#pragma once //======================================================================== // File: Mesh.h - classes to render meshes in D3D9 and D3D11 // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "Geometry.h" #include "SceneNodes.h" #include "Material.h" #include "Shaders.h" #include "../ResourceCache/ResCache.h" #include #include #include // // class D3DSdkMeshResourceExtraData11 - Chapter 16, page 561 // class OpenGLGlbMeshResourceExtraData : public IResourceExtraData { friend class GlbMeshResourceLoader; public: OpenGLGlbMeshResourceExtraData() { } virtual ~OpenGLGlbMeshResourceExtraData() { if (m_pScene) aiReleaseImport(m_pScene); } virtual std::string VToString() { return "OpenGLGlbMeshResourceExtraData"; } const aiScene* m_pScene; }; // // class SdkMeshResourceLoader - Chapter 16, page 561 // class GlbMeshResourceLoader : public IResourceLoader { public: virtual bool VUseRawFile() { return false; } virtual bool VDiscardRawBufferAfterLoad() { return false; } virtual unsigned int VGetLoadedResourceSize(char *rawBuffer, unsigned int rawSize); virtual bool VLoadResource(char *rawBuffer, unsigned int rawSize, std::shared_ptr handle); virtual std::string VGetPattern() { return "*.glb"; } }; //////////////////////////////////////////////////// // // class TeapotMeshNode9 - Chapter X, page Y // //////////////////////////////////////////////////// class OpenGLShaderMeshNode : public SceneNode { public: OpenGLShaderMeshNode(const ActorId actorId, WeakBaseRenderComponentPtr renderComponent, std::string meshFileName, RenderPass renderPass, const glm::mat4 t); virtual int VOnRestore(Scene *pScene); virtual int VOnLostDevice(Scene *pScene) { return 0; } virtual int VRender(Scene *pScene); // virtual int VPick(Scene *pScene, RayCast *pRayCast); protected: std::string m_meshFileName; GLuint *m_vao; GLuint *m_vbo; GLuint *m_ebo; size_t *m_numIndices; size_t *m_numVerts; size_t m_numMeshes; OpenGLShaderProgram m_ShaderProgram; }; class OpenGLTeapotMeshNode : public OpenGLShaderMeshNode { public: OpenGLTeapotMeshNode(const ActorId actorId, WeakBaseRenderComponentPtr renderComponent, RenderPass renderPass, glm::mat4 t) : OpenGLShaderMeshNode(actorId, renderComponent, "art/3d assets/fantasy town kit/models/gltf format/hedge.glb", renderPass, t) { } bool VIsVisible() { return true; } };