📄 headerin3d.cpp
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// HeaderIn3D.cpp: implementation of the HeaderIn3D class.
//
//////////////////////////////////////////////////////////////////////
#include "../CGE_CORE/HEADERS.H"
#include "HeaderIn3D.h"
USING NAMESPACE CGE;
#define HELPCOORD_X 10
#define HELPCOORD_Y 60
D3DXVECTOR3 vGravity(0.0f,-9.8f,0.0f);
D3DXVECTOR3 vRadiusVector(10.0f, 40.0f, 10.0f);
#define SPEED 6.0f
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
typedef struct DIRVERTEX
{
union {
float x;
float dvX;
};
union {
float y;
float dvY;
};
union {
float z;
float dvZ;
};
union {
float rhw;
float dvRhw;
};
union {
float tu;
float dvTU;
};
union {
float tv;
float dvTV;
};
DIRVERTEX() { }
DIRVERTEX(const D3DVECTOR& v, float _rhw,float _tu, float _tv)
{
x = v.x; y = v.y; z = v.z;
rhw = _rhw;
tu = _tu; tv = _tv;
}
enum
{
FVF_DIRVERTEX = (D3DFVF_XYZRHW|D3DFVF_TEX1)
};
}*LPDIRVERTEX;
BOOL Keyboard(UINT nScanCode,WPARAM wParam,LPARAM lParam)
{
return theApp.LockKeyboard(nScanCode,wParam,lParam);
}
HeaderIn3D::HeaderIn3D()
{
this->m_dyCamera = NULL;
this->m_dyOctree = NULL;
this->m_dyMapMesh = NULL;
this->m_dySampFont = NULL;
this->m_dyConsole = NULL;
this->m_Direction = 0;
this->m_DirVB = 0;
this->m_dyFPS = 0;
}
HeaderIn3D::~HeaderIn3D()
{
SAFE_DELETE(m_dyConsole);
SAFE_DELETE(m_dyCamera);
SAFE_DELETE(m_dyMapMesh);
SAFE_DELETE(m_dyOctree);
SAFE_DELETE(m_dySampFont);
SAFE_DELETE(m_dyFPS);
}
BOOL HeaderIn3D::InitializeOnFirstTime()
{
m_dyCamera = new CGE::MATRIX::CAMERA;
m_dyOctree = new CGE::CULLING::XOCTREE;
m_dyMapMesh = new CGE::MODEL::XFILE::XSKINMESH;
m_dyConsole = new CGE::INPUT::CONSOLE;
m_dySampFont = new CGE::FONT::EnFont;
m_dyFPS = new TIME::FPS;
return TRUE;
}
BOOL HeaderIn3D::InitializeEntironment()
{
HWND hWnd = D3DPARAMETER.hDeviceWindow;
m_dyConsole->Create();
m_dyConsole->CreateKeyboard();
m_dyConsole->SetKeyboardBehavior((VOID*)hWnd,DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_A,2,0),INPUT::HotKey(Keyboard,2,DIK_A));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_D,2,0),INPUT::HotKey(Keyboard,2,DIK_D));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_UP,2,0),INPUT::HotKey(Keyboard,2,DIK_UP));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_DOWN,2,0),INPUT::HotKey(Keyboard,2,DIK_DOWN));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_LEFT,2,0),INPUT::HotKey(Keyboard,2,DIK_LEFT));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_RIGHT,2,0),INPUT::HotKey(Keyboard,2,DIK_RIGHT));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_W,2,0),INPUT::HotKey(Keyboard,2,DIK_W));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_S,2,0),INPUT::HotKey(Keyboard,2,DIK_S));
