📄 cuboid.cpp
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// Cuboid.cpp: implementation of the CCuboid class.
//
//////////////////////////////////////////////////////////////////////
#include "Cuboid.h"
//构造立方体对象
CCuboid::CCuboid(LPDIRECT3DDEVICE8 pD3DDevice)
{
m_pD3DDevice = pD3DDevice;
m_pVertexBuffer = NULL;
m_pTexture = NULL;
//Set a default size and position
//设置立方体默认大小和位置
m_rWidth = 10.0;
m_rHeight = 10.0;
m_rDepth = 10.0;
m_rX = 0.0;
m_rY = 0.0;
m_rZ = 0.0;
//Initialize Vertex Buffer
//初始化顶点缓冲
if(SUCCEEDED(CreateVertexBuffer()))
{
UpdateVertices();
}
}
//析构函数
CCuboid::~CCuboid()
{
//释放纹理
SafeRelease(m_pTexture);
//释放顶点缓冲
SafeRelease(m_pVertexBuffer);
}
//渲染函数
bool CCuboid::Render()
{
//设置数据流
m_pD3DDevice->SetStreamSource(0, //设置Direct3D数据流的源
m_pVertexBuffer, //将被“绑定”到数据源上的顶点缓冲
sizeof(CUBIOD_CUSTOMVERTEX));//每一个顶点数据的大小
//设置顶点光影模式
m_pD3DDevice->SetVertexShader(CUBIOD_D3DFVF_CUSTOMVERTEX);
//Set how the texture should be rendered.
//设置渲染纹理
if(m_pTexture != NULL)
{
//A texture has been set. We don't want to blend our texture with
//the colours of our vertices, so use D3DTOP_SELECTARG1
//设置用于渲染得纹理,取消色彩渲染
m_pD3DDevice->SetTexture(0, m_pTexture);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
}
else
{
//No texture has been set. So we will disable texture rendering.
//没有设置渲染纹理,取消纹理渲染方式
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); //Top 渲染顶部
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8); //Sides 渲染侧面
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2); //Bottom 渲染底面
return true;
}
//创建顶点缓冲
HRESULT CCuboid::CreateVertexBuffer()
{
//Create the vertex buffer from our device.
//从当前设备创建顶点缓冲
if(FAILED(m_pD3DDevice->CreateVertexBuffer(18 * sizeof(CUBIOD_CUSTOMVERTEX), //缓冲大小
0, //定点缓冲用途
CUBIOD_D3DFVF_CUSTOMVERTEX, //向量格式
D3DPOOL_DEFAULT, //D3DPOOL_DEFAULT 标志告诉Direct3D在最恰当的内存位置中申请缓存的空间
&m_pVertexBuffer))) //即将建立的顶点缓冲对象的地址。
{
return E_FAIL;
}
return S_OK;
}
//设置顶点对象
bool CCuboid::UpdateVertices()
{
VOID* pVertices;
//Store each point of the cube together with it's colour and texture coordinates
//Make sure that the points of a polygon are specified in a clockwise direction,
//this is because anti-clockwise faces will be culled
//We will use a three triangle strips to render these polygons (Top, Sides, Bottom).
//设置组成立方体的每一个三角形顶点
CUBIOD_CUSTOMVERTEX cvVertices[] =
{
//Top Face
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255), 0.0f, 1.0f,}, //Vertex 0 - Blue
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0), 0.0f, 0.0f,}, //Vertex 1 - Red
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0), 1.0f, 1.0f,}, //Vertex 2 - Red
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0.0f,}, //Vertex 3 - Green
//Face 1
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0), 0.0f, 1.0f,}, //Vertex 4 - Red
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255), 0.0f, 0.0f,}, //Vertex 5 - Blue
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0), 1.0f, 1.0f,}, //Vertex 6 - Green
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0), 1.0f, 0.0f,}, //Vertex 7 - Red
//Face 2
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255), 0.0f, 1.0f,}, //Vertex 8 - Blue
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0), 0.0f, 0.0f,}, //Vertex 9 - Green
//Face 3
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0), 1.0f, 1.0f,}, //Vertex 10 - Green
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0), 1.0f, 0.0f,}, //Vertex 11 - Red
//Face 4
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0), 0.0f, 1.0f,}, //Vertex 12 - Red
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255), 0.0f, 0.0f,}, //Vertex 13 - Blue
//Bottom Face
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0), 0.0f, 1.0f,}, //Vertex 14 - Green
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255), 0.0f, 0.0f,}, //Vertex 15 - Blue
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0), 1.0f, 1.0f,}, //Vertex 16 - Red
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0.0f,}, //Vertex 17 - Green
};
//Get a pointer to the vertex buffer vertices and lock the vertex buffer
//申请顶点缓冲并锁定顶点缓冲
if(FAILED(m_pVertexBuffer->Lock(0, sizeof(cvVertices), (BYTE**)&pVertices, 0)))
{
return false;
}
//Copy our stored vertices values into the vertex buffer
//复制顶点数据到定点缓冲
memcpy(pVertices, cvVertices, sizeof(cvVertices));
//Unlock the vertex buffer
//解锁顶点缓冲
m_pVertexBuffer->Unlock();
return true;
}
//设置立方体大小
bool CCuboid::SetSize(float rWidth, float rHeight, float rDepth)
{
m_rWidth = rWidth;
m_rHeight = rHeight;
m_rDepth = rDepth;
//更新立方体顶点数据
UpdateVertices();
return true;
}
//设置立方体空间位置
bool CCuboid::SetPosition(float x, float y, float z)
{
m_rX = x;
m_rY = y;
m_rZ = z;
//更新立方体顶点数据
UpdateVertices();
return true;
}
//设置立方体纹理
bool CCuboid::SetTexture(const char *szTextureFilePath)//指向纹理的路径指针
{
//设置立方体渲染纹理
if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice, szTextureFilePath, &m_pTexture)))
{
//设置纹理失败返回false
return false;
}
return true;
}
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