Cone.cpp
上传用户:whgydz
上传日期:2007-01-12
资源大小:2259k
文件大小:9k
- // 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);
- }
- 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;
- }