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📄 ch11p1_simplefire.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
📖 第 1 页 / 共 2 页
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  if (FAILED(hr = m_pTexture->LockRect(0, &lockedrect, NULL, 0))) return(hr);
  
  // our texture surface is now locked, and we can use the pitch to traverse it.
  unsigned char *pSurfBits = static_cast<unsigned char *>(lockedrect.pBits);
  
  int index=0;
  for (int y=0; y < TEXTURESIZE; y++) {
    for (int x=0; x < TEXTURESIZE; x++) {
      // the fire value at this position determines the color of this texel
      pSurfBits[index++] = m_Palette[m_pFireActive[(y*TEXTURESIZE)+x]].peBlue; // blue
      pSurfBits[index++] = m_Palette[m_pFireActive[(y*TEXTURESIZE)+x]].peGreen; // green
      pSurfBits[index++] = m_Palette[m_pFireActive[(y*TEXTURESIZE)+x]].peRed; // red
      pSurfBits[index++] = m_Palette[m_pFireActive[(y*TEXTURESIZE)+x]].peFlags; // alpha
    }
    // next line
    index += lockedrect.Pitch - (TEXTURESIZE*4);
  }

  // unlock texture surface
  if (FAILED(hr = m_pTexture->UnlockRect(0))) return(hr);

  // Now that our fire texture's updated, we can begin rendering the scene
  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 );
    m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,0), m_strTextureSurfFormat );

    // 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 );
  return S_OK;
}

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

  m_pFont->RestoreDeviceObjects();
  m_pFontSmall->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;
  }

  // clear fire memory
  memset(m_cFireField, 0, TEXTURESIZE*TEXTURESIZE);
  ::ZeroMemory(m_cFireField2, TEXTURESIZE*TEXTURESIZE);
  
  // setup fire buffers
  m_pFireActive = m_cFireField;
  m_pFireScratch = m_cFireField2;

  // create fire texture
  {
    if (FAILED(hr = D3DXCreateTexture(m_pd3dDevice, TEXTURESIZE, TEXTURESIZE, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_pTexture))) return(hr);
    //if (FAILED(hr = D3DXCreateTextureFromFile(m_pd3dDevice, "Ch8p1_Brick.bmp", &m_pTexture))) return(hr);

    LPDIRECT3DSURFACE8 pSurf;

    if (FAILED(hr = m_pTexture->GetSurfaceLevel(0, &pSurf))) return(hr);
    
    // get the texture's surface format, and store that in our variable for later display.
    D3DSURFACE_DESC surfdesc;
    pSurf->GetDesc(&surfdesc);

    strcpy(m_strTextureSurfFormat, SurfFormatToString(surfdesc.Format));

    SAFE_RELEASE(pSurf);
  }

  // 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 );


  // set our fire texture active...
  m_pd3dDevice->SetTexture( 0, m_pTexture );

  // set up our texture stages for a simple texture copy...
  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 );

  // turning on linear filtering for our fire texture really helps out with
  // the image quality.
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
  m_pFont->InvalidateDeviceObjects();
  m_pFontSmall->InvalidateDeviceObjects();
  SAFE_RELEASE( m_pVB );
  SAFE_RELEASE( m_pTexture );
  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();
  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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