mql-for-begginers/Include/Canvas/DX/DXMesh.mqh

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//+------------------------------------------------------------------+
//| DXMesh.mqh |
//| Copyright 2000-2025, MetaQuotes Ltd. |
//| https://www.mql5.com |
//+------------------------------------------------------------------+
#property copyright "Copyright 2000-2025, MetaQuotes Ltd."
#property link "https://www.mql5.com"
#include "DXObject.mqh"
#include "DXDispatcher.mqh"
#include "DXData.mqh"
#include "DXUtils.mqh"
//+------------------------------------------------------------------+
//| DX simple mesh object with default shader |
//+------------------------------------------------------------------+
class CDXMesh : public CDXObject
{
protected:
//--- DX resources
CDXVertexBuffer* m_buffer_vertex;
CDXIndexBuffer* m_buffer_index;
CDXInput* m_buffer_object;
CDXInput* m_buffer_scene;
CDXShader* m_shader_vertex;
CDXShader* m_shader_pixel;
CDXTexture* m_texture;
//--- object data
DXMatrix m_transform_matrix;
DXColor m_diffuse_color;
DXColor m_emission_color;
DXColor m_specular_color;
float m_specular_power;
ENUM_DX_PRIMITIVE_TOPOLOGY m_topology;
public:
//+------------------------------------------------------------------+
//| Constructor |
//+------------------------------------------------------------------+
CDXMesh(void):m_buffer_vertex(NULL),m_buffer_index(NULL),m_buffer_object(NULL),m_buffer_scene(NULL),m_shader_vertex(NULL),m_shader_pixel(NULL),m_topology(WRONG_VALUE)
{
}
//+------------------------------------------------------------------+
//| Destructor |
//+------------------------------------------------------------------+
~CDXMesh(void)
{
Shutdown();
}
//+------------------------------------------------------------------+
//| Create mesh object from vertices and indices list |
//+------------------------------------------------------------------+
bool Create(CDXDispatcher &dispatcher,CDXInput* buffer_scene,const DXVertex &vertices[],const uint &indices[],ENUM_DX_PRIMITIVE_TOPOLOGY topology=DX_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
{
Shutdown();
//--- check data
if(buffer_scene==NULL || buffer_scene.Handle()==INVALID_HANDLE ||
ArraySize(vertices)<1 || ArraySize(indices)<1)
return(false);
//--- update context
m_context=dispatcher.DXContext();
//--- initialize default parameters
DXMatrixIdentity(m_transform_matrix);
m_diffuse_color =DXColor(1.0,1.0,1.0,1.0);
m_emission_color=DXColor(0.0,0.0,0.0,0.0);
m_specular_color=DXColor(0.0,0.0,0.0,0.0);
m_specular_power=16.0f;
//--- create object input
m_buffer_object=dispatcher.InputCreate<DXInputObject>();
if(m_buffer_object!=NULL)
{
m_buffer_object.AddRef();
//--- use default vertex shader
m_shader_vertex=dispatcher.ShaderCreateDefault(DX_SHADER_VERTEX);
if(m_shader_vertex!=NULL)
{
m_shader_vertex.AddRef();
//--- use default pixel shader
m_shader_pixel=dispatcher.ShaderCreateDefault(DX_SHADER_PIXEL);
if(m_shader_pixel!=NULL)
{
m_shader_pixel.AddRef();
//--- create vertex buffer
m_buffer_vertex=dispatcher.VertexBufferCreate(vertices);
if(m_buffer_vertex!=NULL)
{
m_buffer_vertex.AddRef();
//--- create index buffer
m_buffer_index=dispatcher.IndexBufferCreate(indices);
if(m_buffer_index!=NULL)
m_buffer_index.AddRef();
}
}
}
}
//--- set object buffer to shaders
if(m_buffer_object==NULL || m_shader_vertex==NULL || m_shader_pixel==NULL || m_buffer_vertex==NULL || m_buffer_index==NULL)
{
Shutdown();
return(false);
}
//--- save scene buffer
m_buffer_scene=buffer_scene;
m_buffer_scene.AddRef();
//--- save topology
m_topology=topology;
//---
return(true);
}
//+------------------------------------------------------------------+
//| Create mesh object from OBJ mesh file |
//+------------------------------------------------------------------+
bool Create(CDXDispatcher &dispatcher,CDXInput* buffer_scene,string obj_path,float scale=1.0f,bool inverse_winding=false)
{