m_dyConsole->CreateMouse();
m_dyConsole->SetMouseBehavior(hWnd,DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
m_dyCamera->MatrixLookAt(D3DXVECTOR3(0,100,0),D3DXVECTOR3(0,100,1),D3DXVECTOR3(0,1,0));
m_dyOctree->SetMaxTriangle(32);
m_dyOctree->SetMaxNodeSize(1);
m_dyMapMesh->SetMediaFilePath(_T("DATA\\"));
m_dyMapMesh->ReadMeshHierarchy(_T("DATA\\WORLD.x"),DEVICE,D3DXMESH_VB_SYSTEMMEM );
MODEL::XFILE::Mesh * pMesh = m_dyMapMesh->GetRootFrame()->m_pMeshList;
m_dyOctree->m_vMaterials.resize(pMesh->m_cMaterials);
m_dyOctree->m_vTextures.resize(pMesh->m_cMaterials);
m_dyOctree->m_vMarshals.resize(pMesh->m_cMaterials);
memcpy((PVOID)m_dyOctree->m_vMaterials.begin(),(PVOID)pMesh->m_rgMaterials,
sizeof(D3DMATERIAL8)*pMesh->m_cMaterials);
memcpy((PVOID)m_dyOctree->m_vTextures.begin(),(PVOID)pMesh->m_pTextures,
sizeof(LPDIRECT3DTEXTURE8)*pMesh->m_cMaterials);
m_dyOctree->SetSceneDimensions(pMesh->m_pMesh,pMesh->m_vMin,pMesh->m_vMax);
for (LONG i = 0; i < m_dyOctree->m_vMarshals.size(); ++i)
{
if ( m_dyOctree->m_vMarshals[i].m_NumOfTri )
DEVICE->CreateVertexBuffer(m_dyOctree->m_vsOfMesh * m_dyOctree->m_vMarshals[i].m_NumOfTri * 3, 0,
m_dyOctree->m_OddSceneMesh->GetFVF(), D3DPOOL_MANAGED, &m_dyOctree->m_vMarshals[i].m_pVB);
}
m_dyOctree->m_ParentNode = new CULLING::XOCTREE::Node;
m_dyOctree->CreateSceneNode(m_dyOctree->m_ParentNode,D3DXVECTOR3(0,0,0),m_dyOctree->m_fSceneDimension);
m_dySampFont->SetEnFont(DEVICE,"Arial",16,100,0,0);
return TRUE;
}
BOOL HeaderIn3D::SetfreeEntironment()
{
SAFE_RELEASE(m_Direction);
SAFE_RELEASE(m_DirVB);
m_dySampFont->SetfreeContext();
return TRUE;
}
BOOL HeaderIn3D::AfreshEntironment()
{
HRESULT hr;
SCENE::SetPixelFog(DEVICE,0xFFFFFFFF,D3DFOG_EXP2,0,0,0.001f);
DEVICE->SetTransform( D3DTS_PROJECTION,&m_dyCamera->MatrixPerspectiveFovLH(D3DX_PI/4,
(FLOAT)BackBufferWidth()/BackBufferHeight(),1.0f,20000.0f));
DEVICE->SetRenderState( D3DRS_ZENABLE, 2);
DEVICE->SetRenderState( D3DRS_LIGHTING,FALSE);
DEVICE->SetRenderState( D3DRS_CULLMODE,D3DCULL_NONE);
DEVICE->SetTextureStageState(0,D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
DEVICE->SetTextureStageState(0,D3DTSS_MINFILTER, D3DTEXF_LINEAR);
DEVICE->SetTextureStageState(0,D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
hr = D3DXCreateTextureFromFileEx(DEVICE, "DIRECTION.JPG",
