XMVECTOR& firstObjBoundingBoxMinVertex, XMVECTOR& firstObjBoundingBoxMaxVertex, XMMATRIX& firstObjWorldSpace, XMVECTOR& secondObjBoundingBoxMinVertex, XMVECTOR& secondObjBoundingBoxMaxVertex, XMMATRIX& secondObjWorldSpace); ##Calculating the AABB## We have another function that we will call whenever an object is transformed. The pyramid of bottles will only be transformed once during set-up, so we only need to call this function once for each of them when setting up. The "thrown" bottle however will be updated each frame, so we need to call this function each time it's updated. void CalculateAABB(std::vector<XMFLOAT3> boundingBoxVerts, XMMATRIX& worldSpace, XMVECTOR& boundingBoxMin, XMVECTOR& boundingBoxMax); ##Throwing the Bottle!## I know... This is really a lame example, not very in depth either, but it should get the idea across. Anyway, instead of picking objects in this lesson, we will be throwing a bottle (which by the way doesn't use physics so gravity is not taken into account, its like throwing a bottle in space, except that it doesn't even spin, hehe). We need to check if the thrown bottle collides with any of the other bottles in the scene, which we will do later, in our update scene function. But for now, we check if the mouse button was pressed, if it was, we just chuck the bottle straight in the direction our camera is facing and set bottleFlying to true so we know we should be drawing the bottle now. if(mouseCurrState.rgbButtons[0]) { if(isShoot == false) { bottleFlying = true; thrownBottleWorld = XMMatrixIdentity(); Translation = XMMatrixTranslation( XMVectorGetX(camPosition), XMVectorGetY(camPosition), XMVectorGetZ(camPosition) ); thrownBottleWorld = Translation; thrownBottleDir = camTarget - camPosition; /* POINT mousePos; GetCursorPos(&mousePos); ScreenToClient(hwnd, &mousePos); int mousex = mousePos.x; int mousey = mousePos.y; float tempDist; float closestDist = FLT_MAX; int hitIndex; XMVECTOR prwsPos, prwsDir; pickRayVector(mousex, mousey, prwsPos, prwsDir); double pickOpStartTime = GetTime(); // Get the time before we start our picking operation for(int i = 0; i < numBottles; i++) { if(bottleHit[i] == 0) // No need to check bottles already hit { tempDist = FLT_MAX; if(pickWhat == 0) { float pRToPointDist = 0.0f; // Closest distance from the pick ray to the objects center XMVECTOR bottlePos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR pOnLineNearBottle = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); // For the Bounding Sphere to work correctly, we need to make sure we are testing // the distance from the objects "actual" center and the pick ray. We have stored // the distance from (0, 0, 0) in the objects model space to the object "actual" // center in bottleCenterOffset. So now we just need to add that difference to // the bottles world space position, this way the bounding sphere will be centered // on the object real center. bottlePos = XMVector3TransformCoord(bottlePos, bottleWorld[i]) + bottleCenterOffset; // This equation gets the point on the pick ray which is closest to bottlePos pOnLineNearBottle = prwsPos + XMVector3Dot((bottlePos - prwsPos), prwsDir) / XMVector3Dot(prwsDir, prwsDir) * prwsDir; // Now we get the distance between bottlePos and pOnLineNearBottle // This line is slightly less accurate, but it offers a performance increase by // estimating the distance using XMVector3LengthEst() //pRToPointDist = XMVectorGetX(XMVector3LengthEst(pOnLineNearBottle - bottlePos)); pRToPointDist = XMVectorGetX(XMVector3Length(pOnLineNearBottle - bottlePos)); // If the distance between the closest point on the pick ray (pOnLineNearBottle) to bottlePos // is less than the bottles bounding sphere (represented by a float called bottleBoundingSphere) // then we know the pick ray has intersected with the bottles bounding sphere, and we can move on // to testing if the pick ray has actually intersected with the bottle itself. if(pRToPointDist < bottleBoundingSphere) { // This line is the distance to the pick ray intersection with the sphere //tempDist = XMVectorGetX(XMVector3Length(pOnLineNearBottle - prwsPos)); // Check for picking with the actual model now tempDist = pick(prwsPos, prwsDir, bottleVertPosArray, bottleVertIndexArray, bottleWorld[i]); } } // Bounding Box picking test if(pickWhat == 1) tempDist = pick(prwsPos, prwsDir, bottleBoundingBoxVertPosArray, bottleBoundingBoxVertIndexArray, bottleWorld[i]); // Check for picking directly with the model without bounding volumes testing first if(pickWhat == 2) tempDist = pick(prwsPos, prwsDir, bottleVertPosArray, bottleVertIndexArray, bottleWorld[i]); if(tempDist < closestDist) { closestDist = tempDist; hitIndex = i; } } } // This is the time in seconds it took to complete the picking process pickOpSpeed = GetTime() - pickOpStartTime; if(closestDist < FLT_MAX) { bottleHit[hitIndex] = 1; pickedDist = closestDist; score++; } */ isShoot = true; } } ##The BoundingSphereCollision() Function## Here is our function to detect a collision between two bounding spheres in world space. It's pretty straight forward, and was explained above, so I don't think there's a whole lot to be said. bool BoundingSphereCollision(float firstObjBoundingSphere, XMVECTOR firstObjCenterOffset, XMMATRIX& firstObjWorldSpace, float secondObjBoundingSphere, XMVECTOR secondObjCenterOffset, XMMATRIX& secondObjWorldSpace) { //Declare local variables XMVECTOR world_1 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR world_2 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); float objectsDistance = 0.0f; //Transform the objects world space to objects REAL center in world space world_1 = XMVector3TransformCoord(firstObjCenterOffset, firstObjWorldSpace); world_2 = XMVector3TransformCoord(secondObjCenterOffset, secondObjWorldSpace); //Get the distance between the two objects objectsDistance = XMVectorGetX(XMVector3Length(world_1 - world_2)); //If the distance between the two objects is less than the sum of their bounding spheres... if(objectsDistance <= (firstObjBoundingSphere + secondObjBoundingSphere)) //Return true return true; //If the bounding spheres are not colliding, return false return false; } ##The BoundingBoxCollision() Function## This is the function that will be called to check for bounding box collisions. Again, this was explained above, so it should be fairly easy to follow ;) bool BoundingBoxCollision(XMVECTOR& firstObjBoundingBoxMinVertex, XMVECTOR& firstObjBoundingBoxMaxVertex, XMVECTOR& secondObjBoundingBoxMinVertex, XMVECTOR& secondObjBoundingBoxMaxVertex) { //Is obj1's max X greater than obj2's min X? If not, obj1 is to the LEFT of obj2 if (XMVectorGetX(firstObjBoundingBoxMaxVertex) > XMVectorGetX(secondObjBoundingBoxMinVertex)) //Is obj1's min X less than obj2's max X? If not, obj1 is to the RIGHT of obj2 if (XMVectorGetX(firstObjBoundingBoxMinVertex) < XMVectorGetX(secondObjBoundingBoxMaxVertex)) //Is obj1's max Y greater than obj2's min Y? If not, obj1 is UNDER obj2 if (XMVectorGetY(firstObjBoundingBoxMaxVertex) > XMVectorGetY(secondObjBoundingBoxMinVertex)) //Is obj1's min Y less than obj2's max Y? If not, obj1 is ABOVE obj2 if (XMVectorGetY(firstObjBoundingBoxMinVertex) < XMVectorGetY(secondObjBoundingBoxMaxVertex)) //Is obj1's max Z greater than obj2's min Z? If not, obj1 is IN FRONT OF obj2 if (XMVectorGetZ(firstObjBoundingBoxMaxVertex) > XMVectorGetZ(secondObjBoundingBoxMinVertex)) //Is obj1's min Z less than obj2's max Z? If not, obj1 is BEHIND obj2 if (XMVectorGetZ(firstObjBoundingBoxMinVertex) < XMVectorGetZ(secondObjBoundingBoxMaxVertex)) //If we've made it this far, then the two bounding boxes are colliding return true; //If the two bounding boxes are not colliding, then return false return false; } ##The CalculateAABB() Function## This is where we will be calculating our object's AABB. We will be using the bounding box created during set-up to calculate the objects AABB. It's really simple, in fact, We pretty much did this same thing when we created our bounding box. The only difference is we are not creating the two vectors in World Space instead of Object Space, as you can see when we transform each bounding box's vertices to the objects world space. void CalculateAABB(std::vector<XMFLOAT3> boundingBoxVerts, XMMATRIX& worldSpace, XMVECTOR& boundingBoxMin, XMVECTOR& boundingBoxMax) { XMFLOAT3 minVertex = XMFLOAT3(FLT_MAX, FLT_MAX, FLT_MAX); XMFLOAT3 maxVertex = XMFLOAT3(-FLT_MAX, -FLT_MAX, -FLT_MAX); //Loop through the 8 vertices describing the bounding box for(UINT i = 0; i < 8; i++) { //Transform the bounding boxes vertices to the objects world space XMVECTOR Vert = XMVectorSet(boundingBoxVerts[i].x, boundingBoxVerts[i].y, boundingBoxVerts[i].z, 0.0f); Vert = XMVector3TransformCoord(Vert, worldSpace); //Get the smallest vertex minVertex.x = min(minVertex.x, XMVectorGetX(Vert)); // Find smallest x value in model minVertex.y = min(minVertex.y, XMVectorGetY(Vert)); // Find smallest y value in model minVertex.z = min(minVertex.z, XMVectorGetZ(Vert)); // Find smallest z value in model //Get the largest vertex maxVertex.x = max(maxVertex.x, XMVectorGetX(Vert)); // Find largest x value in model maxVertex.y = max(maxVertex.y, XMVectorGetY(Vert)); // Find largest y value in model maxVertex.z = max(maxVertex.z, XMVectorGetZ(Vert)); // Find largest z value in model } //Store Bounding Box's min and max vertices boundingBoxMin = XMVectorSet(minVertex.x, minVertex.y, minVertex.z, 0.0f); boundingBoxMax = XMVectorSet(maxVertex.x, maxVertex.y, maxVertex.z, 0.0f); } ##Updating the Scene## Since we are "throwing" a bottle, we need to make sure that it's position is updated every scene. This is also where we will check for collisions between the thrown bottle and the bottles in the pyramid thing. We first check if the bottle is "flying", if it is, we move on to update it's position in the world by adding it's direction vector (multiplying it by time to make sure it goes the same speed no matter the frame rate, and then by 10 to speed it up a little after it was multiplied by time) to it's current position in world space. After we have updated it position, we need to check for collision. We iterate through each bottle in the pyramid, and skip the bottles that have already been hit. Now we have the option to do either a bounding sphere collision check or a bounding box collision check. We can change this by pressing "C" on the keyboard. You can also see we will be timing the speed of this collision check. In this lesson, you won't see much of a difference between these two collision tests, but I wanted to add it in anyway, since the next lesson is the very accurate triangle to triangle collision detection method, which is a much much slower process. //Update our thrown bottles position if(bottleFlying) { XMVECTOR tempBottlePos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); tempBottlePos = XMVector3TransformCoord(tempBottlePos, thrownBottleWorld) + (thrownBottleDir * time * 10.0f); Rotation = XMMatrixRotationY(3.14f); thrownBottleWorld = XMMatrixIdentity(); Translation = XMMatrixTranslation( XMVectorGetX(tempBottlePos), XMVectorGetY(tempBottlePos), XMVectorGetZ(tempBottlePos) ); thrownBottleWorld = Translation; for(int i = 0; i < numBottles; i++) { if(bottleHit[i] == 0) // No need to check bottles already hit { double cdOpStartTime = GetTime(); if(cdMethod == 0) { if(BoundingSphereCollision(bottleBoundingSphere, bottleCenterOffset, thrownBottleWorld, bottleBoundingSphere, bottleCenterOffset, bottleWorld[i])) { bottleHit[i] = 1; score++; bottleFlying = false; } } if(cdMethod == 1) { if(BoundingBoxCollision(thrownBottleBoundingBoxMinVertex, thrownBottleBoundingBoxMaxVertex, bottleBoundingBoxMinVertex[i], bottleBoundingBoxMaxVertex[i])) { bottleHit[i] = 1; score++; bottleFlying = false; } } // This is the time in seconds it took to complete the CD process cdOpSpeed = GetTime() - cdOpStartTime; } } } ##New Text Stuff## Now we go down to our RenderText() function, where we will display some extra information relating to this lesson. We want to display the collision detection method we will be using, which is either the bounding sphere or the bounding box. We will also be displaying the time it takes to finish the collision detection operation. Like I said a couple other times, you might not see a difference in speed yet, but next lesson you sure will ;) // Display which picking method we are doing std::wstring cdMethodString; if(cdMethod == 0) cdMethodString = L"Bounding Sphere"; if(cdMethod == 1) cdMethodString = L"Bounding Box"; //Create our string std::wostringstream printString; printString << text << inInt << L"\n" << L"Score: " << score << L"\n" << L"Collission Detection Method (C): " << cdMethodString << L"\n" << L"CD Op. Speed: " << cdOpSpeed; ##Drawing the Thrown Bottle## Now we