DXVertex vertices[];
uint indices[];
//--- load model
if(!DXLoadObjModel(obj_path,vertices,indices,scale))
return(false);
//--- set white vertices color
DXColor white=DXColor(1.0f,1.0f,1.0f,1.0f);
int count=ArraySize(vertices);
for(int i=0; i<count; i++)
vertices[i].vcolor=white;
//--- inverse winding
if(inverse_winding)
DXInverseWinding(vertices,indices);
//--- create mesh
return(Create(dispatcher,buffer_scene,vertices,indices));
}
//+------------------------------------------------------------------+
//| Update vertices |
//+------------------------------------------------------------------+
bool VerticesSet(const DXVertex &vertices[])
{
//--- check size
if(ArraySize(vertices)<1)
return(false);
//--- create new vertex buffer
if(!m_buffer_vertex.Create(m_context,vertices))
{
Shutdown();
return(false);
}
//---
return(true);
}
//+------------------------------------------------------------------+
//| Update indices |
//+------------------------------------------------------------------+
bool IndicesSet(const uint &indices[])
{
//--- check size
if(ArraySize(indices)<1)
return(false);
//--- create new index buffer
if(!m_buffer_index.Create(m_context,indices))
{
Shutdown();
return(false);
}
//---
return(true);
}
//+------------------------------------------------------------------+
//| Update indices |
//+------------------------------------------------------------------+
bool TopologySet(ENUM_DX_PRIMITIVE_TOPOLOGY topology)
{
m_topology=topology;
//---
return(true);
}
//+------------------------------------------------------------------+
//| Get transform matrix |
//+------------------------------------------------------------------+
void TransformMatrixGet(DXMatrix &mat) const
{
mat=m_transform_matrix;
}
//+------------------------------------------------------------------+
//| Set transform matrix |
//+------------------------------------------------------------------+
void TransformMatrixSet(const DXMatrix &mat)
{
m_transform_matrix=mat;
}
//+------------------------------------------------------------------+
//| Get diffuse color |
//+------------------------------------------------------------------+
void DiffuseColorGet(DXColor &clr) const
{
clr=m_diffuse_color;
}
//+------------------------------------------------------------------+
//| Set diffuse color |
//+------------------------------------------------------------------+
void DiffuseColorSet(const DXColor &clr)
{
m_diffuse_color=clr;
}
//+------------------------------------------------------------------+
//| Get specular color |
//+------------------------------------------------------------------+
void SpecularColorGet(DXColor &clr) const
{
clr=m_specular_color;
}
//+------------------------------------------------------------------+
//| Set specular color |
//+------------------------------------------------------------------+
void SpecularColorSet(const DXColor &clr)
{
m_specular_color=clr;
}
//+------------------------------------------------------------------+
//| Get specular power |
//+------------------------------------------------------------------+
void SpecularPowerGet(float &power) const
{
power=m_specular_power;
}
//+------------------------------------------------------------------+
//| Set specular power |
//+------------------------------------------------------------------+
void SpecularPowerSet(float power)
{
m_specular_power=power;
}
//+------------------------------------------------------------------+
//| Get emission color |
//+------------------------------------------------------------------+
void EmissionColorGet(DXColor &clr) const
{
clr=m_emission_color;
}
//+------------------------------------------------------------------+
//| Set emission color |
//+------------------------------------------------------------------+
void EmissionColorSet(const DXColor &clr)
{
m_emission_color=clr;
}
//+------------------------------------------------------------------+
