📄 cuboid.h
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// Cuboid.h: interface for the CCuboid class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_CUBOID_H__AE25AF5F_AE56_48F5_99DC_47CAAA14F245__INCLUDED_)
#define AFX_CUBOID_H__AE25AF5F_AE56_48F5_99DC_47CAAA14F245__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <d3dx8.h>
#include "Helper.h"
//Define a FVF for our cubiods
#define CUBOID_D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
class CCuboid
{
private:
//Define a custom vertex for our cubiods
struct CUBOID_CUSTOMVERTEX
{
FLOAT x, y, z; //Position of vertex in 3D space
FLOAT nx, ny, nz; //Lighting Normal
FLOAT tu, tv; //Texture coordinates
};
public:
bool SetMaterial(D3DCOLORVALUE rgbaDiffuse, D3DCOLORVALUE rgbaAmbient, D3DCOLORVALUE rgbaSpecular, D3DCOLORVALUE rgbaEmissive, float rPower);
bool SetTexture(const char* szTextureFilePath);
bool SetPosition(float x, float y, float z);
bool SetSize(float rWidth, float rHeight, float rDepth);
DWORD Render();
CCuboid(LPDIRECT3DDEVICE8 pD3DDevice, float x = 0.0, float y = 0.0, float z = 0.0);
virtual ~CCuboid();
private:
bool CreateIndexBuffer();
D3DXVECTOR3 GetTriangeNormal(D3DXVECTOR3* vVertex1, D3DXVECTOR3* vVertex2, D3DXVECTOR3* vVertex3);
bool UpdateVertices();
HRESULT CreateVertexBuffer();
LPDIRECT3DDEVICE8 m_pD3DDevice;
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
LPDIRECT3DTEXTURE8 m_pTexture;
D3DMATERIAL8 m_matMaterial;
LPDIRECT3DINDEXBUFFER8 m_pIndexBuffer;
float m_rWidth;
float m_rHeight;
float m_rDepth;
float m_rX;
float m_rY;
float m_rZ;
DWORD m_dwNumOfVertices;
DWORD m_dwNumOfIndices;
DWORD m_dwNumOfPolygons;
};
#endif // !defined(AFX_CUBOID_H__AE25AF5F_AE56_48F5_99DC_47CAAA14F245__INCLUDED_)
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