get to draw the thrown bottle. We first check if the bottle is flying (has been thrown but no collision was detected yet), then we draw it. if(bottleFlying) { for(int i = 0; i < bottleSubsets; ++i) { // Set the grounds index buffer d3d11DevCon->IASetIndexBuffer( bottleIndexBuff, DXGI_FORMAT_R32_UINT, 0); // Set the grounds vertex buffer d3d11DevCon->IASetVertexBuffers( 0, 1, &bottleVertBuff, &stride, &offset ); // Set the WVP matrix and send it to the constant buffer in effect file WVP = thrownBottleWorld * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); cbPerObj.World = XMMatrixTranspose(thrownBottleWorld); cbPerObj.difColor = material[bottleSubsetTexture[i]].difColor; cbPerObj.hasTexture = material[bottleSubsetTexture[i]].hasTexture; cbPerObj.hasNormMap = material[bottleSubsetTexture[i]].hasNormMap; d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetConstantBuffers( 1, 1, &cbPerObjectBuffer ); if(material[bottleSubsetTexture[i]].hasTexture) d3d11DevCon->PSSetShaderResources( 0, 1, &meshSRV[material[bottleSubsetTexture[i]].texArrayIndex] ); if(material[bottleSubsetTexture[i]].hasNormMap) d3d11DevCon->PSSetShaderResources( 1, 1, &meshSRV[material[bottleSubsetTexture[i]].normMapTexArrayIndex] ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(RSCullNone); int indexStart = bottleSubsetIndexStart[i]; int indexDrawAmount = bottleSubsetIndexStart[i+1] - bottleSubsetIndexStart[i]; if(!material[bottleSubsetTexture[i]].transparent) d3d11DevCon->DrawIndexed( indexDrawAmount, indexStart, 0 ); } } Bounding volumes are usually pretty important when it comes to collision detection in games, as directly testing each model themselves for a collision would not usually keep the game running smoothly, which we will see in the next lesson. Easy lesson, hope you got something out of it! ##Exercise:## 1. Find another way to detect collisions between bounding boxes (many ways) 2. Experiment with the number of bottles in the scene. Try to add a bunch more and see if you can find a noticeable difference in the speed of both collision tests. 3. Try to add some physics to the thrown bottle ;) like some spinning and take gravity into account when tossing it so it doesn't travel only in a straight line! 4. Have a great day! Here's the final code: main.cpp // Include and link appropriate libraries and headers// #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") #pragma comment(lib, "d3dx10.lib") #pragma comment (lib, "D3D10_1.lib") #pragma comment (lib, "DXGI.lib") #pragma comment (lib, "D2D1.lib") #pragma comment (lib, "dwrite.lib") #pragma comment (lib, "dinput8.lib") #pragma comment (lib, "dxguid.lib") #include <windows.h> #include <d3d11.h> #include <d3dx11.h> #include <d3dx10.h> #include <xnamath.h> #include <D3D10_1.h> #include <DXGI.h> #include <D2D1.h> #include <sstream> #include <dwrite.h> #include <dinput.h> #include <vector> #include <fstream> #include <istream> // Global Declarations - Interfaces// IDXGISwapChain* SwapChain; ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11DevCon; ID3D11RenderTargetView* renderTargetView; ID3D11DepthStencilView* depthStencilView; ID3D11Texture2D* depthStencilBuffer; ID3D11VertexShader* VS; ID3D11PixelShader* PS; ID3D11PixelShader* D2D_PS; ID3D10Blob* D2D_PS_Buffer; ID3D10Blob* VS_Buffer; ID3D10Blob* PS_Buffer; ID3D11InputLayout* vertLayout; ID3D11Buffer* cbPerObjectBuffer; ID3D11BlendState* d2dTransparency; ID3D11RasterizerState* CCWcullMode; ID3D11RasterizerState* CWcullMode; ID3D11SamplerState* CubesTexSamplerState; ID3D11Buffer* cbPerFrameBuffer; ID3D10Device1 *d3d101Device; IDXGIKeyedMutex *keyedMutex11; IDXGIKeyedMutex *keyedMutex10; ID2D1RenderTarget *D2DRenderTarget; ID2D1SolidColorBrush *Brush; ID3D11Texture2D *BackBuffer11; ID3D11Texture2D *sharedTex11; ID3D11Buffer *d2dVertBuffer; ID3D11Buffer *d2dIndexBuffer; ID3D11ShaderResourceView *d2dTexture; IDWriteFactory *DWriteFactory; IDWriteTextFormat *TextFormat; IDirectInputDevice8* DIKeyboard; IDirectInputDevice8* DIMouse; ID3D11Buffer* sphereIndexBuffer; ID3D11Buffer* sphereVertBuffer; ID3D11VertexShader* SKYMAP_VS; ID3D11PixelShader* SKYMAP_PS; ID3D10Blob* SKYMAP_VS_Buffer; ID3D10Blob* SKYMAP_PS_Buffer; ID3D11ShaderResourceView* smrv; ID3D11DepthStencilState* DSLessEqual; ID3D11RasterizerState* RSCullNone; ID3D11BlendState* Transparency; // Mesh variables. Each loaded mesh will need its own set of these ID3D11Buffer* meshVertBuff; ID3D11Buffer* meshIndexBuff; std::vector<XMFLOAT3> groundVertPosArray; std::vector<DWORD> groundVertIndexArray; XMMATRIX meshWorld; int meshSubsets = 0; std::vector<int> meshSubsetIndexStart; std::vector<int> meshSubsetTexture; // Bottle mesh variables// ID3D11Buffer* bottleVertBuff; ID3D11Buffer* bottleIndexBuff; std::vector<XMFLOAT3> bottleVertPosArray; std::vector<DWORD> bottleVertIndexArray; int bottleSubsets = 0; std::vector<int> bottleSubsetIndexStart; std::vector<int> bottleSubsetTexture; XMMATRIX bottleWorld[820]; int* bottleHit = new int[820]; int numBottles = 820; float bottleBoundingSphere = 0.0f; std::vector<XMFLOAT3> bottleBoundingBoxVertPosArray; std::vector<DWORD> bottleBoundingBoxVertIndexArray; XMVECTOR bottleCenterOffset; ///////////////**************new**************//////////////////// XMVECTOR bottleBoundingBoxMinVertex[820]; XMVECTOR bottleBoundingBoxMaxVertex[820]; XMVECTOR thrownBottleBoundingBoxMinVertex; XMVECTOR thrownBottleBoundingBoxMaxVertex; XMMATRIX thrownBottleWorld; XMVECTOR thrownBottleDir; bool bottleFlying; ///////////////**************new**************//////////////////// // Textures and material variables, used for all mesh's loaded std::vector<ID3D11ShaderResourceView*> meshSRV; std::vector<std::wstring> textureNameArray; std::wstring printText; // Global Declarations - Others// LPCTSTR WndClassName = L"firstwindow"; HWND hwnd = NULL; HRESULT hr; int Width = 1920; int Height = 1200; DIMOUSESTATE mouseLastState; LPDIRECTINPUT8 DirectInput; float rotx = 0; float rotz = 0; float scaleX = 1.0f; float scaleY = 1.0f; XMMATRIX Rotationx; XMMATRIX Rotationz; XMMATRIX Rotationy; XMMATRIX WVP; XMMATRIX camView; XMMATRIX camProjection; XMMATRIX d2dWorld; XMVECTOR camPosition; XMVECTOR camTarget; XMVECTOR camUp; XMVECTOR DefaultForward = XMVectorSet(0.0f,0.0f,1.0f, 0.0f); XMVECTOR DefaultRight = XMVectorSet(1.0f,0.0f,0.0f, 0.0f); XMVECTOR camForward = XMVectorSet(0.0f,0.0f,1.0f, 0.0f); XMVECTOR camRight = XMVectorSet(1.0f,0.0f,0.0f, 0.0f); XMMATRIX camRotationMatrix; float moveLeftRight = 0.0f; float moveBackForward = 0.0f; float camYaw = 0.0f; float camPitch = 0.0f; int NumSphereVertices; int NumSphereFaces; XMMATRIX sphereWorld; XMMATRIX Rotation; XMMATRIX Scale; XMMATRIX Translation; bool isShoot = false; int ClientWidth = 0; int ClientHeight = 0; int score = 0; float pickedDist = 0.0f; ///////////////**************new**************//////////////////// int cdMethod = 0; double cdOpSpeed = 0.0f; bool isCDown = false; ///////////////**************new**************//////////////////// float rot = 0.01f; double countsPerSecond = 0.0; __int64 CounterStart = 0; int frameCount = 0; int fps = 0; __int64 frameTimeOld = 0; double frameTime; // Function Prototypes// bool InitializeDirect3d11App(HINSTANCE hInstance); void CleanUp(); bool InitScene(); void DrawScene(); bool InitD2D_D3D101_DWrite(IDXGIAdapter1 *Adapter); void InitD2DScreenTexture(); void UpdateScene(double time); void UpdateCamera(); void RenderText(std::wstring text, int inInt); void StartTimer(); double GetTime(); double GetFrameTime(); bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed); int messageloop(); bool InitDirectInput(HINSTANCE hInstance); void DetectInput(double time); void CreateSphere(int LatLines, int LongLines); void pickRayVector(float mouseX, float mouseY, XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir); float pick(XMVECTOR pickRayInWorldSpacePos, XMVECTOR pickRayInWorldSpaceDir, std::vector<XMFLOAT3>& vertPosArray, std::vector<DWORD>& indexPosArray, XMMATRIX& worldSpace); bool PointInTriangle(XMVECTOR& triV1, XMVECTOR& triV2, XMVECTOR& triV3, XMVECTOR& point ); void CreateBoundingVolumes(std::vector<XMFLOAT3> &vertPosArray, // The array containing our models vertex positions std::vector<XMFLOAT3>& boundingBoxVerts, // Array we want to store the bounding box's vertex positions std::vector<DWORD>& boundingBoxIndex, // This is our bounding box's index array float &boundingSphere, // The float containing the radius of our bounding sphere XMVECTOR &objectCenterOffset); // A vector containing the distance between the models actual center and (0, 0, 0) in model space ///////////////**************new**************//////////////////// bool BoundingSphereCollision(float firstObjBoundingSphere, XMVECTOR firstObjCenterOffset, XMMATRIX& firstObjWorldSpace, float secondObjBoundingSphere, XMVECTOR secondObjCenterOffset, XMMATRIX& secondObjWorldSpace); bool BoundingBoxCollision(XMVECTOR& firstObjBoundingBoxMinVertex, XMVECTOR& firstObjBoundingBoxMaxVertex, XMMATRIX& firstObjWorldSpace, XMVECTOR& secondObjBoundingBoxMinVertex, XMVECTOR& secondObjBoundingBoxMaxVertex, XMMATRIX& secondObjWorldSpace); void CalculateAABB(std::vector<XMFLOAT3> boundingBoxVerts, XMMATRIX& worldSpace, XMVECTOR& boundingBoxMin, XMVECTOR& boundingBoxMax); ///////////////**************new**************//////////////////// LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Create effects constant buffer's structure// struct cbPerObject { XMMATRIX WVP; XMMATRIX World; // These will be used for the pixel shader XMFLOAT4 difColor; BOOL hasTexture; // Because of HLSL structure packing, we will use windows BOOL // instead of bool because HLSL packs things into 4 bytes, and // bool is only one byte, where BOOL is 4 bytes BOOL hasNormMap; }; cbPerObject cbPerObj; // Create material structure struct SurfaceMaterial { std::wstring matName; XMFLOAT4 difColor; int texArrayIndex; int normMapTexArrayIndex; bool hasNormMap; bool hasTexture; bool transparent; }; std::vector<SurfaceMaterial> material; // Define LoadObjModel function after we create surfaceMaterial structure bool LoadObjModel(std::wstring filename, // .obj filename ID3D11Buffer** vertBuff, // mesh vertex buffer ID3D11Buffer** indexBuff, // mesh index buffer std::vector<int>& subsetIndexStart, // start index of each subset std::vector<int>& subsetMaterialArray, // index value of material for each subset std::vector<SurfaceMaterial>& material, // vector of material structures int& subsetCount, // Number of subsets in mesh bool isRHCoordSys, // true if model was created in right hand coord system bool computeNormals, // true to compute the normals, false to use the files normals std::vector<XMFLOAT3>& vertPosArray, // Used for CPU to do calculations on the Geometry std::vector<DWORD>& vertIndexArray); // Also used for CPU caculations on geometry struct Light { Light() { ZeroMemory(this, sizeof(Light)); } XMFLOAT3 pos; float range; XMFLOAT3 dir; float cone; XMFLOAT3 att; float pad2; XMFLOAT4 ambient; XMFLOAT4 diffuse; }; Light light; struct cbPerFrame { Light light; }; cbPerFrame constbuffPerFrame; struct Vertex // Overloaded Vertex Structure { Vertex(){} Vertex(float x, float y, float z, float u, float v, float nx, float ny, float nz, float tx, float ty, float tz) : pos(x,y,z), texCoord(u, v), normal(nx, ny, nz), tangent(tx, ty, tz){} XMFLOAT3 pos; XMFLOAT2 texCoord; XMFLOAT3 normal; XMFLOAT3 tangent; XMFLOAT3 biTangent; }; D3D11_INPUT_ELEMENT_DESC layout[] = { { "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 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = ARRAYSIZE(layout); int WINAPI WinMain(HINSTANCE hInstance, // Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { if(!