//| Render mesh |
//+------------------------------------------------------------------+
virtual bool Render(void) override
{
//--- update object buffer
DXInputObject input_data;
DXMatrixTranspose(input_data.transform,m_transform_matrix);
input_data.diffuse_color =m_diffuse_color;
input_data.emission_color=m_emission_color;
input_data.specular_color=m_specular_color;
input_data.specular_power=m_specular_power;
//--- clear shader textures
m_shader_pixel.TexturesClear();
//--- set buffers, shaders, topology and render
if(m_buffer_object.InputSet(input_data))
if(m_buffer_vertex.Render())
if(m_buffer_index.Render())
if(m_shader_vertex.InputSet(0,m_buffer_scene) && m_shader_vertex.InputSet(1,m_buffer_object))
if(m_shader_pixel.InputSet(0,m_buffer_scene) && m_shader_pixel.InputSet(1,m_buffer_object))
if(CheckPointer(m_texture)==POINTER_INVALID || m_shader_pixel.TextureSet(0,m_texture))
if(m_shader_vertex.Render())
if(m_shader_pixel.Render())
if(DXPrimiveTopologySet(m_context,m_topology))
return(DXDrawIndexed(m_context));
//---
return(false);
}
//+------------------------------------------------------------------+
//| Set texture from image file |
//+------------------------------------------------------------------+
bool TextureSet(CDXDispatcher &dispatcher,string path,uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0)
{
//--- check if texture already exist
if(CheckPointer(m_texture)==POINTER_INVALID)
{
m_texture=dispatcher.TextureCreateFromFile(path,data_x,data_y,data_width,data_height);
if(m_texture==NULL)
return(false);
m_texture.AddRef();
return(true);
}
//--- update texture data
if(!m_texture.Create(m_context,path,data_x,data_y,data_width,data_height))
{
m_texture.Release();
m_texture=NULL;
return(false);
}
//---
return(true);
}
//+------------------------------------------------------------------+
//| Set texture from image data |
//+------------------------------------------------------------------+
bool TextureSet(CDXDispatcher &dispatcher,ENUM_DX_FORMAT format,uint width,uint height,const uint &data[],uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0)
{
//--- check if texture already exist
if(CheckPointer(m_texture)==POINTER_INVALID)
{
m_texture=dispatcher.TextureCreateFromData(format,width,height,data,data_x,data_y,data_width,data_height);
if(m_texture==NULL)
return(false);
m_texture.AddRef();
return(true);
}
//--- update texture data
if(!m_texture.Create(m_context,format,width,height,data,data_x,data_y,data_width,data_height))
{
m_texture.Release();
m_texture=NULL;
return(false);
}
//---
return(true);
}
//+------------------------------------------------------------------+
//| Delete used texture |
//+------------------------------------------------------------------+
void TextureDelete()
{
//--- release texture
if(CheckPointer(m_texture)!=POINTER_INVALID)
{
m_texture.Release();
m_texture=NULL;
}
}
//+------------------------------------------------------------------+
//| Shutdown |
//+------------------------------------------------------------------+
virtual void Shutdown(void)
{
//--- release all dx resources
if(CheckPointer(m_buffer_vertex)!=POINTER_INVALID)
{
m_buffer_vertex.Release();
m_buffer_vertex=NULL;
}
if(CheckPointer(m_buffer_index)!=POINTER_INVALID)
{
m_buffer_index.Release();
m_buffer_index=NULL;
}
if(CheckPointer(m_buffer_object)!=POINTER_INVALID)
{
m_buffer_object.Release();
m_buffer_object=NULL;
}
if(CheckPointer(m_texture)!=POINTER_INVALID)
{
m_texture.Release();
m_texture=NULL;
}
if(CheckPointer(m_buffer_scene)!=POINTER_INVALID)
{
m_buffer_scene.Release();
m_buffer_scene=NULL;
}
if(CheckPointer(m_shader_pixel)!=POINTER_INVALID)
{
m_shader_pixel.Release();
m_shader_pixel=NULL;
}
if(CheckPointer(m_shader_vertex)!=POINTER_INVALID)
{
m_shader_vertex.Release();
m_shader_vertex=NULL;
}
m_topology =WRONG_VALUE;
}
};
//+------------------------------------------------------------------+