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📄 ch11p2_fireclass.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
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/*
#############################################################################

  Ch11p2_FireClass.cpp: a program that wraps the fire algo up into a handy
  C++ class.
  
#############################################################################
*/

// include files ////////////////////////////////////////////////////////////
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch11p2_resource.h"
#include "Ch11p2_TextureFire.h"

// A structure for our custom vertex type. 
struct CUSTOMVERTEX
{
  D3DXVECTOR3 position; // The position
  D3DCOLOR    color;    // The color
  FLOAT       tu, tv;   // The texture coordinates
};

const int TEXTURESIZE = 128; // size of the fire texture

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)

//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the 
//       generic functionality needed in all Direct3D samples. CMyD3DApplication 
//       adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
  // Font for drawing text
  CD3DFont* m_pFont;
  CD3DFont* m_pFontSmall;

  // Scene
  LPDIRECT3DVERTEXBUFFER8 m_pVB;
  DWORD        m_dwNumVertices;
  
  // Fire Class
  CTextureFire m_Fire;

protected:
  HRESULT OneTimeSceneInit();
  HRESULT InitDeviceObjects();
  HRESULT RestoreDeviceObjects();
  HRESULT InvalidateDeviceObjects();
  HRESULT DeleteDeviceObjects();
  HRESULT FinalCleanup();
  HRESULT Render();
  HRESULT FrameMove();
  HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
  LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );

public:
  CMyD3DApplication();
};

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
//       message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
  CMyD3DApplication d3dApp;

  if( FAILED( d3dApp.Create( hInst ) ) )
    return 0;

  return d3dApp.Run();
}

//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
  m_strWindowTitle    = _T("Ch11p2_FireClass");
  m_bUseDepthBuffer   = TRUE;

  m_pFont            = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
  m_pFontSmall       = new CD3DFont( _T("Arial"),  9, D3DFONT_BOLD );
  m_pVB              = NULL;
  m_dwNumVertices    = 6;
}

//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
//       permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
//       the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
  FLOAT fSecsPerFrame = m_fElapsedTime;

  // process the fire
  m_Fire.FrameMove();

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
//       rendering. This function sets up render states, clears the
//       viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
  // Clear the backbuffer
  m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                       0x000000, 1.0f, 0L );
  
  if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
  {
    // draw our quad
    m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(CUSTOMVERTEX) );
    m_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
    m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );

    // Output statistics
    m_pFont->DrawText( 2,  0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
    m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
    
    // End the scene.
    m_pd3dDevice->EndScene();
  }

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
  m_pFont->InitDeviceObjects( m_pd3dDevice );
  m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
  m_Fire.InitDeviceObjects( m_pd3dDevice, 128 );
  

  // unremark out one of the following lines to change the color of the
  // fire.
  m_Fire.LoadPaletteFromBMP("Ch11p2_GreenFirePalette.bmp");
  //m_Fire.LoadPaletteFromBMP("Ch11p2_FirePalette.bmp");
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
  HRESULT hr;

  m_pFont->RestoreDeviceObjects();
  m_pFontSmall->RestoreDeviceObjects();
  m_Fire.RestoreDeviceObjects();

  // Setup render states
  m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
  m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

  // Create vertex buffer
  {
    CUSTOMVERTEX* pVertices;

    if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX),
                                                       0, D3DFVF_CUSTOMVERTEX,
                                                       D3DPOOL_MANAGED, &m_pVB ) ) )
      return hr;

    if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(CUSTOMVERTEX), (BYTE**)&pVertices, 0 ) ) )
      return hr;

    // first triangle
    pVertices[0].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
    pVertices[0].color    = 0xffffffff;
    pVertices[0].tu       = 0.0f;
    pVertices[0].tv       = 0.0f;

    pVertices[1].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
    pVertices[1].color    = 0xffffffff;
    pVertices[1].tu       = 1.0f;
    pVertices[1].tv       = 0.0f;

    pVertices[2].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
    pVertices[2].color    = 0xffffffff;
    pVertices[2].tu       = 1.0f;
    pVertices[2].tv       = 1.0f;

    // second triangle
    pVertices[3].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
    pVertices[3].color    = 0xffffffff;
    pVertices[3].tu       = 0.0f;
    pVertices[3].tv       = 0.0f;

    pVertices[4].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
    pVertices[4].color    = 0xffffffff;
    pVertices[4].tu       = 1.0f;
    pVertices[4].tv       = 1.0f;

    pVertices[5].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f);
    pVertices[5].color    = 0xffffffff;
    pVertices[5].tu       = 0.0f;
    pVertices[5].tv       = 1.0f;

    if( FAILED( hr = m_pVB->Unlock() ) )
      return hr;
  }

  // Set up an orthagonal projection matrix, so we can render the entire
  // texture.
  D3DXMATRIX mat;
  D3DXMatrixOrthoLH(&mat, (float)TEXTURESIZE, (float)TEXTURESIZE, 
    0.0, 100.0);
  m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );

  // this world matrix, combined with orthogonal projection, causes the 
  // texture to completely and exactly fill the rendering surface.
  D3DXMATRIX matWorld,matTrans,matScale;
  D3DXMatrixScaling(&matScale, (float)TEXTURESIZE/2.0f, (float)TEXTURESIZE/2.0f, 1.0);

  // move the quad left and up 0.5 units, so that the texels are perfectly
  // centered on the screen pixels.
  D3DXMatrixMultiply(&matWorld, &matScale, D3DXMatrixTranslation(&matTrans, -0.5f, -0.5f, 0));

  // our matrix is now finished.  Tell D3D to use it!
  m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

  m_Fire.SetupTextureStages();

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
  m_pFont->InvalidateDeviceObjects();
  m_pFontSmall->InvalidateDeviceObjects();
  m_Fire.InvalidateDeviceObjects();

  SAFE_RELEASE( m_pVB );
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
  m_pFont->DeleteDeviceObjects();
  m_pFontSmall->DeleteDeviceObjects();
  m_Fire.DeleteDeviceObjects();
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
//       to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
  SAFE_DELETE( m_pFont );
  SAFE_DELETE( m_pFontSmall );
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
//       for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
                                          D3DFORMAT Format )
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                                    LPARAM lParam )
{
  // Pass remaining messages to default handler
  return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}

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