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📄 ch17p2_crunchtransition.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
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#include "Ch17p2_CrunchTransition.h"

CCrunchTransition::CCrunchTransition(LPDIRECT3DDEVICE8 pDev, LPDIRECT3DTEXTURE8 pOrigImage, 
                                         LPDIRECT3DTEXTURE8 pNewImage, int iNumTiles)
{
  m_pNewImage = pNewImage;
  m_pOrigImage = pOrigImage;
  m_pd3dDevice = pDev;
  m_fFadeTime = 0;
  m_iNumVertsX = iNumTiles+1;
  m_iNumVertsY = iNumTiles+1;
  
  // create vertex buffer for one quad
  if (FAILED(CreateQuad(&m_pVBQuad, D3DPOOL_MANAGED, 2, 0, pDev))) {
    throw("Error creating quad vertex buffer!");
  }
  
  // now create a quad-shaped mesh for the meting image
  CreateVertexGrid(&m_pVBMelt, &m_pIBMelt, D3DPOOL_MANAGED, 2, 0, m_iNumVertsX, m_iNumVertsY, m_pd3dDevice);

  SetDuration(100.0f);
}

void CCrunchTransition::SetDuration(const float data) 
{ 
  CTransition::SetDuration(data);
  m_FallSpeed.m_Min = 0.5f / m_fDuration;
  m_FallSpeed.m_Max = 3.5f / m_fDuration;
}

CCrunchTransition::~CCrunchTransition()
{
  SAFE_RELEASE(m_pVBQuad);
  SAFE_RELEASE(m_pVBMelt);
  SAFE_RELEASE(m_pIBMelt);
}

void CCrunchTransition::DoTransition(float fTransTime)
{
  m_fFadeTime += fTransTime;

  HRESULT hr;
  VERTEX_XYZ_DIFFUSE_TEX1* pVertices; 
 
  if( FAILED( hr = m_pVBMelt->Lock( 0, m_iNumVertsX*m_iNumVertsY*sizeof(VERTEX_XYZ_DIFFUSE_TEX1), 
      (BYTE**)&pVertices, 0 ) ) )
    return;

  float fTotalSize = 2.0f;
  float fSizeDiv2 = fTotalSize / 2.0f;
  for (int x=0; x < m_iNumVertsX; x++) {
    for (int y=0; y < m_iNumVertsY; y++) {
      D3DXVECTOR3 &v = pVertices[(y*m_iNumVertsX)+x].position;
      if (v.y <  0) v.y += m_FallSpeed.GetRandomNumInRange()*fTransTime;
      if (v.y == 0) v.y += m_FallSpeed.GetRandomNumInRange()*fTransTime * (rand() % 2 ? -1.0f : 1.0f);
      if (v.y >  0) v.y -= m_FallSpeed.GetRandomNumInRange()*fTransTime;
      if (v.x <  0) v.x += m_FallSpeed.GetRandomNumInRange()*fTransTime;
      if (v.x >  0) v.x -= m_FallSpeed.GetRandomNumInRange()*fTransTime;
      if (v.x == 0) v.x += m_FallSpeed.GetRandomNumInRange()*fTransTime * (rand() % 2 ? -1 : 1);
    }
  }
  if(FAILED(hr = m_pVBMelt->Unlock())) return;
}

void CCrunchTransition::DoRender(D3DXMATRIX mFinalScale)
{  
  m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);

  // set up our texture stages 
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );

  // no bilinear filtering!
  /*m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  */
  if (m_fFadeTime > 0.0f) {
    // set up texture stage states 
    m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
    m_pd3dDevice->SetTexture( 0, m_pNewImage);
  
    m_pd3dDevice->SetStreamSource(0, m_pVBQuad, sizeof(VERTEX_XYZ_DIFFUSE_TEX1));
    m_pd3dDevice->SetVertexShader(D3DFVF_XYZ_DIFFUSE_TEX1);
    m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
  }

  // set our texture active...
  m_pd3dDevice->SetTexture( 0, m_pOrigImage );
 
  // index mode
  m_pd3dDevice->SetIndices(m_pIBMelt, 0);
  
  // draw our mesh
  m_pd3dDevice->SetStreamSource( 0, m_pVBMelt, sizeof(VERTEX_XYZ_DIFFUSE_TEX1) );
  m_pd3dDevice->SetVertexShader( D3DFVF_XYZ_DIFFUSE_TEX1 );
  m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 
    m_iNumVertsX*m_iNumVertsY, 0, m_iNumVertsX*m_iNumVertsY*2);
}

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