D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_A1R5G5B5,
D3DPOOL_DEFAULT, D3DX_FILTER_TRIANGLE, D3DX_FILTER_TRIANGLE,
D3DCOLOR_RGBA(0,0,0,255), NULL, NULL, &m_Direction);
if (FAILED(hr)) return FALSE;
hr = DEVICE->CreateVertexBuffer(4 * sizeof(DIRVERTEX),0,0,D3DPOOL_DEFAULT,&m_DirVB);
if (FAILED(hr)) return FALSE;
LPDIRVERTEX dir;
hr = m_DirVB->Lock(0,0,(BYTE**)&dir,0);
if (FAILED(hr)) return FALSE;
dir[0] = DIRVERTEX(D3DXVECTOR3(HELPCOORD_X,HELPCOORD_Y,0.9f),1.0f,0,0);
dir[1] = DIRVERTEX(D3DXVECTOR3(HELPCOORD_X + 128,HELPCOORD_Y,0.9f),1.0f,1,0);
dir[2] = DIRVERTEX(D3DXVECTOR3(HELPCOORD_X,HELPCOORD_Y + 128,0.9f),1.0f,0,1);
dir[3] = DIRVERTEX(D3DXVECTOR3(HELPCOORD_X + 128,HELPCOORD_Y + 128,0.9f),1.0f,1,1);
hr = m_DirVB->Unlock();
if (FAILED(hr)) return FALSE;
m_dySampFont->CreateContext(DEVICE);
return TRUE;
}
BOOL HeaderIn3D::CheckFrameInMove()
{
m_dyConsole->UpdateKeyboard();
m_dyConsole->UpdateMouse();
m_dyCamera->MatrixRotationAxis(-INPUT::CONSOLE::m_MouseDeltaY/500.0f,0);
m_dyCamera->MatrixRotationAxis(0,INPUT::CONSOLE::m_MouseDeltaX/500.0f);
D3DXVECTOR3 vCameraPos;
vCameraPos = m_dyCamera->EyeAt();
m_dyOctree->CollisionDetection(vCameraPos,vRadiusVector,vGravity,1.0f,0.0f);
m_dyCamera->LayAt(vCameraPos);
m_dyFPS->Limit(40);
m_dyFPS->Refresh();
return TRUE;
}
LRESULT HeaderIn3D::DefineUserMsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
return Behavior::DefineUserMsgProc(hWnd,msg,wParam,lParam);
}
BOOL HeaderIn3D::DrawEntironment()
{
DEVICE->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_COLORVALUE(0.0f, 0.0f, 0.0f, 1.0f), 1.0f, 0 );
if(SUCCEEDED(DEVICE->BeginScene()))
{
DEVICE->SetTransform(D3DTS_VIEW,&m_dyCamera->MatrixLookAtLH());
m_dyOctree->NodeInScene(DEVICE,0);
DEVICE->SetRenderState(D3DRS_ALPHABLENDENABLE ,TRUE);
DEVICE->SetTexture(0,m_Direction);
DEVICE->SetRenderState(D3DRS_SRCBLEND ,D3DBLEND_SRCALPHA);
DEVICE->SetRenderState(D3DRS_DESTBLEND ,D3DBLEND_ONE);
DEVICE->SetStreamSource(0,m_DirVB,sizeof(DIRVERTEX));
DEVICE->SetVertexShader(DIRVERTEX::FVF_DIRVERTEX);
DEVICE->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
DEVICE->SetRenderState(D3DRS_SRCBLEND ,D3DBLEND_ONE);
DEVICE->SetRenderState(D3DRS_DESTBLEND ,D3DBLEND_ZERO);
DEVICE->SetRenderState(D3DRS_ALPHABLENDENABLE ,FALSE);
DEVICE->SetTexture(0,0);
TCHAR strRate[64];
sprintf(strRate,"Limit FPS:40.0 Current FPS:%4.1f",m_dyFPS->GetFPS());
m_dySampFont->BeginTextOut();
m_dySampFont->Text2DOut(m_strAdapterInfo,2,2,D3DCOLOR_RGBA(250,128,128,255));