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitializeDirect3d11App(hInstance)) // Initialize Direct3D { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitScene()) // Initialize our scene { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitDirectInput(hInstance)) { MessageBox(0, L"Direct Input Initialization - Failed", L"Error", MB_OK); return 0; } messageloop(); CleanUp(); return 0; } bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed) { typedef struct _WNDCLASS { UINT cbSize; UINT style; WNDPROC lpfnWndProc; int cbClsExtra; int cbWndExtra; HANDLE hInstance; HICON hIcon; HCURSOR hCursor; HBRUSH hbrBackground; LPCTSTR lpszMenuName; LPCTSTR lpszClassName; } WNDCLASS; WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = NULL; wc.cbWndExtra = NULL; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); wc.lpszMenuName = NULL; wc.lpszClassName = WndClassName; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if (!RegisterClassEx(&wc)) { MessageBox(NULL, L"Error registering class", L"Error", MB_OK | MB_ICONERROR); return 1; } hwnd = CreateWindowEx( NULL, WndClassName, L"Lesson 4 - Begin Drawing", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, NULL, NULL, hInstance, NULL ); if (!hwnd) { MessageBox(NULL, L"Error creating window", L"Error", MB_OK | MB_ICONERROR); return 1; } ShowWindow(hwnd, ShowWnd); UpdateWindow(hwnd); return true; } bool InitializeDirect3d11App(HINSTANCE hInstance) { // Describe our SwapChain Buffer DXGI_MODE_DESC bufferDesc; ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC)); bufferDesc.Width = Width; bufferDesc.Height = Height; bufferDesc.RefreshRate.Numerator = 60; bufferDesc.RefreshRate.Denominator = 1; bufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; //Describe our SwapChain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); swapChainDesc.BufferDesc = bufferDesc; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = hwnd; ///////////////**************new**************//////////////////// swapChainDesc.Windowed = true; ///////////////**************new**************//////////////////// swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // Create DXGI factory to enumerate adapters/////////////////////////////////////////////////////////////////////////// IDXGIFactory1 *DXGIFactory; HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&DXGIFactory); // Use the first adapter IDXGIAdapter1 *Adapter; hr = DXGIFactory->EnumAdapters1(0, &Adapter); DXGIFactory->Release(); // Create our Direct3D 11 Device and SwapChain////////////////////////////////////////////////////////////////////////// hr = D3D11CreateDeviceAndSwapChain(Adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, NULL, NULL, D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon); //Initialize Direct2D, Direct3D 10.1, DirectWrite InitD2D_D3D101_DWrite(Adapter); //Release the Adapter interface Adapter->Release(); // Create our BackBuffer and Render Target hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (void**)&BackBuffer11 ); hr = d3d11Device->CreateRenderTargetView( BackBuffer11, NULL, &renderTargetView ); // Describe our Depth/Stencil Buffer D3D11_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = Width; depthStencilDesc.Height = Height; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; // Create the Depth/Stencil View d3d11Device->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer); d3d11Device->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView); return true; } bool InitD2D_D3D101_DWrite(IDXGIAdapter1 *Adapter) { // Create our Direc3D 10.1 Device/////////////////////////////////////////////////////////////////////////////////////// hr = D3D10CreateDevice1(Adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL,D3D10_CREATE_DEVICE_BGRA_SUPPORT, D3D10_FEATURE_LEVEL_9_3, D3D10_1_SDK_VERSION, &d3d101Device ); // Create Shared Texture that Direct3D 10.1 will render on////////////////////////////////////////////////////////////// D3D11_TEXTURE2D_DESC sharedTexDesc; ZeroMemory(&sharedTexDesc, sizeof(sharedTexDesc)); sharedTexDesc.Width = Width; sharedTexDesc.Height = Height; sharedTexDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; sharedTexDesc.MipLevels = 1; sharedTexDesc.ArraySize = 1; sharedTexDesc.SampleDesc.Count = 1; sharedTexDesc.Usage = D3D11_USAGE_DEFAULT; sharedTexDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; sharedTexDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX; hr = d3d11Device->CreateTexture2D(&sharedTexDesc, NULL, &sharedTex11); // Get the keyed mutex for the shared texture (for D3D11)/////////////////////////////////////////////////////////////// hr = sharedTex11->QueryInterface(__uuidof(IDXGIKeyedMutex), (void**)&keyedMutex11); // Get the shared handle needed to open the shared texture in D3D10.1/////////////////////////////////////////////////// IDXGIResource *sharedResource10; HANDLE sharedHandle10; hr = sharedTex11->QueryInterface(__uuidof(IDXGIResource), (void**)&sharedResource10); hr = sharedResource10->GetSharedHandle(&sharedHandle10); sharedResource10->Release(); // Open the surface for the shared texture in D3D10.1/////////////////////////////////////////////////////////////////// IDXGISurface1 *sharedSurface10; hr = d3d101Device->OpenSharedResource(sharedHandle10, __uuidof(IDXGISurface1), (void**)(&sharedSurface10)); hr = sharedSurface10->QueryInterface(__uuidof(IDXGIKeyedMutex), (void**)&keyedMutex10); // Create D2D factory/////////////////////////////////////////////////////////////////////////////////////////////////// ID2D1Factory *D2DFactory; hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory), (void**)&D2DFactory); D2D1_RENDER_TARGET_PROPERTIES renderTargetProperties; ZeroMemory(&renderTargetProperties, sizeof(renderTargetProperties)); renderTargetProperties.type = D2D1_RENDER_TARGET_TYPE_HARDWARE; renderTargetProperties.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED); hr = D2DFactory->CreateDxgiSurfaceRenderTarget(sharedSurface10, &renderTargetProperties, &D2DRenderTarget); sharedSurface10->Release(); D2DFactory->Release(); // Create a solid color brush to draw something with hr = D2DRenderTarget->CreateSolidColorBrush(D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f), &Brush); // DirectWrite/////////////////////////////////////////////////////////////////////////////////////////////////////////// hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown**>(&DWriteFactory)); hr = DWriteFactory->CreateTextFormat( L"Script", NULL, DWRITE_FONT_WEIGHT_REGULAR, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 24.0f, L"en-us", &TextFormat ); hr = TextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); hr = TextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR); d3d101Device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); return true; } bool InitDirectInput(HINSTANCE hInstance) { hr = DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&DirectInput, NULL); hr = DirectInput->CreateDevice(GUID_SysKeyboard, &DIKeyboard, NULL); hr = DirectInput->CreateDevice(GUID_SysMouse, &DIMouse, NULL); hr = DIKeyboard->SetDataFormat(&c_dfDIKeyboard); hr = DIKeyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); hr = DIMouse->SetDataFormat(&c_dfDIMouse); hr = DIMouse->SetCooperativeLevel(hwnd, DISCL_EXCLUSIVE | DISCL_NOWINKEY | DISCL_FOREGROUND); return true; } void UpdateCamera() { camRotationMatrix = XMMatrixRotationRollPitchYaw(camPitch, camYaw, 0); camTarget = XMVector3TransformCoord(DefaultForward, camRotationMatrix ); camTarget = XMVector3Normalize(camTarget); XMMATRIX RotateYTempMatrix; RotateYTempMatrix = XMMatrixRotationY(camYaw); // walk camRight = XMVector3TransformCoord(DefaultRight, RotateYTempMatrix); camUp = XMVector3TransformCoord(camUp, RotateYTempMatrix); camForward = XMVector3TransformCoord(DefaultForward, RotateYTempMatrix); // Free Cam //camRight = XMVector3TransformCoord(DefaultRight, camRotationMatrix); //camForward = XMVector3TransformCoord(DefaultForward, camRotationMatrix); //camUp = XMVector3Cross(camForward, camRight); camPosition += moveLeftRight*camRight; camPosition += moveBackForward*camForward; moveLeftRight = 0.0f; moveBackForward = 0.0f; camTarget = camPosition + camTarget; camView = XMMatrixLookAtLH( camPosition, camTarget, camUp ); } void DetectInput(double time) { DIMOUSESTATE mouseCurrState; BYTE keyboardState[256]; DIKeyboard->Acquire(); DIMouse->Acquire(); DIMouse->GetDeviceState(sizeof(DIMOUSESTATE), &mouseCurrState); DIKeyboard->GetDeviceState(sizeof(keyboardState),(LPVOID)&keyboardState); if(keyboardState[DIK_ESCAPE] & 0x80) PostMessage(hwnd, WM_DESTROY, 0, 0); float speed = 10.0f * time; if(keyboardState[DIK_A] & 0x80) { moveLeftRight -= speed; } if(keyboardState[DIK_D] & 0x80) { moveLeftRight += speed; } if(keyboardState[DIK_W] & 0x80) { moveBackForward += speed; } if(keyboardState[DIK_S] & 0x80) { moveBackForward -= speed; } if(keyboardState[DIK_C] & 0x80) { if(!isCDown) { cdMethod++; if(cdMethod == 2) cdMethod = 0; isCDown = true; } } if(!(keyboardState[DIK_C] & 0x80)) { isCDown = false; } ///////////////**************new**************//////////////////// if(mouseCurrState.rgbButtons[0]) { if(isShoot == false) { bottleFlying = true; thrownBottleWorld = XMMatrixIdentity(); Translation = XMMatrixTranslation( XMVectorGetX(camPosition), XMVectorGetY(camPosition), XMVectorGetZ(camPosition) ); thrownBottleWorld = Translation; thrownBottleDir = camTarget - camPosition; /* POINT mousePos; GetCursorPos(&mousePos); ScreenToClient(hwnd, &mousePos); int mousex = mousePos.x; int mousey = mousePos.y; float tempDist; float closestDist = FLT_MAX; int hitIndex; XMVECTOR prwsPos, prwsDir; pickRayVector(mousex, mousey, prwsPos, prwsDir); double pickOpStartTime = GetTime(); // Get the time before we start our picking operation for(int i = 0; i < numBottles; i++) { if(bottleHit[i] == 0) // No need to check bottles already hit { tempDist = FLT_MAX; if(pickWhat == 0) { float pRToPointDist = 0.0f; // Closest distance from the pick ray to the objects center XMVECTOR bottlePos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR pOnLineNearBottle = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); // For the Bounding Sphere to work correctly, we need to make sure we are testing // the distance from the objects "actual" center and the pick ray. We have stored // the distance from (0, 0, 0) in the objects model space to the object "actual" // center in bottleCenterOffset. So now we just need to add that difference to // the bottles world space position, this way the bounding sphere will be centered // on the object real center. bottlePos = XMVector3TransformCoord(bottlePos, bottleWorld[i]) + bottleCenterOffset; // This equation gets the point on the pick ray which is closest to bottlePos pOnLineNearBottle = prwsPos + XMVector3Dot((bottlePos - prwsPos), prwsDir) / XMVector3Dot(prwsDir, prwsDir) * prwsDir; // Now we get the distance between bottlePos and pOnLineNearBottle // This line is slightly less accurate, but it offers a performance increase by // estimating the distance using XMVector3LengthEst() //pRToPointDist = XMVectorGetX(XMVector3LengthEst(pOnLineNearBottle - bottlePos)); pRToPointDist = XMVectorGetX(XMVector3Length(pOnLineNearBottle - bottlePos)); // If the distance between the closest point on the pick ray (pOnLineNearBottle) to bottlePos // is less than the bottles bounding sphere (represented by a float called bottleBoundingSphere) // then we know the pick ray has intersected with the bottles bounding sphere, and we can move on // to testing if the pick ray has actually intersected with the bottle itself. if(pRToPointDist < bottleBoundingSphere) { // This line is the distance to the pick ray intersection with the sphere //tempDist = XMVectorGetX(XMVector3Length(pOnLineNearBottle - prwsPos)); // Check for picking with the actual model now tempDist = pick(prwsPos, prwsDir, bottleVertPosArray, bottleVertIndexArray, bottleWorld[i]); } } // Bounding Box picking test if(pickWhat == 1) tempDist = pick(prwsPos, prwsDir, bottleBoundingBoxVertPosArray, bottleBoundingBoxVertIndexArray, bottleWorld[i]); // Check for picking directly with the model without bounding volumes testing first if(pickWhat == 2) tempDist = pick(prwsPos, prwsDir, bottleVertPosArray, bottleVertIndexArray, bottleWorld[i]); if(tempDist < closestDist) { closestDist = tempDist; hitIndex = i; } } } // This is the time in seconds it took to complete the picking process pickOpSpeed = GetTime() - pickOpStartTime; if(closestDist < FLT_MAX) { bottleHit[hitIndex] = 1; pickedDist = closestDist; score++; } */ isShoot = true; } } ///////////////**************new**************//////////////////// if(!mouseCurrState.rgbButtons[0]) { isShoot = false; } if((mouseCurrState.lX != mouseLastState.lX) || (mouseCurrState.lY != mouseLastState.lY)) { camYaw += mouseLastState.lX * 0.001f; camPitch += mouseCurrState.lY * 0.001f; mouseLastState = mouseCurrState; } UpdateCamera(); return; } ///////////////**************new**************//////////////////// bool BoundingSphereCollision(float firstObjBoundingSphere, XMVECTOR firstObjCenterOffset, XMMATRIX& firstObjWorldSpace, float secondObjBoundingSphere, XMVECTOR secondObjCenterOffset, XMMATRIX& secondObjWorldSpace) { //Declare local variables XMVECTOR world_1 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR world_2 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); float objectsDistance = 0.0f; //Transform the objects world space to objects REAL center in world space world_1 = XMVector3TransformCoord(firstObjCenterOffset, firstObjWorldSpace); world_2 = XMVector3TransformCoord(secondObjCenterOffset, secondObjWorldSpace); //Get the distance between the two objects objectsDistance = XMVectorGetX(XMVector3Length(world_1 - world_2)); //If the distance between the two objects is less than the sum of their bounding spheres... if(objectsDistance <= (firstObjBoundingSphere + secondObjBoundingSphere)) //Return true return