📄 geometryapplication.h
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/***************************************************************
* GeometryApplication.h *
* *
* This file contains the header information for the class *
* derived from CHostApplication. This new class will *
* demonstrate the basics of geometry. For this file to *
* compile correctly, the path for the DX include files must be *
* added to your path. *
* *
* Changes: *
* * None *
***************************************************************/
#include "Application.h"
//Move the structure definition to the header so that the
//member functions can be defined.
struct GEOMETRY_VERTEX
{
float x, y, z;
float nx, ny, nz;
};
class CGeometryApplication : public CHostApplication
{
public:
void SetupDevice();
void RenderMesh();
BOOL LoadMesh();
//These functions initialize all of our vertices
BOOL CreateGeometry();
void DestroyGeometry();
void InitializeIndexed();
void InitializeList(GEOMETRY_VERTEX *pVertices);
void InitializeStrip(GEOMETRY_VERTEX *pVertices);
void InitializeFan(GEOMETRY_VERTEX *pVertices);
//This function handles lighting. Lighting will
//be explained more in later chapters.
void InitializeLights();
CGeometryApplication();
virtual ~CGeometryApplication();
BOOL FillVertexBuffer();
virtual BOOL PostInitialize();
virtual BOOL PreTerminate();
virtual BOOL PreReset();
virtual BOOL PostReset();
virtual void Render();
//The vertex buffer will hold the vertices for all of our
//triangles. The index buffer is used for the indexed
//primitives. The mesh object is our loaded .X file.
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
LPDIRECT3DINDEXBUFFER8 m_pIndexBuffer;
LPD3DXMESH m_pMesh;
//This is the basic material we will apply to all of our
//shapes.
D3DMATERIAL8 m_ShapeMaterial;
//This is the array of materials used by the mesh object
D3DMATERIAL8 *m_pMeshMaterials;
DWORD m_NumMaterials;
//These matrices are reusable transformation matrices
D3DXMATRIX m_WorldMatrix;
D3DXMATRIX m_ViewMatrix;
D3DXMATRIX m_ProjectionMatrix;
};
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