Sphere.cpp
上传用户:whgydz
上传日期:2007-01-12
资源大小:2259k
文件大小:7k
- // Sphere.cpp: implementation of the CSphere class.
- //
- //////////////////////////////////////////////////////////////////////
- #include "Sphere.h"
- //////////////////////////////////////////////////////////////////////
- // Construction/Destruction
- //////////////////////////////////////////////////////////////////////
- CSphere::CSphere(LPDIRECT3DDEVICE8 pD3DDevice, int nRings, int nSegments)
- {
- m_pD3DDevice = pD3DDevice;
- m_pVertexBuffer = NULL;
- m_pIndexBuffer = NULL;
- m_pTexture = NULL;
-
- m_nRings = nRings;
- m_nSegments = nSegments;
- //Setup counts for this object
- m_dwNumOfVertices = (m_nRings + 1) * (m_nSegments + 1);
- m_dwNumOfIndices = 2 * m_nRings * (m_nSegments + 1);
- m_dwNumOfPolygons = m_dwNumOfIndices - 2;
- //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>Sphere created OK");
- return;
- }
- }
- }
- LogError("<li>Sphere failed to create");
- }
- CSphere::~CSphere()
- {
- SafeRelease(m_pTexture);
- SafeRelease(m_pIndexBuffer);
- SafeRelease(m_pVertexBuffer);
- LogInfo("<li>Sphere destroyed OK");
- }
- DWORD CSphere::Render()
- {
- m_pD3DDevice->SetStreamSource(0, m_pVertexBuffer, sizeof(SPHERE_CUSTOMVERTEX));
- m_pD3DDevice->SetVertexShader(SPHERE_D3DFVF_CUSTOMVERTEX);
- if(m_pTexture != 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_pTexture);
- 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 index buffer
- m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_dwNumOfVertices, 0, m_dwNumOfPolygons);
-
- m_pD3DDevice->SetTexture(0, 0);
- m_pD3DDevice->SetStreamSource(0, 0, 0);
- m_pD3DDevice->SetIndices(0, 0);
- //Return the number of polygons rendered
- return m_dwNumOfPolygons;
- }
- bool CSphere::CreateVertexBuffer()
- {
- //Create the vertex buffer from our device.
- if(FAILED(m_pD3DDevice->CreateVertexBuffer(m_dwNumOfVertices * sizeof(SPHERE_CUSTOMVERTEX),
- 0, SPHERE_D3DFVF_CUSTOMVERTEX,
- D3DPOOL_DEFAULT, &m_pVertexBuffer)))
- {
- LogError("<li>CSphere: Unable to create vertex buffer.");
- return false;
- }
- return true;
- }
- bool CSphere::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>CSphere: Unable to create index buffer.");
- return false;
- }
- return true;
- }
- bool CSphere::UpdateVertices()
- {
- //Code adapted from a sample by "Laurent" posted on the GameDev.net DirectX forum
- //http://www.gamedev.net/community/forums/topic.asp?topic_id=85779
- WORD* pIndices;
- SPHERE_CUSTOMVERTEX* pVertex;
- WORD wVertexIndex = 0;
- int nCurrentRing;
- int nCurrentSegment;
- D3DXVECTOR3 vNormal;
- //Lock the vertex buffer
- if(FAILED(m_pVertexBuffer->Lock(0, 0, (BYTE**)&pVertex, 0)))
- {
- LogError("<li>CSphere: Unable to lock vertex buffer.");
- return false;
- }
- //Lock the index buffer
- if(FAILED(m_pIndexBuffer->Lock(0, m_dwNumOfIndices, (BYTE**)&pIndices, 0)))
- {
- LogError("<li>CSphere: Unable to lock index buffer.");
- return false;
- }
- //Establish constants used in sphere generation
- FLOAT rDeltaRingAngle = (D3DX_PI / m_nRings);
- FLOAT rDeltaSegAngle = (2.0f * D3DX_PI / m_nSegments);
- //Generate the group of rings for the sphere
- for(nCurrentRing = 0; nCurrentRing < m_nRings + 1; nCurrentRing++)
- {
- FLOAT r0 = sinf(nCurrentRing * rDeltaRingAngle);
- FLOAT y0 = cosf(nCurrentRing * rDeltaRingAngle);
- //Generate the group of segments for the current ring
- for(nCurrentSegment = 0; nCurrentSegment < m_nSegments + 1; nCurrentSegment++)
- {
- FLOAT x0 = r0 * sinf(nCurrentSegment * rDeltaSegAngle);
- FLOAT z0 = r0 * cosf(nCurrentSegment * rDeltaSegAngle);
- vNormal.x = x0;
- vNormal.y = y0;
- vNormal.z = z0;
-
- D3DXVec3Normalize(&vNormal, &vNormal);
- //Add one vertex to the strip which makes up the sphere
- pVertex->x = x0;
- pVertex->y = y0;
- pVertex->z = z0;
- pVertex->nx = vNormal.x;
- pVertex->ny = vNormal.y;
- pVertex->nz = vNormal.z;
- pVertex->tu = 1.0f - ((FLOAT)nCurrentSegment / (FLOAT)m_nSegments);
- pVertex->tv = (FLOAT)nCurrentRing / (FLOAT)m_nRings;
- pVertex++;
-
- //Add two indices except for the last ring
- if(nCurrentRing != m_nRings)
- {
- *pIndices = wVertexIndex;
- pIndices++;
-
- *pIndices = wVertexIndex + (WORD)(m_nSegments + 1);
- pIndices++;
-
- wVertexIndex++;
- }
- }
- }
- if(FAILED(m_pIndexBuffer->Unlock()))
- {
- LogError("<li>CSphere: Unable to unlock index buffer.");
- return false;
- }
- if(FAILED(m_pVertexBuffer->Unlock()))
- {
- LogError("<li>CSphere: Unable to unlock vertex buffer.");
- return false;
- }
- return true;
- }
- bool CSphere::SetTexture(const char *szTextureFilePath)
- {
- if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice, szTextureFilePath, &m_pTexture)))
- {
- return false;
- }
- return true;
- }
- bool CSphere::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;
- }