true; //If the bounding spheres are not colliding, return false return false; } bool BoundingBoxCollision(XMVECTOR& firstObjBoundingBoxMinVertex, XMVECTOR& firstObjBoundingBoxMaxVertex, XMVECTOR& secondObjBoundingBoxMinVertex, XMVECTOR& secondObjBoundingBoxMaxVertex) { //Is obj1's max X greater than obj2's min X? If not, obj1 is to the LEFT of obj2 if (XMVectorGetX(firstObjBoundingBoxMaxVertex) > XMVectorGetX(secondObjBoundingBoxMinVertex)) //Is obj1's min X less than obj2's max X? If not, obj1 is to the RIGHT of obj2 if (XMVectorGetX(firstObjBoundingBoxMinVertex) < XMVectorGetX(secondObjBoundingBoxMaxVertex)) //Is obj1's max Y greater than obj2's min Y? If not, obj1 is UNDER obj2 if (XMVectorGetY(firstObjBoundingBoxMaxVertex) > XMVectorGetY(secondObjBoundingBoxMinVertex)) //Is obj1's min Y less than obj2's max Y? If not, obj1 is ABOVE obj2 if (XMVectorGetY(firstObjBoundingBoxMinVertex) < XMVectorGetY(secondObjBoundingBoxMaxVertex)) //Is obj1's max Z greater than obj2's min Z? If not, obj1 is IN FRONT OF obj2 if (XMVectorGetZ(firstObjBoundingBoxMaxVertex) > XMVectorGetZ(secondObjBoundingBoxMinVertex)) //Is obj1's min Z less than obj2's max Z? If not, obj1 is BEHIND obj2 if (XMVectorGetZ(firstObjBoundingBoxMinVertex) < XMVectorGetZ(secondObjBoundingBoxMaxVertex)) //If we've made it this far, then the two bounding boxes are colliding return true; //If the two bounding boxes are not colliding, then return false return false; } void CalculateAABB(std::vector<XMFLOAT3> boundingBoxVerts, XMMATRIX& worldSpace, XMVECTOR& boundingBoxMin, XMVECTOR& boundingBoxMax) { XMFLOAT3 minVertex = XMFLOAT3(FLT_MAX, FLT_MAX, FLT_MAX); XMFLOAT3 maxVertex = XMFLOAT3(-FLT_MAX, -FLT_MAX, -FLT_MAX); //Loop through the 8 vertices describing the bounding box for(UINT i = 0; i < 8; i++) { //Transform the bounding boxes vertices to the objects world space XMVECTOR Vert = XMVectorSet(boundingBoxVerts[i].x, boundingBoxVerts[i].y, boundingBoxVerts[i].z, 0.0f); Vert = XMVector3TransformCoord(Vert, worldSpace); //Get the smallest vertex minVertex.x = min(minVertex.x, XMVectorGetX(Vert)); // Find smallest x value in model minVertex.y = min(minVertex.y, XMVectorGetY(Vert)); // Find smallest y value in model minVertex.z = min(minVertex.z, XMVectorGetZ(Vert)); // Find smallest z value in model //Get the largest vertex maxVertex.x = max(maxVertex.x, XMVectorGetX(Vert)); // Find largest x value in model maxVertex.y = max(maxVertex.y, XMVectorGetY(Vert)); // Find largest y value in model maxVertex.z = max(maxVertex.z, XMVectorGetZ(Vert)); // Find largest z value in model } //Store Bounding Box's min and max vertices boundingBoxMin = XMVectorSet(minVertex.x, minVertex.y, minVertex.z, 0.0f); boundingBoxMax = XMVectorSet(maxVertex.x, maxVertex.y, maxVertex.z, 0.0f); } ///////////////**************new**************//////////////////// void CreateBoundingVolumes(std::vector<XMFLOAT3> &vertPosArray, std::vector<XMFLOAT3> &boundingBoxVerts, std::vector<DWORD> &boundingBoxIndex, float &boundingSphere, XMVECTOR &objectCenterOffset) { XMFLOAT3 minVertex = XMFLOAT3(FLT_MAX, FLT_MAX, FLT_MAX); XMFLOAT3 maxVertex = XMFLOAT3(-FLT_MAX, -FLT_MAX, -FLT_MAX); for(UINT i = 0; i < vertPosArray.size(); i++) { // The minVertex and maxVertex will most likely not be actual vertices in the model, but vertices // that use the smallest and largest x, y, and z values from the model to be sure ALL vertices are // covered by the bounding volume //Get the smallest vertex minVertex.x = min(minVertex.x, vertPosArray[i].x); // Find smallest x value in model minVertex.y = min(minVertex.y, vertPosArray[i].y); // Find smallest y value in model minVertex.z = min(minVertex.z, vertPosArray[i].z); // Find smallest z value in model //Get the largest vertex maxVertex.x = max(maxVertex.x, vertPosArray[i].x); // Find largest x value in model maxVertex.y = max(maxVertex.y, vertPosArray[i].y); // Find largest y value in model maxVertex.z = max(maxVertex.z, vertPosArray[i].z); // Find largest z value in model } // Compute distance between maxVertex and minVertex float distX = (maxVertex.x - minVertex.x) / 2.0f; float distY = (maxVertex.y - minVertex.y) / 2.0f; float distZ = (maxVertex.z - minVertex.z) / 2.0f; // Now store the distance between (0, 0, 0) in model space to the models real center objectCenterOffset = XMVectorSet(maxVertex.x - distX, maxVertex.y - distY, maxVertex.z - distZ, 0.0f); // Compute bounding sphere (distance between min and max bounding box vertices) // boundingSphere = sqrt(distX*distX + distY*distY + distZ*distZ) / 2.0f; boundingSphere = XMVectorGetX(XMVector3Length(XMVectorSet(distX, distY, distZ, 0.0f))); // Create bounding box // Front Vertices boundingBoxVerts.push_back(XMFLOAT3(minVertex.x, minVertex.y, minVertex.z)); boundingBoxVerts.push_back(XMFLOAT3(minVertex.x, maxVertex.y, minVertex.z)); boundingBoxVerts.push_back(XMFLOAT3(maxVertex.x, maxVertex.y, minVertex.z)); boundingBoxVerts.push_back(XMFLOAT3(maxVertex.x, minVertex.y, minVertex.z)); // Back Vertices boundingBoxVerts.push_back(XMFLOAT3(minVertex.x, minVertex.y, maxVertex.z)); boundingBoxVerts.push_back(XMFLOAT3(maxVertex.x, minVertex.y, maxVertex.z)); boundingBoxVerts.push_back(XMFLOAT3(maxVertex.x, maxVertex.y, maxVertex.z)); boundingBoxVerts.push_back(XMFLOAT3(minVertex.x, maxVertex.y, maxVertex.z)); DWORD* i = new DWORD[36]; // Front Face i[0] = 0; i[1] = 1; i[2] = 2; i[3] = 0; i[4] = 2; i[5] = 3; // Back Face i[6] = 4; i[7] = 5; i[8] = 6; i[9] = 4; i[10] = 6; i[11] = 7; // Top Face i[12] = 1; i[13] = 7; i[14] = 6; i[15] = 1; i[16] = 6; i[17] = 2; // Bottom Face i[18] = 0; i[19] = 4; i[20] = 5; i[21] = 0; i[22] = 5; i[23] = 3; // Left Face i[24] = 4; i[25] = 7; i[26] = 1; i[27] = 4; i[28] = 1; i[29] = 0; // Right Face i[30] = 3; i[31] = 2; i[32] = 6; i[33] = 3; i[34] = 6; i[35] = 5; for(int j = 0; j < 36; j++) boundingBoxIndex.push_back(i[j]); } void CleanUp() { SwapChain->SetFullscreenState(false, NULL); PostMessage(hwnd, WM_DESTROY, 0, 0); //Release the COM Objects we created SwapChain->Release(); d3d11Device->Release(); d3d11DevCon->Release(); renderTargetView->Release(); VS->Release(); PS->Release(); VS_Buffer->Release(); PS_Buffer->Release(); vertLayout->Release(); depthStencilView->Release(); depthStencilBuffer->Release(); cbPerObjectBuffer->Release(); Transparency->Release(); CCWcullMode->Release(); CWcullMode->Release(); d3d101Device->Release(); keyedMutex11->Release(); keyedMutex10->Release(); D2DRenderTarget->Release(); Brush->Release(); BackBuffer11->Release(); sharedTex11->Release(); DWriteFactory->Release(); TextFormat->Release(); d2dTexture->Release(); cbPerFrameBuffer->Release(); DIKeyboard->Unacquire(); DIMouse->Unacquire(); DirectInput->Release(); sphereIndexBuffer->Release(); sphereVertBuffer->Release(); SKYMAP_VS->Release(); SKYMAP_PS->Release(); SKYMAP_VS_Buffer->Release(); SKYMAP_PS_Buffer->Release(); smrv->Release(); DSLessEqual->Release(); RSCullNone->Release(); meshVertBuff->Release(); meshIndexBuff->Release(); bottleVertBuff->Release(); bottleIndexBuff->Release(); } void pickRayVector(float mouseX, float mouseY, XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { XMVECTOR pickRayInViewSpaceDir = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR pickRayInViewSpacePos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); float PRVecX, PRVecY, PRVecZ; //Transform 2D pick position on screen space to 3D ray in View space PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) / camProjection(0,0); PRVecY = -((( 2.0f * mouseY) / ClientHeight) - 1 ) / camProjection(1,1); PRVecZ = 1.0f; //View space's Z direction ranges from 0 to 1, so we set 1 since the ray goes "into" the screen pickRayInViewSpaceDir = XMVectorSet(PRVecX, PRVecY, PRVecZ, 0.0f); pickRayInViewSpaceDir = XMVector3Normalize(pickRayInViewSpaceDir); //Uncomment this line if you want to use the center of the screen (client area) //to be the point that creates the picking ray (eg. first person shooter) //pickRayInViewSpaceDir = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX pickRayToWorldSpaceMatrix; XMVECTOR matInvDeter; //We don't use this, but the xna matrix inverse function requires the first parameter to not be null pickRayToWorldSpaceMatrix = XMMatrixInverse(&matInvDeter, camView); //Inverse of View Space matrix is World space matrix pickRayInWorldSpacePos = XMVector3TransformCoord(pickRayInViewSpacePos, pickRayToWorldSpaceMatrix); pickRayInWorldSpaceDir = XMVector3TransformNormal(pickRayInViewSpaceDir, pickRayToWorldSpaceMatrix); //pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } float pick(XMVECTOR pickRayInWorldSpacePos, XMVECTOR pickRayInWorldSpaceDir, std::vector<XMFLOAT3>& vertPosArray, std::vector<DWORD>& indexPosArray, XMMATRIX& worldSpace) { //Loop through each triangle in the object for(int i = 0; i < indexPosArray.size()/3; i++) { //Triangle's vertices V1, V2, V3 XMVECTOR tri1V1 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR tri1V2 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR tri1V3 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); //Temporary 3d floats for each vertex XMFLOAT3 tV1, tV2, tV3; //Get triangle tV1 = vertPosArray[indexPosArray[(i*3)+0]]; tV2 = vertPosArray[indexPosArray[(i*3)+1]]; tV3 = vertPosArray[indexPosArray[(i*3)+2]]; tri1V1 = XMVectorSet(tV1.x, tV1.y, tV1.z, 0.0f); tri1V2 = XMVectorSet(tV2.x, tV2.y, tV2.z, 0.0f); tri1V3 = XMVectorSet(tV3.x, tV3.y, tV3.z, 0.0f); //Transform the vertices to world space tri1V1 = XMVector3TransformCoord(tri1V1, worldSpace); tri1V2 = XMVector3TransformCoord(tri1V2, worldSpace); tri1V3 = XMVector3TransformCoord(tri1V3, worldSpace); //Find the normal using U, V coordinates (two edges) XMVECTOR U = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR V = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR faceNormal = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); U = tri1V2 - tri1V1; V = tri1V3 - tri1V1; //Compute face normal by crossing U, V faceNormal = XMVector3Cross(U, V); faceNormal = XMVector3Normalize(faceNormal); //Calculate a point on the triangle for the plane equation XMVECTOR triPoint = tri1V1; //Get plane equation ("Ax + By + Cz + D = 0") Variables float tri1A = XMVectorGetX(faceNormal); float tri1B = XMVectorGetY(faceNormal); float tri1C = XMVectorGetZ(faceNormal); float tri1D = (-tri1A*XMVectorGetX(triPoint) - tri1B*XMVectorGetY(triPoint) - tri1C*XMVectorGetZ(triPoint)); //Now we find where (on the ray) the ray intersects with the triangles plane float ep1, ep2, t = 0.0f; float planeIntersectX, planeIntersectY, planeIntersectZ = 0.0f; XMVECTOR pointInPlane = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); ep1 = (XMVectorGetX(pickRayInWorldSpacePos) * tri1A) + (XMVectorGetY(pickRayInWorldSpacePos) * tri1B) + (XMVectorGetZ(pickRayInWorldSpacePos) * tri1C); ep2 = (XMVectorGetX(pickRayInWorldSpaceDir) * tri1A) + (XMVectorGetY(pickRayInWorldSpaceDir) * tri1B) + (XMVectorGetZ(pickRayInWorldSpaceDir) * tri1C); //Make sure there are no divide-by-zeros if(ep2 != 0.0f) t = -(ep1 + tri1D)/(ep2); if(t > 0.0f) //Make sure you don't pick objects behind the camera { //Get the point on the plane planeIntersectX = XMVectorGetX(pickRayInWorldSpacePos) + XMVectorGetX(pickRayInWorldSpaceDir) * t; planeIntersectY = XMVectorGetY(pickRayInWorldSpacePos) + XMVectorGetY(pickRayInWorldSpaceDir) * t; planeIntersectZ = XMVectorGetZ(pickRayInWorldSpacePos) + XMVectorGetZ(pickRayInWorldSpaceDir) * t; pointInPlane = XMVectorSet(planeIntersectX, planeIntersectY, planeIntersectZ, 0.0f); //Call function to check if point is in the triangle if(PointInTriangle(tri1V1, tri1V2, tri1V3, pointInPlane)) { //Return the distance to the hit, so you can check all the other pickable objects in your scene //and choose whichever object is closest to the camera return t/2.0f; } } } //return the max float value (near infinity) if an object was not picked return FLT_MAX; } bool PointInTriangle(XMVECTOR& triV1, XMVECTOR& triV2, XMVECTOR& triV3, XMVECTOR& point ) { //To find out if the point is inside the triangle, we will check to see if the point //is on the correct side of each of the triangles edges. XMVECTOR cp1 = XMVector3Cross((triV3 - triV2), (point - triV2)); XMVECTOR cp2 = XMVector3Cross((triV3 - triV2), (triV1 - triV2)); if(XMVectorGetX(XMVector3Dot(cp1, cp2)) >= 0) { cp1 = XMVector3Cross((triV3 - triV1), (point - triV1)); cp2 = XMVector3Cross((triV3 - triV1), (triV2 - triV1)); if(XMVectorGetX(XMVector3Dot(cp1, cp2)) >= 0) { cp1 = XMVector3Cross((triV2 - triV1), (point - triV1)); cp2 = XMVector3Cross((triV2 - triV1), (triV3 - triV1)); if(XMVectorGetX(XMVector3Dot(cp1, cp2)) >= 0) { return true; } else return false; } else return false; } return false; } bool LoadObjModel(std::wstring