cone.cpp
来自「对游戏编程感兴趣的 朋友可以 下载下来看看 对DX讲解的很很详细」· C++ 代码 · 共 316 行
CPP
316 行
// Cone.cpp: implementation of the CCone class.
//
//////////////////////////////////////////////////////////////////////
#include "Cone.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CCone::CCone(LPDIRECT3DDEVICE8 pD3DDevice, float rHeight, float rRadius, int nSegments)
{
m_pD3DDevice = pD3DDevice;
m_pVertexBuffer = NULL;
m_pSideTexture = NULL;
m_pEndTexture = NULL;
m_rHeight = rHeight;
m_rRadius = rRadius;
m_nSegments = nSegments;
//Setup counts for this object
m_dwNumOfVertices = (m_nSegments * 3) + 2;
m_dwNumOfIndices = m_nSegments * 3;
m_dwNumOfSidePolygons = m_nSegments;
m_dwNumOfEndPolygons = m_nSegments;
//Set material default values (R, G, B, A)
D3DCOLORVALUE rgbaDiffuse = {1.0, 1.0, 1.0, 0.0,};
D3DCOLORVALUE rgbaAmbient = {1.0, 1.0, 1.0, 0.0,};
D3DCOLORVALUE rgbaSpecular = {0.0, 0.0, 0.0, 0.0,};
D3DCOLORVALUE rgbaEmissive = {0.0, 0.0, 0.0, 0.0,};
SetMaterial(rgbaDiffuse, rgbaAmbient, rgbaSpecular, rgbaEmissive, 0);
//Initialize Vertex Buffer
if(CreateVertexBuffer())
{
if(CreateIndexBuffer())
{
if(UpdateVertices())
{
LogInfo("<li>Cone created OK");
return;
}
}
}
LogError("<li>Cone failed to create");
}
CCone::~CCone()
{
SafeRelease(m_pSideTexture);
SafeRelease(m_pEndTexture);
SafeRelease(m_pIndexBuffer);
SafeRelease(m_pVertexBuffer);
LogInfo("<li>Cone destroyed OK");
}
DWORD CCone::Render()
{
m_pD3DDevice->SetStreamSource(0, m_pVertexBuffer, sizeof(CONE_CUSTOMVERTEX));
m_pD3DDevice->SetVertexShader(CONE_D3DFVF_CUSTOMVERTEX);
//Select the side texture
if(m_pSideTexture != NULL)
{
//A texture has been set. We want our texture to be shaded based
//on the current light levels, so used D3DTOP_MODULATE.
m_pD3DDevice->SetTexture(0, m_pSideTexture);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
else
{
//No texture has been set
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
}
//Select the material to use
m_pD3DDevice->SetMaterial(&m_matMaterial);
//Select index buffer
m_pD3DDevice->SetIndices(m_pIndexBuffer, 0);
//Render polygons from vertex buffer - Sides
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, (m_nSegments * 3), 0, m_dwNumOfSidePolygons);
m_pD3DDevice->SetTexture(0, 0);
m_pD3DDevice->SetIndices(0, 0);
//Select the end texture
if(m_pEndTexture != NULL)
{
//A texture has been set. We want our texture to be shaded based
//on the current light levels, so used D3DTOP_MODULATE.
m_pD3DDevice->SetTexture(0, m_pEndTexture);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
}
else
{
//No texture has been set
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
}
//Render polygons from vertex buffer - End
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, (m_nSegments * 2), m_dwNumOfEndPolygons);
m_pD3DDevice->SetTexture(0, 0);
m_pD3DDevice->SetStreamSource(0, 0, 0);
//Return the number of polygons rendered
return m_dwNumOfSidePolygons + m_dwNumOfEndPolygons;
}
bool CCone::CreateVertexBuffer()
{
//Create the vertex buffer from our device.
