d3d10/include/collada_scene.hpp

81 lines
2.6 KiB
C++

#pragma once
#include "collada_types.hpp"
#include "directxmath/directxmath.h"
namespace collada_scene {
struct __attribute__((aligned(16))) lookat {
XMVECTOR eye;
XMVECTOR at;
XMVECTOR up;
};
struct __attribute__((aligned(16))) transform {
union {
lookat lookat;
XMMATRIX matrix;
XMVECTOR vector;
};
collada::transform_type type;
};
struct node_instance {
transform * transforms = NULL;
XMMATRIX world;
};
struct scene_state {
const UINT m_numBuffers = 1; // FIXME
const UINT m_strides[1] = {3 * 3 * 4}; // FIXME
const UINT m_offsets[1] = {0}; // FIXME
ID3D10Buffer * m_pVertexBuffers[1] = {}; // FIXME
ID3D10Buffer * m_pIndexBuffer = NULL;
ID3D10InputLayout ** m_pVertexLayouts = NULL;
node_instance * m_nodeInstances = NULL;
ID3D10ShaderResourceView ** m_pShaderResourceViews = NULL;
XMFLOAT4 * m_lightPositions = NULL;
XMFLOAT4 * m_lightDirections = NULL;
XMFLOAT4 * m_lightColors = NULL;
int m_lightInstancesCount = 0;
collada::descriptor const * m_descriptor;
HRESULT load_scene(collada::descriptor const * const descriptor);
void update(float t);
void render();
private:
HRESULT load_layouts();
HRESULT allocate_images();
void allocate_node_instances();
void allocate_node_instance(collada::node const * const node,
node_instance * node_instance);
void allocate_light_instances();
void node_world_transform(collada::node const& node, node_instance& node_instance);
void update_light_instances();
void update_light_instance_vectors(collada::light const& light,
node_instance const& node_instance,
int light_index);
void render_geometries(collada::instance_geometry const * const instance_geometries,
int const instance_geometries_count);
void set_material(collada::effect const& effect);
void set_color_or_texture(collada::color_or_texture const& color_or_texture,
ID3D10EffectVectorVariable * pVectorVariable,
ID3D10EffectShaderResourceVariable * pShaderResourceVariable);
};
HRESULT LoadEffect();
HRESULT LoadLayout(collada::inputs const& inputs, ID3D10InputLayout ** ppVertexLayout);
HRESULT LoadVertexBuffer(LPCWSTR name, ID3D10Buffer ** ppVertexBuffer);
HRESULT LoadIndexBuffer(LPCWSTR name, ID3D10Buffer ** ppIndexBuffer);
}