filename, ID3D11Buffer** vertBuff, ID3D11Buffer** indexBuff, std::vector<int>& subsetIndexStart, std::vector<int>& subsetMaterialArray, std::vector<SurfaceMaterial>& material, int& subsetCount, bool isRHCoordSys, bool computeNormals, std::vector<XMFLOAT3>& vertPosArray, std::vector<DWORD>& vertIndexArray) { HRESULT hr = 0; std::wifstream fileIn (filename.c_str()); //Open file std::wstring meshMatLib; //String to hold our obj material library filename //Arrays to store our model's information std::vector<DWORD> indices; std::vector<XMFLOAT3> vertPos; std::vector<XMFLOAT3> vertNorm; std::vector<XMFLOAT2> vertTexCoord; std::vector<std::wstring> meshMaterials; //Vertex definition indices std::vector<int> vertPosIndex; std::vector<int> vertNormIndex; std::vector<int> vertTCIndex; //Make sure we have a default if no tex coords or normals are defined bool hasTexCoord = false; bool hasNorm = false; //Temp variables to store into vectors std::wstring meshMaterialsTemp; int vertPosIndexTemp; int vertNormIndexTemp; int vertTCIndexTemp; wchar_t checkChar; //The variable we will use to store one char from file at a time std::wstring face; //Holds the string containing our face vertices int vIndex = 0; //Keep track of our vertex index count int triangleCount = 0; //Total Triangles int totalVerts = 0; int meshTriangles = 0; //Check to see if the file was opened if (fileIn) { while(fileIn) { checkChar = fileIn.get(); //Get next char switch (checkChar) { case '#': checkChar = fileIn.get(); while(checkChar != '\n') checkChar = fileIn.get(); break; case 'v': //Get Vertex Descriptions checkChar = fileIn.get(); if(checkChar == ' ') //v - vert position { float vz, vy, vx; fileIn >> vx >> vy >> vz; //Store the next three types if(isRHCoordSys) //If model is from an RH Coord System vertPos.push_back(XMFLOAT3( vx, vy, vz * -1.0f)); //Invert the Z axis else vertPos.push_back(XMFLOAT3( vx, vy, vz)); } if(checkChar == 't') //vt - vert tex coords { float vtcu, vtcv; fileIn >> vtcu >> vtcv; //Store next two types if(isRHCoordSys) //If model is from an RH Coord System vertTexCoord.push_back(XMFLOAT2(vtcu, 1.0f-vtcv)); //Reverse the "v" axis else vertTexCoord.push_back(XMFLOAT2(vtcu, vtcv)); hasTexCoord = true; //We know the model uses texture coords } //Since we compute the normals later, we don't need to check for normals //In the file, but i'll do it here anyway if(checkChar == 'n') //vn - vert normal { float vnx, vny, vnz; fileIn >> vnx >> vny >> vnz; //Store next three types if(isRHCoordSys) //If model is from an RH Coord System vertNorm.push_back(XMFLOAT3( vnx, vny, vnz * -1.0f )); //Invert the Z axis else vertNorm.push_back(XMFLOAT3( vnx, vny, vnz )); hasNorm = true; //We know the model defines normals } break; //New group (Subset) case 'g': //g - defines a group checkChar = fileIn.get(); if(checkChar == ' ') { subsetIndexStart.push_back(vIndex); //Start index for this subset subsetCount++; } break; //Get Face Index case 'f': //f - defines the faces checkChar = fileIn.get(); if(checkChar == ' ') { face = L""; std::wstring VertDef; //Holds one vertex definition at a time triangleCount = 0; checkChar = fileIn.get(); while(checkChar != '\n') { face += checkChar; //Add the char to our face string checkChar = fileIn.get(); //Get the next Character if(checkChar == ' ') //If its a space... triangleCount++; //Increase our triangle count } //Check for space at the end of our face string if(face[face.length()-1] == ' ') triangleCount--; //Each space adds to our triangle count triangleCount -= 1; //Ever vertex in the face AFTER the first two are new faces std::wstringstream ss(face); if(face.length() > 0) { int firstVIndex, lastVIndex; //Holds the first and last vertice's index for(int i = 0; i < 3; ++i) //First three vertices (first triangle) { ss >> VertDef; //Get vertex definition (vPos/vTexCoord/vNorm) std::wstring vertPart; int whichPart = 0; //(vPos, vTexCoord, or vNorm) //Parse this string for(int j = 0; j < VertDef.length(); ++j) { if(VertDef[j] != '/') //If there is no divider "/", add a char to our vertPart vertPart += VertDef[j]; //If the current char is a divider "/", or its the last character in the string if(VertDef[j] == '/' || j == VertDef.length()-1) { std::wistringstream wstringToInt(vertPart); //Used to convert wstring to int if(whichPart == 0) //If vPos { wstringToInt >> vertPosIndexTemp; vertPosIndexTemp -= 1; //subtract one since c++ arrays start with 0, and obj start with 1 //Check to see if the vert pos was the only thing specified if(j == VertDef.length()-1) { vertNormIndexTemp = 0; vertTCIndexTemp = 0; } } else if(whichPart == 1) //If vTexCoord { if(vertPart != L"") //Check to see if there even is a tex coord { wstringToInt >> vertTCIndexTemp; vertTCIndexTemp -= 1; //subtract one since c++ arrays start with 0, and obj start with 1 } else //If there is no tex coord, make a default vertTCIndexTemp = 0; //If the cur. char is the second to last in the string, then //there must be no normal, so set a default normal if(j == VertDef.length()-1) vertNormIndexTemp = 0; } else if(whichPart == 2) //If vNorm { std::wistringstream wstringToInt(vertPart); wstringToInt >> vertNormIndexTemp; vertNormIndexTemp -= 1; //subtract one since c++ arrays start with 0, and obj start with 1 } vertPart = L""; //Get ready for next vertex part whichPart++; //Move on to next vertex part } } //Check to make sure there is at least one subset if(subsetCount == 0) { subsetIndexStart.push_back(vIndex); //Start index for this subset subsetCount++; } //Avoid duplicate vertices bool vertAlreadyExists = false; if(totalVerts >= 3) //Make sure we at least have one triangle to check { //Loop through all the vertices for(int iCheck = 0; iCheck < totalVerts; ++iCheck) { //If the vertex position and texture coordinate in memory are the same //As the vertex position and texture coordinate we just now got out //of the obj file, we will set this faces vertex index to the vertex's //index value in memory. This makes sure we don't create duplicate vertices if(vertPosIndexTemp == vertPosIndex[iCheck] && !vertAlreadyExists) { if(vertTCIndexTemp == vertTCIndex[iCheck]) { indices.push_back(iCheck); //Set index for this vertex vertAlreadyExists = true; //If we've made it here, the vertex already exists } } } } //If this vertex is not already in our vertex arrays, put it there if(!vertAlreadyExists) { vertPosIndex.push_back(vertPosIndexTemp); vertTCIndex.push_back(vertTCIndexTemp); vertNormIndex.push_back(vertNormIndexTemp); totalVerts++; //We created a new vertex indices.push_back(totalVerts-1); //Set index for this vertex } //If this is the very first vertex in the face, we need to //make sure the rest of the triangles use this vertex if(i == 0) { firstVIndex = indices[vIndex]; //The first vertex index of this FACE } //If this was the last vertex in the first triangle, we will make sure //the next triangle uses this one (eg. tri1(1,2,3) tri2(1,3,4) tri3(1,4,5)) if(i == 2) { lastVIndex = indices[vIndex]; //The last vertex index of this TRIANGLE } vIndex++; //Increment index count } meshTriangles++; //One triangle down //If there are more than three vertices in the face definition, we need to make sure //we convert the face to triangles. We created our first triangle above, now we will //create a new triangle for every new vertex in the face, using the very first vertex //of the face, and the last vertex from the triangle before the current triangle for(int l = 0; l < triangleCount-1; ++l) //Loop through the next vertices to create new triangles { //First vertex of this triangle (the very first vertex of the face too) indices.push_back(firstVIndex); //Set index for this vertex vIndex++; //Second Vertex of this triangle (the last vertex used in the tri before this one) indices.push_back(lastVIndex); //Set index for this vertex vIndex++; //Get the third vertex for this triangle ss >> VertDef; std::wstring vertPart; int whichPart = 0; //Parse this string (same as above) for(int j = 0; j < VertDef.length(); ++j) { if(VertDef[j] != '/') vertPart += VertDef[j]; if(VertDef[j] == '/' || j == VertDef.length()-1) { std::wistringstream wstringToInt(vertPart); if(whichPart == 0) { wstringToInt >> vertPosIndexTemp; vertPosIndexTemp -= 1; //Check to see if the vert pos was the only thing specified if(j == VertDef.length()-1) { vertTCIndexTemp = 0; vertNormIndexTemp = 0; } } else if(whichPart == 1) { if(vertPart != L"") { wstringToInt >> vertTCIndexTemp; vertTCIndexTemp -= 1; } else vertTCIndexTemp = 0; if(j == VertDef.length()-1) vertNormIndexTemp = 0; } else if(whichPart == 2) { std::wistringstream wstringToInt(vertPart); wstringToInt >> vertNormIndexTemp; vertNormIndexTemp -= 1; } vertPart = L""; whichPart++; } } //Check for duplicate vertices bool vertAlreadyExists = false; if(totalVerts >= 3) //Make sure we at least have one triangle to check { for(int iCheck = 0; iCheck < totalVerts; ++iCheck) { if(vertPosIndexTemp == vertPosIndex[iCheck] && !vertAlreadyExists) { if(vertTCIndexTemp == vertTCIndex[iCheck]) { indices.push_back(iCheck); //Set index for this vertex vertAlreadyExists = true; //If we've made it here, the vertex already exists } } } } if(!vertAlreadyExists) { vertPosIndex.push_back(vertPosIndexTemp); vertTCIndex.push_back(vertTCIndexTemp); vertNormIndex.push_back(vertNormIndexTemp); totalVerts++; //New vertex created, add to total verts indices.push_back(totalVerts-1); //Set index for this vertex } //Set the second vertex for the next triangle to the last vertex we got lastVIndex = indices[vIndex]; //The last vertex index of this TRIANGLE meshTriangles++; //New triangle defined vIndex++; } } } break; case 'm': //mtllib - material library filename checkChar = fileIn.get(); if(checkChar == 't') { checkChar = fileIn.get(); if(checkChar == 'l') { checkChar = fileIn.get(); if(checkChar == 'l') { checkChar = fileIn.get(); if(checkChar == 'i') { checkChar = fileIn.get(); if(checkChar == 'b') { checkChar = fileIn.get(); if(checkChar == ' ') { //Store the material libraries file name fileIn >> meshMatLib; } } } } } } break; case 'u': //usemtl - which material to use checkChar = fileIn.get(); if(checkChar == 's') { checkChar = fileIn.get(); if(checkChar == 'e') { checkChar = fileIn.get(); if(checkChar == 'm') { checkChar = fileIn.get(); if(checkChar == 't') { checkChar = fileIn.get(); if(checkChar == 'l') { checkChar = fileIn.get(); if(checkChar == ' ') { meshMaterialsTemp = L""; //Make sure this is cleared fileIn >> meshMaterialsTemp; //Get next type (string) meshMaterials.push_back(meshMaterialsTemp); } } } } } } break; default: break; } } } else //If we could not open the file { SwapChain->SetFullscreenState(false, NULL); //Make sure we are out of fullscreen //create message std::wstring message = L"Could not open: "; message += filename; MessageBox(0, message.c_str(), //display message L"Error", MB_OK); return false; } subsetIndexStart.push_back(vIndex); //There won't be another index start after our last subset, so set it here //sometimes "g" is defined at the very top of the file, then again before the first group of faces. //This makes sure the first subset does not conatain "0" indices. if(subsetIndexStart[1] == 0) { subsetIndexStart.erase(subsetIndexStart.begin()+1); meshSubsets--; } //Make sure we have a default for the tex coord and normal //if one or both are not specified if(!hasNorm) vertNorm.push_back(XMFLOAT3(0.0f, 0.0f, 0.0f)); if(!hasTexCoord) vertTexCoord.push_back(XMFLOAT2(0.0f, 0.0f)); //Close the obj file, and open the mtl file fileIn.close(); fileIn.open(meshMatLib.c_str()); std::wstring lastStringRead; int matCount = material.size(); //total materials //kdset - If our diffuse color was not set, we can use the ambient color (which is usually the same) //If the diffuse color WAS set, then we don't need to set our diffuse color to ambient bool kdset = false; if (fileIn) { while(fileIn) { checkChar = fileIn.get(); //Get next char switch (checkChar) { //Check for comment case '#': checkChar = fileIn.get(); while(checkChar != '\n') checkChar = fileIn.get(); break; //Set diffuse color case 'K': checkChar = fileIn.get(); if(checkChar == 'd') //Diffuse Color { checkChar = fileIn.get(); //remove space fileIn >> material[matCount-1].difColor.x; fileIn >> material[matCount-1].difColor.y; fileIn >> material[matCount-1].difColor.z; kdset = true; } //Ambient Color (We'll store it in diffuse if there isn't a diffuse already) if(checkChar == 'a') { checkChar = fileIn.get(); //remove space if(!kdset) { fileIn >> material[matCount-1].difColor.x; fileIn >> material[matCount-1].difColor.y; fileIn >> material[matCount-1].difColor.z; } } break; //Check for transparency case 'T': checkChar = fileIn.get(); if(checkChar == 'r') { checkChar = fileIn.get(); //remove space float Transparency; fileIn >> Transparency; material[matCount-1].difColor.w = Transparency; if(Transparency > 0.0f) material[matCount-1].transparent = true; } break; //Some