if(FAILED(m_pD3DDevice->CreateVertexBuffer(m_dwNumOfVertices * sizeof(CONE_CUSTOMVERTEX),
0, CONE_D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &m_pVertexBuffer)))
{
LogError("<li>CCone: Unable to create vertex buffer.");
return false;
}
return true;
}
bool CCone::CreateIndexBuffer()
{
//Create the index buffer from our device
if(FAILED(m_pD3DDevice->CreateIndexBuffer(m_dwNumOfIndices * sizeof(WORD),
0, D3DFMT_INDEX16, D3DPOOL_MANAGED,
&m_pIndexBuffer)))
{
LogError("<li>CCone: Unable to create index buffer.");
return false;
}
return true;
}
bool CCone::UpdateVertices()
{
CONE_CUSTOMVERTEX* pVertex;
WORD* pIndices;
WORD wVertexIndex = 0;
int nCurrentSegment;
//Lock the vertex buffer
if(FAILED(m_pVertexBuffer->Lock(0, 0, (BYTE**)&pVertex, 0)))
{
LogError("<li>CCone: Unable to lock vertex buffer.");
return false;
}
//Lock the index buffer
if(FAILED(m_pIndexBuffer->Lock(0, m_dwNumOfIndices, (BYTE**)&pIndices, 0)))
{
LogError("<li>CCone: Unable to lock index buffer.");
return false;
}
float rDeltaSegAngle = (2.0f * D3DX_PI / m_nSegments);
float rSegmentLength = 1.0f / (float)m_nSegments;
float ny0 = (90.0f - (float)D3DXToDegree(atan(m_rHeight / m_rRadius))) / 90.0f;
//For each segment, add a triangle to the sides triangle list
for(nCurrentSegment = 0; nCurrentSegment < m_nSegments; nCurrentSegment++)
{
float x0 = m_rRadius * sinf(nCurrentSegment * rDeltaSegAngle);
float z0 = m_rRadius * cosf(nCurrentSegment * rDeltaSegAngle);
pVertex->x = 0.0f;
pVertex->y = 0.0f + (m_rHeight / 2.0f);
pVertex->z = 0.0f;
pVertex->nx = x0;
pVertex->ny = ny0;
pVertex->nz = z0;
pVertex->tu = 1.0f - (rSegmentLength * (float)nCurrentSegment);
pVertex->tv = 0.0f;
pVertex++;
pVertex->x = x0;
pVertex->y = 0.0f - (m_rHeight / 2.0f);
pVertex->z = z0;
pVertex->nx = x0;
pVertex->ny = ny0;
pVertex->nz = z0;
pVertex->tu = 1.0f - (rSegmentLength * (float)nCurrentSegment);
pVertex->tv = 1.0f;
pVertex++;
//Set three indices (1 triangle) per segment
*pIndices = wVertexIndex;
pIndices++;
wVertexIndex++;
*pIndices = wVertexIndex;
pIndices++;
wVertexIndex += 2;
if(nCurrentSegment == m_nSegments - 1)
{
*pIndices = 1;
pIndices++;
wVertexIndex--;
}
else
{
*pIndices = wVertexIndex;
pIndices++;
wVertexIndex--;
}
}
//Create the bottom triangle fan: Center vertex
pVertex->x = 0.0f;
pVertex->y = 0.0f - (m_rHeight / 2.0f);
pVertex->z = 0.0f;
pVertex->nx = 0.0f;
pVertex->ny = -1.0f;
pVertex->nz = 0.0f;
pVertex->tu = 0.5f;
pVertex->tv = 0.5f;
pVertex++;
//Create the bottom triangle fan: Edge vertices
for(nCurrentSegment = m_nSegments; nCurrentSegment >= 0; nCurrentSegment--)
{
float x0 = m_rRadius * sinf(nCurrentSegment * rDeltaSegAngle);
float z0 = m_rRadius * cosf(nCurrentSegment * rDeltaSegAngle);
pVertex->x = x0;
pVertex->y = 0.0f - (m_rHeight / 2.0f);
pVertex->z = z0;
pVertex->nx = 0.0f;
pVertex->ny = -1.0f;
pVertex->nz = 0.0f;
float tu0 = (0.5f * sinf(nCurrentSegment * rDeltaSegAngle)) + 0.5f;
float tv0 = (0.5f * cosf(nCurrentSegment * rDeltaSegAngle)) + 0.5f;
pVertex->tu = tu0;
pVertex->tv = tv0;
pVertex++;
}
if(FAILED(m_pVertexBuffer->Unlock()))
{
LogError("<li>CCone: Unable to unlock vertex buffer.");
return false;
}
if(FAILED(m_pIndexBuffer->Unlock()))
{
LogError("<li>CCone: Unable to unlock index buffer.");
return false;
}
return true;
}
bool CCone::SetSideTexture(const char *szTextureFilePath)
{
if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice, szTextureFilePath, &m_pSideTexture)))
{
return false;
}
return true;
}
bool CCone::SetEndTexture(const char *szTextureFilePath)
{
if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice, szTextureFilePath, &m_pEndTexture)))
{
return false;
}
return true;
}
bool CCone::SetMaterial(D3DCOLORVALUE rgbaDiffuse, D3DCOLORVALUE rgbaAmbient, D3DCOLORVALUE rgbaSpecular, D3DCOLORVALUE rgbaEmissive, float rPower)
{
//Set the RGBA for diffuse light reflected from this material.
m_matMaterial.Diffuse = rgbaDiffuse;
//Set the RGBA for ambient light reflected from this material.
m_matMaterial.Ambient = rgbaAmbient;
//Set the color and sharpness of specular highlights for the material.
m_matMaterial.Specular = rgbaSpecular;
m_matMaterial.Power = rPower;
//Set the RGBA for light emitted from this material.
m_matMaterial.Emissive = rgbaEmissive;
return true;
}
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