m_dySampFont->Text2DOut(strRate,2,200,D3DCOLOR_RGBA(250,128,128,255));
m_dySampFont->EndTextOut();
DEVICE->EndScene();
}
DEVICE->Present(0,0,0,0);
return TRUE;
}
BOOL HeaderIn3D::CleanupLastTime()
{
m_bActive = FALSE;
m_bReady = FALSE;
SAFE_RELEASE(m_Direction);
SAFE_RELEASE(m_DirVB);
m_dySampFont->SetfreeContext();
return TRUE;
}
BOOL HeaderIn3D::LockKeyboard(UINT nScanCode, WPARAM wParam, LPARAM lParam)
{
D3DXVECTOR3 vCameraPos;
D3DXVECTOR3 vVelocity,vView,vXZ;
switch(nScanCode)
{
case DIK_W:
D3DXVec3Subtract(&vView,&m_dyCamera->LookAt(),&m_dyCamera->EyeAt());
D3DXVec3Normalize(&vView,&vView);
vVelocity = vView * SPEED;
vVelocity.y = 0;
vCameraPos = m_dyCamera->EyeAt();
if ( m_dyOctree->CollisionDetection(vCameraPos,vRadiusVector,vVelocity,0.0f,0.0f) )
{
m_dyCamera->LayAt(vCameraPos);
}
else
{
m_dyCamera->MatrixTranslateZAxis(SPEED);
m_dyCamera->MatrixTranslateXAxis(SPEED);
}
break;
case DIK_S:
D3DXVec3Subtract(&vView,&m_dyCamera->LookAt(),&m_dyCamera->EyeAt());
D3DXVec3Normalize(&vView,&vView);
vVelocity = vView * (-SPEED);
vVelocity.y = 0;
vCameraPos = m_dyCamera->EyeAt();
if ( m_dyOctree->CollisionDetection(vCameraPos,vRadiusVector,vVelocity,0.0f,0.0f) )
{
m_dyCamera->LayAt(vCameraPos);
}
else
{
m_dyCamera->MatrixTranslateZAxis(-SPEED);
m_dyCamera->MatrixTranslateXAxis(-SPEED);
}
break;
case DIK_LEFT:
m_dyCamera->MatrixRotationAxis(0.0f,-D3DXToRadian(2));
break;
case DIK_RIGHT:
m_dyCamera->MatrixRotationAxis(0.0f,D3DXToRadian(2));
break;
case DIK_UP:
m_dyCamera->MatrixRotationAxis(D3DXToRadian(2),0.0f);
break;
case DIK_DOWN:
m_dyCamera->MatrixRotationAxis(-D3DXToRadian(2),0.0f);
break;
case DIK_A:
D3DXVec3Subtract(&vView,&m_dyCamera->LookAt(),&m_dyCamera->EyeAt());
D3DXVec3Cross(&vXZ,&vView,&m_dyCamera->UpAt());
D3DXVec3Normalize(&vXZ,&vXZ);
vVelocity = vXZ * SPEED;
vCameraPos = m_dyCamera->EyeAt();
if ( m_dyOctree->CollisionDetection(vCameraPos,vRadiusVector,vVelocity,0.0f,0.0f) )
{
m_dyCamera->LayAt(vCameraPos);
}
else
{
m_dyCamera->MatrixTranslateXZAxis(SPEED);
}
break;
case DIK_D:
D3DXVec3Subtract(&vView,&m_dyCamera->LookAt(),&m_dyCamera->EyeAt());
D3DXVec3Cross(&vXZ,&vView,&m_dyCamera->UpAt());
D3DXVec3Normalize(&vXZ,&vXZ);
vVelocity = vXZ * (-SPEED);
vCameraPos = m_dyCamera->EyeAt();
if ( m_dyOctree->CollisionDetection(vCameraPos,vRadiusVector,vVelocity,0.0f,0.0f) )
{
m_dyCamera->LayAt(vCameraPos);
}
else
{
m_dyCamera->MatrixTranslateXZAxis(-SPEED);
}
break;
default: break;
}
return TRUE;
}
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