obj files specify d for transparency case 'd': checkChar = fileIn.get(); if(checkChar == ' ') { float Transparency; fileIn >> Transparency; //'d' - 0 being most transparent, and 1 being opaque, opposite of Tr Transparency = 1.0f - Transparency; material[matCount-1].difColor.w = Transparency; if(Transparency > 0.0f) material[matCount-1].transparent = true; } break; //Get the diffuse map (texture) case 'm': checkChar = fileIn.get(); if(checkChar == 'a') { checkChar = fileIn.get(); if(checkChar == 'p') { checkChar = fileIn.get(); if(checkChar == '_') { //map_Kd - Diffuse map checkChar = fileIn.get(); if(checkChar == 'K') { checkChar = fileIn.get(); if(checkChar == 'd') { std::wstring fileNamePath; fileIn.get(); //Remove whitespace between map_Kd and file //Get the file path - We read the pathname char by char since //pathnames can sometimes contain spaces, so we will read until //we find the file extension bool texFilePathEnd = false; while(!texFilePathEnd) { checkChar = fileIn.get(); fileNamePath += checkChar; if(checkChar == '.') { for(int i = 0; i < 3; ++i) fileNamePath += fileIn.get(); texFilePathEnd = true; } } //check if this texture has already been loaded bool alreadyLoaded = false; for(int i = 0; i < textureNameArray.size(); ++i) { if(fileNamePath == textureNameArray[i]) { alreadyLoaded = true; material[matCount-1].texArrayIndex = i; material[matCount-1].hasTexture = true; } } //if the texture is not already loaded, load it now if(!alreadyLoaded) { ID3D11ShaderResourceView* tempMeshSRV; hr = D3DX11CreateShaderResourceViewFromFile( d3d11Device, fileNamePath.c_str(), NULL, NULL, &tempMeshSRV, NULL ); if(SUCCEEDED(hr)) { textureNameArray.push_back(fileNamePath.c_str()); material[matCount-1].texArrayIndex = meshSRV.size(); meshSRV.push_back(tempMeshSRV); material[matCount-1].hasTexture = true; } } } } //map_d - alpha map else if(checkChar == 'd') { //Alpha maps are usually the same as the diffuse map //So we will assume that for now by only enabling //transparency for this material, as we will already //be using the alpha channel in the diffuse map material[matCount-1].transparent = true; } //map_bump - bump map (we're usinga normal map though) else if(checkChar == 'b') { checkChar = fileIn.get(); if(checkChar == 'u') { checkChar = fileIn.get(); if(checkChar == 'm') { checkChar = fileIn.get(); if(checkChar == 'p') { std::wstring fileNamePath; fileIn.get(); //Remove whitespace between map_bump and file //Get the file path - We read the pathname char by char since //pathnames can sometimes contain spaces, so we will read until //we find the file extension bool texFilePathEnd = false; while(!texFilePathEnd) { checkChar = fileIn.get(); fileNamePath += checkChar; if(checkChar == '.') { for(int i = 0; i < 3; ++i) fileNamePath += fileIn.get(); texFilePathEnd = true; } } //check if this texture has already been loaded bool alreadyLoaded = false; for(int i = 0; i < textureNameArray.size(); ++i) { if(fileNamePath == textureNameArray[i]) { alreadyLoaded = true; material[matCount-1].normMapTexArrayIndex = i; material[matCount-1].hasNormMap = true; } } //if the texture is not already loaded, load it now if(!alreadyLoaded) { ID3D11ShaderResourceView* tempMeshSRV; hr = D3DX11CreateShaderResourceViewFromFile( d3d11Device, fileNamePath.c_str(), NULL, NULL, &tempMeshSRV, NULL ); if(SUCCEEDED(hr)) { textureNameArray.push_back(fileNamePath.c_str()); material[matCount-1].normMapTexArrayIndex = meshSRV.size(); meshSRV.push_back(tempMeshSRV); material[matCount-1].hasNormMap = true; } } } } } } } } } break; case 'n': //newmtl - Declare new material checkChar = fileIn.get(); if(checkChar == 'e') { checkChar = fileIn.get(); if(checkChar == 'w') { checkChar = fileIn.get(); if(checkChar == 'm') { checkChar = fileIn.get(); if(checkChar == 't') { checkChar = fileIn.get(); if(checkChar == 'l') { checkChar = fileIn.get(); if(checkChar == ' ') { //New material, set its defaults SurfaceMaterial tempMat; material.push_back(tempMat); fileIn >> material[matCount].matName; material[matCount].transparent = false; material[matCount].hasTexture = false; material[matCount].hasNormMap = false; material[matCount].normMapTexArrayIndex = 0; material[matCount].texArrayIndex = 0; matCount++; kdset = false; } } } } } } break; default: break; } } } else { SwapChain->SetFullscreenState(false, NULL); //Make sure we are out of fullscreen std::wstring message = L"Could not open: "; message += meshMatLib; MessageBox(0, message.c_str(), L"Error", MB_OK); return false; } //Set the subsets material to the index value //of the its material in our material array for(int i = 0; i < meshSubsets; ++i) { bool hasMat = false; for(int j = 0; j < material.size(); ++j) { if(meshMaterials[i] == material[j].matName) { subsetMaterialArray.push_back(j); hasMat = true; } } if(!hasMat) subsetMaterialArray.push_back(0); //Use first material in array } std::vector<Vertex> vertices; Vertex tempVert; //Create our vertices using the information we got //from the file and store them in a vector for(int j = 0 ; j < totalVerts; ++j) { tempVert.pos = vertPos[vertPosIndex[j]]; tempVert.normal = vertNorm[vertNormIndex[j]]; tempVert.texCoord = vertTexCoord[vertTCIndex[j]]; vertices.push_back(tempVert); //Copy just the vertex positions to the vector vertPosArray.push_back(tempVert.pos); } //Copy the index list to the array vertIndexArray = indices; //If computeNormals was set to true then we will create our own //normals, if it was set to false we will use the obj files normals if(computeNormals) { std::vector<XMFLOAT3> tempNormal; //normalized and unnormalized normals XMFLOAT3 unnormalized = XMFLOAT3(0.0f, 0.0f, 0.0f); //tangent stuff std::vector<XMFLOAT3> tempTangent; XMFLOAT3 tangent = XMFLOAT3(0.0f, 0.0f, 0.0f); float tcU1, tcV1, tcU2, tcV2; //Used to get vectors (sides) from the position of the verts float vecX, vecY, vecZ; //Two edges of our triangle XMVECTOR edge1 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR edge2 = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); //Compute face normals //And Tangents for(int i = 0; i < meshTriangles; ++i) { //Get the vector describing one edge of our triangle (edge 0,2) vecX = vertices[indices[(i*3)]].pos.x - vertices[indices[(i*3)+2]].pos.x; vecY = vertices[indices[(i*3)]].pos.y - vertices[indices[(i*3)+2]].pos.y; vecZ = vertices[indices[(i*3)]].pos.z - vertices[indices[(i*3)+2]].pos.z; edge1 = XMVectorSet(vecX, vecY, vecZ, 0.0f); //Create our first edge //Get the vector describing another edge of our triangle (edge 2,1) vecX = vertices[indices[(i*3)+2]].pos.x - vertices[indices[(i*3)+1]].pos.x; vecY = vertices[indices[(i*3)+2]].pos.y - vertices[indices[(i*3)+1]].pos.y; vecZ = vertices[indices[(i*3)+2]].pos.z - vertices[indices[(i*3)+1]].pos.z; edge2 = XMVectorSet(vecX, vecY, vecZ, 0.0f); //Create our second edge //Cross multiply the two edge vectors to get the un-normalized face normal XMStoreFloat3(&unnormalized, XMVector3Cross(edge1, edge2)); tempNormal.push_back(unnormalized); //Find first texture coordinate edge 2d vector tcU1 = vertices[indices[(i*3)]].texCoord.x - vertices[indices[(i*3)+2]].texCoord.x; tcV1 = vertices[indices[(i*3)]].texCoord.y - vertices[indices[(i*3)+2]].texCoord.y; //Find second texture coordinate edge 2d vector tcU2 = vertices[indices[(i*3)+2]].texCoord.x - vertices[indices[(i*3)+1]].texCoord.x; tcV2 = vertices[indices[(i*3)+2]].texCoord.y - vertices[indices[(i*3)+1]].texCoord.y; //Find tangent using both tex coord edges and position edges tangent.x = (tcV1 * XMVectorGetX(edge1) - tcV2 * XMVectorGetX(edge2)) * (1.0f / (tcU1 * tcV2 - tcU2 * tcV1)); tangent.y = (tcV1 * XMVectorGetY(edge1) - tcV2 * XMVectorGetY(edge2)) * (1.0f / (tcU1 * tcV2 - tcU2 * tcV1)); tangent.z = (tcV1 * XMVectorGetZ(edge1) - tcV2 * XMVectorGetZ(edge2)) * (1.0f / (tcU1 * tcV2 - tcU2 * tcV1)); tempTangent.push_back(tangent); } //Compute vertex normals (normal Averaging) XMVECTOR normalSum = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); XMVECTOR tangentSum = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); int facesUsing = 0; float tX, tY, tZ; //temp axis variables //Go through each vertex for(int i = 0; i < totalVerts; ++i) { //Check which triangles use this vertex for(int j = 0; j < meshTriangles; ++j) { if(indices[j*3] == i || indices[(j*3)+1] == i || indices[(j*3)+2] == i) { tX = XMVectorGetX(normalSum) + tempNormal[j].x; tY = XMVectorGetY(normalSum) + tempNormal[j].y; tZ = XMVectorGetZ(normalSum) + tempNormal[j].z; normalSum = XMVectorSet(tX, tY, tZ, 0.0f); //If a face is using the vertex, add the unormalized face normal to the normalSum //We can reuse tX, tY, tZ to sum up tangents tX = XMVectorGetX(tangentSum) + tempTangent[j].x; tY = XMVectorGetY(tangentSum) + tempTangent[j].y; tZ = XMVectorGetZ(tangentSum) + tempTangent[j].z; tangentSum = XMVectorSet(tX, tY, tZ, 0.0f); //sum up face tangents using this vertex facesUsing++; } } //Get the actual normal by dividing the normalSum by the number of faces sharing the vertex normalSum = normalSum / facesUsing; tangentSum = tangentSum / facesUsing; //Normalize the normalSum vector and tangent normalSum = XMVector3Normalize(normalSum); tangentSum = XMVector3Normalize(tangentSum); //Store the normal and tangent in our current vertex vertices[i].normal.x = XMVectorGetX(normalSum); vertices[i].normal.y = XMVectorGetY(normalSum); vertices[i].normal.z = XMVectorGetZ(normalSum); vertices[i].tangent.x = XMVectorGetX(tangentSum); vertices[i].tangent.y = XMVectorGetY(tangentSum); vertices[i].tangent.z = XMVectorGetZ(tangentSum); //Clear normalSum, tangentSum and facesUsing for next vertex normalSum = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); tangentSum = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); facesUsing = 0; } } //Create index buffer D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) ); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(DWORD) * meshTriangles*3; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices[0]; d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, indexBuff); //Create Vertex Buffer D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) ); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof( Vertex ) * totalVerts; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) ); vertexBufferData.pSysMem = &vertices[0]; hr = d3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, vertBuff); return true; } void CreateSphere(int LatLines, int LongLines) { NumSphereVertices = ((LatLines-2) * LongLines) + 2; NumSphereFaces = ((LatLines-3)*(LongLines)*2) + (LongLines*2); float sphereYaw = 0.0f; float spherePitch = 0.0f; std::vector<Vertex> vertices(NumSphereVertices); XMVECTOR currVertPos = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f); vertices[0].pos.x = 0.0f; vertices[0].pos.y = 0.0f; vertices[0].pos.z = 1.0f; for(DWORD i = 0; i < LatLines-2; ++i) { spherePitch = (i+1) * (3.14f/(LatLines-1)); Rotationx = XMMatrixRotationX(spherePitch); for(DWORD j = 0; j < LongLines; ++j) { sphereYaw = j * (6.28f/(LongLines)); Rotationy = XMMatrixRotationZ(sphereYaw); currVertPos = XMVector3TransformNormal( XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f), (Rotationx * Rotationy) ); currVertPos = XMVector3Normalize( currVertPos ); vertices[i*LongLines+j+1].pos.x = XMVectorGetX(currVertPos); vertices[i*LongLines+j+1].pos.y = XMVectorGetY(currVertPos); vertices[i*LongLines+j+1].pos.z = XMVectorGetZ(currVertPos); } } vertices[NumSphereVertices-1].pos.x = 0.0f; vertices[NumSphereVertices-1].pos.y = 0.0f; vertices[NumSphereVertices-1].pos.z = -1.0f; D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) ); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof( Vertex ) * NumSphereVertices; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) ); vertexBufferData.pSysMem = &vertices[0]; hr = d3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &sphereVertBuffer); std::vector<DWORD> indices(NumSphereFaces * 3); int k = 0; for(DWORD l = 0; l < LongLines-1; ++l) { indices[k] = 0; indices[k+1] = l+1; indices[k+2] = l+2; k += 3; } indices[k] = 0; indices[k+1] = LongLines; indices[k+2] = 1; k += 3; for(DWORD i = 0; i < LatLines-3; ++i) { for(DWORD j = 0; j < LongLines-1; ++j) { indices[k] = i*LongLines+j+1; indices[k+1] = i*LongLines+j+2; indices[k+2] = (i+1)*LongLines+j+1; indices[k+3] = (i+1)*LongLines+j+1; indices[k+4] = i*LongLines+j+2; indices[k+5] = (i+1)*LongLines+j+2; k += 6; // next quad } indices[k] = (i*LongLines)+LongLines; indices[k+1] = (i*LongLines)+1; indices[k+2] = ((i+1)*LongLines)+LongLines; indices[k+3] = ((i+1)*LongLines)+LongLines; indices[k+4] = (i*LongLines)+1; indices[k+5] = ((i+1)*LongLines)+1; k += 6; } for(DWORD l = 0; l < LongLines-1; ++l) { indices[k] = NumSphereVertices-1; indices[k+1] = (NumSphereVertices-1)-(l+1); indices[k+2] = (NumSphereVertices-1)-(l+2); k += 3; } indices[k] = NumSphereVertices-1; indices[k+1] = (NumSphereVertices-1)-LongLines; indices[k+2] = NumSphereVertices-2; D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) ); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(DWORD) * NumSphereFaces * 3; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices[0]; d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &sphereIndexBuffer); } void InitD2DScreenTexture() { //Create the vertex buffer Vertex v[] = { // Front Face Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f,-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f), Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f,-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f), Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f), Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f), }; DWORD indices[] = { // Front Face 0, 1, 2, 0, 2, 3, }; D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) ); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = indices; d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer); D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) ); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 4; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) ); vertexBufferData.pSysMem = v; hr = d3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &d2dVertBuffer); //Create A shader resource view from the texture D2D will render to, //So we can use it to texture a square which overlays our scene d3d11Device->CreateShaderResourceView(sharedTex11, NULL, &d2dTexture); } bool InitScene() { InitD2DScreenTexture(); CreateSphere(10, 10); if(!LoadObjModel(L"ground.obj", &meshVertBuff, &meshIndexBuff, meshSubsetIndexStart, meshSubsetTexture, material, meshSubsets, true, true, groundVertPosArray, groundVertIndexArray)) return false; if(!LoadObjModel(L"bottle.obj", &bottleVertBuff, &bottleIndexBuff, bottleSubsetIndexStart, bottleSubsetTexture, material, bottleSubsets, true, true, bottleVertPosArray, bottleVertIndexArray)) return false; // Get bounding volume information CreateBoundingVolumes(bottleVertPosArray, bottleBoundingBoxVertPosArray, bottleBoundingBoxVertIndexArray, bottleBoundingSphere, bottleCenterOffset); // Compile Shaders from shader file hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "D2D_PS", "ps_4_0", 0, 0, 0, &D2D_PS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "SKYMAP_VS", "vs_4_0", 0, 0, 0, &SKYMAP_VS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "SKYMAP_PS", "ps_4_0", 0, 0, 0, &SKYMAP_PS_Buffer, 0, 0); // Create the Shader Objects hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS); hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS); hr = d3d11Device->CreatePixelShader(D2D_PS_Buffer->GetBufferPointer(), D2D_PS_Buffer->GetBufferSize(), NULL, &D2D_PS); hr = d3d11Device->CreateVertexShader(SKYMAP_VS_Buffer->GetBufferPointer(), SKYMAP_VS_Buffer->GetBufferSize(), NULL, &SKYMAP_VS); hr = d3d11Device->CreatePixelShader(SKYMAP_PS_Buffer->GetBufferPointer(), SKYMAP_PS_Buffer->GetBufferSize(), NULL, &SKYMAP_PS); // Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); light.pos = XMFLOAT3(0.0f, 7.0f, 0.0f); light.dir = XMFLOAT3(-0.5f, 0.75f, -0.5f); light.range = 1000.0f; light.cone = 12.0f; light.att = XMFLOAT3(0.4f, 0.02f, 0.000f); light.ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f); light.diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); // Create the Input Layout hr = d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout ); // Set the Input Layout d3d11DevCon->IASetInputLayout( vertLayout ); // Set Primitive Topology d3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); // Create the Viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = Width; viewport.Height = Height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; // Set the Viewport d3d11DevCon->RSSetViewports(1, &viewport); // Create the buffer to send to the cbuffer in effect file D3D11_BUFFER_DESC cbbd; ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC)); cbbd.Usage = D3D11_USAGE_DEFAULT; cbbd.ByteWidth = sizeof(cbPerObject); cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbbd.CPUAccessFlags = 0; cbbd.MiscFlags = 0; hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerObjectBuffer); // Create the buffer to send to the cbuffer per frame in effect file ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC)); cbbd.Usage = D3D11_USAGE_DEFAULT; cbbd.ByteWidth = sizeof(cbPerFrame); cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbbd.CPUAccessFlags = 0; cbbd.MiscFlags = 0; hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerFrameBuffer); // Camera information camPosition = XMVectorSet( 0.0f, 5.0f, -8.0f, 0.0f ); camTarget = XMVectorSet( 0.0f, 0.5f, 0.0f, 0.0f ); camUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); // Set the View matrix camView = XMMatrixLookAtLH( camPosition, camTarget, camUp ); // Set the Projection matrix camProjection = XMMatrixPerspectiveFovLH( 0.4f*3.14f, (float)Width/Height, 1.0f, 1000.0f); D3D11_BLEND_DESC blendDesc; ZeroMemory( &blendDesc, sizeof(blendDesc) ); D3D11_RENDER_TARGET_BLEND_DESC rtbd; ZeroMemory( &rtbd, sizeof(rtbd) ); rtbd.BlendEnable = true; rtbd.SrcBlend = D3D11_BLEND_SRC_COLOR; rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA; rtbd.BlendOp = D3D11_BLEND_OP_ADD; rtbd.SrcBlendAlpha = D3D11_BLEND_ONE; rtbd.DestBlendAlpha = D3D11_BLEND_ZERO; rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD; rtbd.RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL; blendDesc.AlphaToCoverageEnable = false; blendDesc.RenderTarget[0] = rtbd; d3d11Device->CreateBlendState(&blendDesc, &d2dTransparency); ZeroMemory( &rtbd, sizeof(rtbd) ); rtbd.BlendEnable = true; rtbd.SrcBlend = D3D11_BLEND_INV_SRC_ALPHA; rtbd.DestBlend = D3D11_BLEND_SRC_ALPHA; rtbd.BlendOp = D3D11_BLEND_OP_ADD; rtbd.SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; rtbd.DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD; rtbd.RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL; blendDesc.AlphaToCoverageEnable = false; blendDesc.RenderTarget[0] = rtbd; d3d11Device->CreateBlendState(&blendDesc, &Transparency); /// Load Skymap's cube texture/// D3DX11_IMAGE_LOAD_INFO loadSMInfo; loadSMInfo.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; ID3D11Texture2D* SMTexture = 0; hr = D3DX11CreateTextureFromFile(d3d11Device, L"skymap.dds", &loadSMInfo, 0, (ID3D11Resource**)&SMTexture, 0); D3D11_TEXTURE2D_DESC SMTextureDesc; SMTexture->GetDesc(&SMTextureDesc); D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc; SMViewDesc.Format = SMTextureDesc.Format; SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; SMViewDesc.TextureCube.MipLevels = SMTextureDesc.MipLevels; SMViewDesc.TextureCube.MostDetailedMip = 0; hr = d3d11Device->CreateShaderResourceView(SMTexture, &SMViewDesc, &smrv); // Describe the Sample State D3D11_SAMPLER_DESC sampDesc; ZeroMemory( &sampDesc, sizeof(sampDesc) ); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = D3D11_FLOAT32_MAX; // Create the Sample State hr = d3d11Device->CreateSamplerState( &sampDesc, &CubesTexSamplerState ); D3D11_RASTERIZER_DESC cmdesc; ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC)); cmdesc.FillMode = D3D11_FILL_SOLID; cmdesc.CullMode = D3D11_CULL_BACK; cmdesc.FrontCounterClockwise = true; hr = d3d11Device->CreateRasterizerState(&cmdesc, &CCWcullMode); cmdesc.FrontCounterClockwise = false; hr = d3d11Device->CreateRasterizerState(&cmdesc, &CWcullMode); cmdesc.CullMode = D3D11_CULL_NONE; //cmdesc.FillMode = D3D11_FILL_WIREFRAME; hr = d3d11Device->CreateRasterizerState(&cmdesc, &RSCullNone); D3D11_DEPTH_STENCIL_DESC dssDesc; ZeroMemory(&dssDesc, sizeof(D3D11_DEPTH_STENCIL_DESC)); dssDesc.DepthEnable = true; dssDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; dssDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; d3d11Device->CreateDepthStencilState(&dssDesc, &DSLessEqual); float bottleXPos = -25.0f; float bottleZPos = 50.0f; int rows = 40; int counter = 0; for(int j = 0; j < rows; j++) { for(int k = 0; k < rows - j; k++) { bottleHit[counter] = 0; // set the loaded bottles world space bottleWorld[counter] = XMMatrixIdentity(); Translation = XMMatrixTranslation( bottleXPos + k + j*0.5f, j*2.25 + 1, bottleZPos); bottleWorld[counter] = Translation; //Update the objects AABB every time the object is transformed CalculateAABB(bottleBoundingBoxVertPosArray, bottleWorld[counter], bottleBoundingBoxMinVertex[counter], bottleBoundingBoxMaxVertex[counter]); counter++; } } return true; } void StartTimer() { LARGE_INTEGER frequencyCount; QueryPerformanceFrequency(&frequencyCount); countsPerSecond = double(frequencyCount.QuadPart); QueryPerformanceCounter(&frequencyCount); CounterStart = frequencyCount.QuadPart; } double GetTime() { LARGE_INTEGER currentTime; QueryPerformanceCounter(&currentTime); return double(currentTime.QuadPart-CounterStart)/countsPerSecond; } double GetFrameTime() { LARGE_INTEGER currentTime; __int64 tickCount; QueryPerformanceCounter(&currentTime); tickCount = currentTime.QuadPart-frameTimeOld; frameTimeOld = currentTime.QuadPart; if(tickCount < 0.0f) tickCount = 0.0f; return float(tickCount)/countsPerSecond; } void UpdateScene(double time) { // Reset sphereWorld sphereWorld = XMMatrixIdentity(); // Define sphereWorld's world space matrix Scale = XMMatrixScaling( 5.0f, 5.0f, 5.0f ); // Make sure the sphere is always centered around camera Translation = XMMatrixTranslation( XMVectorGetX(camPosition), XMVectorGetY(camPosition), XMVectorGetZ(camPosition) ); // Set sphereWorld's world space using the transformations sphereWorld = Scale * Translation; // the loaded models world space meshWorld = XMMatrixIdentity(); Rotation = XMMatrixRotationY(3.14f); Scale = XMMatrixScaling( 1.0f, 1.0f, 1.0f ); Translation = XMMatrixTranslation( 0.0f, 0.0f, 0.0f ); meshWorld = Rotation * Scale * Translation; ///////////////**************new**************//////////////////// //Update our thrown bottles position if(bottleFlying) { XMVECTOR tempBottlePos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); tempBottlePos = XMVector3TransformCoord(tempBottlePos, thrownBottleWorld) + (thrownBottleDir * time * 10.0f); Rotation = XMMatrixRotationY(3.14f); thrownBottleWorld = XMMatrixIdentity(); Translation = XMMatrixTranslation( XMVectorGetX(tempBottlePos), XMVectorGetY(tempBottlePos), XMVectorGetZ(tempBottlePos) ); Rotation = XMMatrixRotationX(1.57f); thrownBottleWorld = Rotation * Translation; //Update the objects AABB every time the object is transformed CalculateAABB(bottleBoundingBoxVertPosArray, thrownBottleWorld, thrownBottleBoundingBoxMinVertex, thrownBottleBoundingBoxMaxVertex); for(int i = 0; i < numBottles; i++) { if(bottleHit[i] == 0) // No need to check bottles already hit { double cdOpStartTime = GetTime(); if(cdMethod == 0) { if(BoundingSphereCollision(bottleBoundingSphere, bottleCenterOffset, thrownBottleWorld, bottleBoundingSphere, bottleCenterOffset, bottleWorld[i])) { bottleHit[i] = 1; score++; bottleFlying = false; } } if(cdMethod == 1) { if(BoundingBoxCollision(thrownBottleBoundingBoxMinVertex, thrownBottleBoundingBoxMaxVertex, bottleBoundingBoxMinVertex[i], bottleBoundingBoxMaxVertex[i])) { bottleHit[i] = 1; score++; bottleFlying = false; } } // This is the time in seconds it took to complete the CD process cdOpSpeed = GetTime() - cdOpStartTime; } } } ///////////////**************new**************//////////////////// /*light.pos.x = XMVectorGetX(camPosition); light.pos.y = XMVectorGetY(camPosition); light.pos.z = XMVectorGetZ(camPosition); light.dir.x = XMVectorGetX(camTarget) - light.pos.x; light.dir.y = XMVectorGetY(camTarget) - light.pos.y; light.dir.z = XMVectorGetZ(camTarget) - light.pos.z;*/ } void RenderText(std::wstring text, int inInt) { d3d11DevCon->PSSetShader(D2D_PS, 0, 0); // Release the D3D 11 Device keyedMutex11->ReleaseSync(0); // Use D3D10.1 device keyedMutex10->AcquireSync(0, 5); // Draw D2D content D2DRenderTarget->BeginDraw(); // Clear D2D Background D2DRenderTarget->Clear(D2D1::ColorF(0.0f, 0.0f, 0.0f, 0.0f)); ///////////////**************new**************//////////////////// // Display which picking method we are doing std::wstring cdMethodString; if(cdMethod == 0) cdMethodString = L"Bounding Sphere"; if(cdMethod == 1) cdMethodString = L"Bounding Box"; //Create our string std::wostringstream printString; printString << text << inInt << L"\n" << L"Score: " << score << L"\n" << L"Collission Detection Method (C): " << cdMethodString << L"\n" << L"CD Op. Speed: " << cdOpSpeed; ///////////////**************new**************//////////////////// printText = printString.str(); // Set the Font Color D2D1_COLOR_F FontColor = D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f); // Set the brush color D2D will use to draw with Brush->SetColor(FontColor); // Create the D2D Render Area D2D1_RECT_F layoutRect = D2D1::RectF(0, 0, Width, Height); // Draw the Text D2DRenderTarget->DrawText( printText.c_str(), wcslen(printText.c_str()), TextFormat, layoutRect, Brush ); D2DRenderTarget->EndDraw(); // Release the D3D10.1 Device keyedMutex10->ReleaseSync(1); // Use the D3D11 Device keyedMutex11->AcquireSync(1, 5); // Use the shader resource representing the direct2d render target // to texture a square which is rendered in screen space so it // overlays on top of our entire scene. We use alpha blending so // that the entire background of the D2D render target is "invisible", // And only the stuff we draw with D2D will be visible (the text) // Set the blend state for D2D render target texture objects d3d11DevCon->OMSetBlendState(d2dTransparency, NULL, 0xffffffff); // Set the d2d Index buffer d3d11DevCon->IASetIndexBuffer( d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set the d2d vertex buffer UINT stride = sizeof( Vertex ); UINT offset = 0; d3d11DevCon->IASetVertexBuffers( 0, 1, &d2dVertBuffer, &stride, &offset ); WVP = XMMatrixIdentity(); cbPerObj.WVP = XMMatrixTranspose(WVP); d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetShaderResources( 0, 1, &d2dTexture ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(CWcullMode); d3d11DevCon->DrawIndexed( 6, 0, 0 ); } void DrawScene() { // Clear our render target and depth/stencil view float bgColor[4] = { 0.1f, 0.1f, 0.1f, 1.0f }; d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor); d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); constbuffPerFrame.light = light; d3d11DevCon->UpdateSubresource( cbPerFrameBuffer, 0, NULL, &constbuffPerFrame, 0, 0 ); d3d11DevCon->PSSetConstantBuffers(0, 1, &cbPerFrameBuffer); // Set our Render Target d3d11DevCon->OMSetRenderTargets( 1, &renderTargetView, depthStencilView ); // Set the default blend state (no blending) for opaque objects d3d11DevCon->OMSetBlendState(0, 0, 0xffffffff); // Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); UINT stride = sizeof( Vertex ); UINT offset = 0; ///// Draw our model's NON-transparent subsets///// for(int i = 0; i < meshSubsets; ++i) { // Set the grounds index buffer d3d11DevCon->IASetIndexBuffer( meshIndexBuff, DXGI_FORMAT_R32_UINT, 0); // Set the grounds vertex buffer d3d11DevCon->IASetVertexBuffers( 0, 1, &meshVertBuff, &stride, &offset ); // Set the WVP matrix and send it to the constant buffer in effect file WVP = meshWorld * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); cbPerObj.World = XMMatrixTranspose(meshWorld); cbPerObj.difColor = material[meshSubsetTexture[i]].difColor; cbPerObj.hasTexture = material[meshSubsetTexture[i]].hasTexture; cbPerObj.hasNormMap = material[meshSubsetTexture[i]].hasNormMap; d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetConstantBuffers( 1, 1, &cbPerObjectBuffer ); if(material[meshSubsetTexture[i]].hasTexture) d3d11DevCon->PSSetShaderResources( 0, 1, &meshSRV[material[meshSubsetTexture[i]].texArrayIndex] ); if(material[meshSubsetTexture[i]].hasNormMap) d3d11DevCon->PSSetShaderResources( 1, 1, &meshSRV[material[meshSubsetTexture[i]].normMapTexArrayIndex] ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(RSCullNone); int indexStart = meshSubsetIndexStart[i]; int indexDrawAmount = meshSubsetIndexStart[i+1] - meshSubsetIndexStart[i]; if(!material[meshSubsetTexture[i]].transparent) d3d11DevCon->DrawIndexed( indexDrawAmount, indexStart, 0 ); } // draw bottle's nontransparent subsets for(int j = 0; j < numBottles; j++) { if(bottleHit[j] == 0) { for(int i = 0; i < bottleSubsets; ++i) { // Set the grounds index buffer d3d11DevCon->IASetIndexBuffer( bottleIndexBuff, DXGI_FORMAT_R32_UINT, 0); // Set the grounds vertex buffer d3d11DevCon->IASetVertexBuffers( 0, 1, &bottleVertBuff, &stride, &offset ); // Set the WVP matrix and send it to the constant buffer in effect file WVP = bottleWorld[j] * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); cbPerObj.World = XMMatrixTranspose(bottleWorld[j]); cbPerObj.difColor = material[bottleSubsetTexture[i]].difColor; cbPerObj.hasTexture = material[bottleSubsetTexture[i]].hasTexture; cbPerObj.hasNormMap = material[bottleSubsetTexture[i]].hasNormMap; d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetConstantBuffers( 1, 1, &cbPerObjectBuffer ); if(material[bottleSubsetTexture[i]].hasTexture) d3d11DevCon->PSSetShaderResources( 0, 1, &meshSRV[material[bottleSubsetTexture[i]].texArrayIndex] ); if(material[bottleSubsetTexture[i]].hasNormMap) d3d11DevCon->PSSetShaderResources( 1, 1, &meshSRV[material[bottleSubsetTexture[i]].normMapTexArrayIndex] ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(RSCullNone); int indexStart = bottleSubsetIndexStart[i]; int indexDrawAmount = bottleSubsetIndexStart[i+1] - bottleSubsetIndexStart[i]; if(!material[bottleSubsetTexture[i]].transparent) d3d11DevCon->DrawIndexed( indexDrawAmount, indexStart, 0 ); } } } ///////////////**************new**************//////////////////// if(bottleFlying) { for(int i = 0; i < bottleSubsets; ++i) { // Set the grounds index buffer d3d11DevCon->IASetIndexBuffer( bottleIndexBuff, DXGI_FORMAT_R32_UINT, 0); // Set the grounds vertex buffer d3d11DevCon->IASetVertexBuffers( 0, 1, &bottleVertBuff, &stride, &offset ); // Set the WVP matrix and send it to the constant buffer in effect file WVP = thrownBottleWorld * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); cbPerObj.World = XMMatrixTranspose(thrownBottleWorld); cbPerObj.difColor = material[bottleSubsetTexture[i]].difColor; cbPerObj.hasTexture = material[bottleSubsetTexture[i]].hasTexture; cbPerObj.hasNormMap = material[bottleSubsetTexture[i]].hasNormMap; d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetConstantBuffers( 1, 1, &cbPerObjectBuffer ); if(material[bottleSubsetTexture[i]].hasTexture) d3d11DevCon->PSSetShaderResources( 0, 1, &meshSRV[material[bottleSubsetTexture[i]].texArrayIndex] ); if(material[bottleSubsetTexture[i]].hasNormMap) d3d11DevCon->PSSetShaderResources( 1, 1, &meshSRV[material[bottleSubsetTexture[i]].normMapTexArrayIndex] ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(RSCullNone); int indexStart = bottleSubsetIndexStart[i]; int indexDrawAmount = bottleSubsetIndexStart[i+1] - bottleSubsetIndexStart[i]; if(!material[bottleSubsetTexture[i]].transparent) d3d11DevCon->DrawIndexed( indexDrawAmount, indexStart, 0 ); } } ///////////////**************new**************//////////////////// ///// Draw the Sky's Sphere////// // Set the spheres index buffer d3d11DevCon->IASetIndexBuffer( sphereIndexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set the spheres vertex buffer d3d11DevCon->IASetVertexBuffers( 0, 1, &sphereVertBuffer, &stride, &offset ); // Set the WVP matrix and send it to the constant buffer in effect file WVP = sphereWorld * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); cbPerObj.World = XMMatrixTranspose(sphereWorld); d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); //Send our skymap resource view to pixel shader d3d11DevCon->PSSetShaderResources( 0, 1, &smrv ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); // Set the new VS and PS shaders d3d11DevCon->VSSetShader(SKYMAP_VS, 0, 0); d3d11DevCon->PSSetShader(SKYMAP_PS, 0, 0); // Set the new depth/stencil and RS states d3d11DevCon->OMSetDepthStencilState(DSLessEqual, 0); d3d11DevCon->RSSetState(RSCullNone); d3d11DevCon->DrawIndexed( NumSphereFaces * 3, 0, 0 ); // Set the default VS, PS shaders and depth/stencil state d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); d3d11DevCon->OMSetDepthStencilState(NULL, 0); ///// Draw our model's TRANSPARENT subsets now///// // Set our blend state d3d11DevCon->OMSetBlendState(Transparency, NULL, 0xffffffff); for(int i = 0; i < meshSubsets; ++i) { // Set the grounds index buffer d3d11DevCon->IASetIndexBuffer( meshIndexBuff, DXGI_FORMAT_R32_UINT, 0); // Set the grounds vertex buffer d3d11DevCon->IASetVertexBuffers( 0, 1, &meshVertBuff, &stride, &offset ); // Set the WVP matrix and send it to the constant buffer in effect file WVP = meshWorld * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); cbPerObj.World = XMMatrixTranspose(meshWorld); cbPerObj.difColor = material[meshSubsetTexture[i]].difColor; cbPerObj.hasTexture = material[meshSubsetTexture[i]].hasTexture; cbPerObj.hasNormMap = material[meshSubsetTexture[i]].hasNormMap; d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetConstantBuffers( 1, 1, &cbPerObjectBuffer ); if(material[meshSubsetTexture[i]].hasTexture) d3d11DevCon->PSSetShaderResources( 0, 1, &meshSRV[material[meshSubsetTexture[i]].texArrayIndex] ); if(material[meshSubsetTexture[i]].hasNormMap) d3d11DevCon->PSSetShaderResources( 1, 1, &meshSRV[material[meshSubsetTexture[i]].normMapTexArrayIndex] ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(RSCullNone); int indexStart = meshSubsetIndexStart[i]; int indexDrawAmount = meshSubsetIndexStart[i+1] - meshSubsetIndexStart[i]; if(material[meshSubsetTexture[i]].transparent) d3d11DevCon->DrawIndexed( indexDrawAmount, indexStart, 0 ); } // We could draw the transparent subsets of our bottle here if it had any// RenderText(L"FPS: ", fps); // Present the backbuffer to the screen SwapChain->Present(0, 0); } int messageloop(){ MSG msg; ZeroMemory(&msg, sizeof(MSG)); while(true) { BOOL PeekMessageL( LPMSG lpMsg, HWND hWnd, UINT wMsgFilterMin, UINT wMsgFilterMax, UINT wRemoveMsg ); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else{ // run game code frameCount++; if(GetTime() > 1.0f) { fps = frameCount; frameCount = 0; StartTimer(); } frameTime = GetFrameTime(); DetectInput(frameTime); UpdateScene(frameTime); DrawScene(); } } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { case WM_KEYDOWN: if( wParam == VK_ESCAPE ){ DestroyWindow(hwnd); } return 0; case WM_DESTROY: PostQuitMessage(0); return 0; case WM_SIZE: ClientWidth = LOWORD(lParam); ClientHeight = HIWORD(lParam); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam); } Effects.fx struct Light { float3 pos; float range; float3 dir; float cone; float3 att; float4 ambient; float4 diffuse; }; cbuffer cbPerFrame { Light light; }; cbuffer cbPerObject { float4x4 WVP; float4x4 World; float4 difColor; bool hasTexture; bool hasNormMap; }; Texture2D ObjTexture; Texture2D ObjNormMap; SamplerState ObjSamplerState; TextureCube SkyMap; struct VS_OUTPUT { float4 Pos : SV_POSITION; float4 worldPos : POSITION; float2 TexCoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct SKYMAP_VS_OUTPUT //output structure for skymap vertex shader { float4 Pos : SV_POSITION; float3 texCoord : TEXCOORD; }; VS_OUTPUT VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD, float3 normal : NORMAL, float3 tangent : TANGENT) { VS_OUTPUT output; output.Pos = mul(inPos, WVP); output.worldPos = mul(inPos, World); output.normal = mul(normal, World); output.tangent = mul(tangent, World); output.TexCoord = inTexCoord; return output; } SKYMAP_VS_OUTPUT SKYMAP_VS(float3 inPos : POSITION, float2 inTexCoord : TEXCOORD, float3 normal : NORMAL, float3 tangent : TANGENT) { SKYMAP_VS_OUTPUT output = (SKYMAP_VS_OUTPUT)0; //Set Pos to xyww instead of xyzw, so that z will always be 1 (furthest from camera) output.Pos = mul(float4(inPos, 1.0f), WVP).xyww; output.texCoord = inPos; return output; } float4 PS(VS_OUTPUT input) : SV_TARGET { input.normal = normalize(input.normal); //Set diffuse color of material float4 diffuse = difColor; //If material has a diffuse texture map, set it now if(hasTexture == true) diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord ); //If material has a normal map, we can set it now if(hasNormMap == true) { //Load normal from normal map float4 normalMap = ObjNormMap.Sample( ObjSamplerState, input.TexCoord ); //Change normal map range from [0, 1] to [-1, 1] normalMap = (2.0f*normalMap) - 1.0f; //Make sure tangent is completely orthogonal to normal input.tangent = normalize(input.tangent - dot(input.tangent, input.normal)*input.normal); //Create the biTangent float3 biTangent = cross(input.normal, input.tangent); //Create the "Texture Space" float3x3 texSpace = float3x3(input.tangent, biTangent, input.normal); //Convert normal from normal map to texture space and store in input.normal input.normal = normalize(mul(normalMap, texSpace)); } float3 finalColor; finalColor = diffuse * light.ambient; finalColor += saturate(dot(light.dir, input.normal) * light.diffuse * diffuse); return float4(finalColor, diffuse.a); } float4 SKYMAP_PS(SKYMAP_VS_OUTPUT input) : SV_Target { return SkyMap.Sample(ObjSamplerState, input.texCoord); } float4 D2D_PS(VS_OUTPUT input) : SV_TARGET { float4 diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord ); return diffuse; }
Comments
In the BoundingBoxCollision function the worldspace parameter is not necessary, I think you forget to delete it.
on May 29 `18
s625559029