Cuboid.cpp
上传用户:whgydz
上传日期:2007-01-12
资源大小:2259k
文件大小:10k
- // Cuboid.cpp: implementation of the CCuboid class.
- //
- //////////////////////////////////////////////////////////////////////
- #include "Cuboid.h"
- #include <stdio.h>
- //////////////////////////////////////////////////////////////////////
- // Construction/Destruction
- //////////////////////////////////////////////////////////////////////
- CCuboid::CCuboid(LPDIRECT3DDEVICE8 pD3DDevice)
- {
- m_pD3DDevice = pD3DDevice;
- m_pVertexBuffer = NULL;
- m_pTexture = NULL;
- //Set a default size and position
- m_rWidth = 10.0;
- m_rHeight = 10.0;
- m_rDepth = 10.0;
- m_rX = 0.0;
- m_rY = 0.0;
- m_rZ = 0.0;
- //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(SUCCEEDED(CreateVertexBuffer()))
- {
- UpdateVertices();
- }
- }
- CCuboid::~CCuboid()
- {
- SafeRelease(m_pTexture);
- SafeRelease(m_pVertexBuffer);
- }
- bool CCuboid::Render()
- {
- m_pD3DDevice->SetStreamSource(0, m_pVertexBuffer, sizeof(CUBOID_CUSTOMVERTEX));
- m_pD3DDevice->SetVertexShader(CUBOID_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);
- }
- if(FAILED(m_pD3DDevice->SetMaterial(&m_matMaterial)))
- {
- //Set material failed
- OutputDebugString("SetMaterial Failed!n");
- }
-
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 12);
- return true;
- }
- HRESULT CCuboid::CreateVertexBuffer()
- {
- //Create the vertex buffer from our device.
- if(FAILED(m_pD3DDevice->CreateVertexBuffer(36 * sizeof(CUBOID_CUSTOMVERTEX),
- 0, CUBOID_D3DFVF_CUSTOMVERTEX,
- D3DPOOL_DEFAULT, &m_pVertexBuffer)))
- {
- return E_FAIL;
- }
- return S_OK;
- }
- D3DVECTOR CCuboid::GetTriangeNormal(D3DXVECTOR3* vVertex1, D3DXVECTOR3* vVertex2, D3DXVECTOR3* vVertex3)
- {
- D3DXVECTOR3 vNormal;
- D3DXVECTOR3 v1;
- D3DXVECTOR3 v2;
- D3DXVec3Subtract(&v1, vVertex2, vVertex1);
- D3DXVec3Subtract(&v2, vVertex3, vVertex1);
- D3DXVec3Cross(&vNormal, &v1, &v2);
- D3DXVec3Normalize(&vNormal, &vNormal);
- return vNormal;
- }
- bool CCuboid::UpdateVertices()
- {
- VOID* pVertices;
- D3DVECTOR vNormal;
- CUBOID_CUSTOMVERTEX cvVertices[] =
- {
- //Top Face
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,}, //Vertex 0
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 1
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 2
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,}, //Vertex 3
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 4
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 5
- //Face 1
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,}, //Vertex 6
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 7
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 8
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,}, //Vertex 9
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 10
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 11
- //Face 2
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,}, //Vertex 12
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 13
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 14
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,}, //Vertex 15
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 16
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 17
-
- //Face 3
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,}, //Vertex 18
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 19
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 20
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,}, //Vertex 21
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 22
- {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 23
- //Face 4
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,}, //Vertex 24
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 25
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 26
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,}, //Vertex 27
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 28
- {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 29
- //Bottom Face
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,}, //Vertex 30
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 31
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 32
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,}, //Vertex 33
- {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,}, //Vertex 34
- {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,}, //Vertex 35
- };
- //Set all vertex normals
- int i;
- CHAR DEBUG[255];
- for(i = 0; i < 36; i += 3)
- {
- vNormal = GetTriangeNormal(&D3DXVECTOR3(cvVertices[i].x, cvVertices[i].y, cvVertices[i].z), &D3DXVECTOR3(cvVertices[i + 1].x, cvVertices[i + 1].y, cvVertices[i + 1].z), &D3DXVECTOR3(cvVertices[i + 2].x, cvVertices[i + 2].y, cvVertices[i + 2].z));
- cvVertices[i].nx = vNormal.x;
- cvVertices[i].ny = vNormal.y;
- cvVertices[i].nz = vNormal.z;
- cvVertices[i + 1].nx = vNormal.x;
- cvVertices[i + 1].ny = vNormal.y;
- cvVertices[i + 1].nz = vNormal.z;
- cvVertices[i + 2].nx = vNormal.x;
- cvVertices[i + 2].ny = vNormal.y;
- cvVertices[i + 2].nz = vNormal.z;
- sprintf(DEBUG, "Vertices %d - %d: x = %f, y = %f, z = %fn", i, i + 2, vNormal.x, vNormal.y, vNormal.z);
- OutputDebugString(DEBUG);
- }
- //Get a pointer to the vertex buffer vertices and lock the vertex buffer
- if(FAILED(m_pVertexBuffer->Lock(0, sizeof(cvVertices), (BYTE**)&pVertices, 0)))
- {
- return false;
- }
- //Copy our stored vertices values into the vertex buffer
- memcpy(pVertices, cvVertices, sizeof(cvVertices));
- //Unlock the vertex buffer
- m_pVertexBuffer->Unlock();
- return true;
- }
- bool CCuboid::SetSize(float rWidth, float rHeight, float rDepth)
- {
- m_rWidth = rWidth;
- m_rHeight = rHeight;
- m_rDepth = rDepth;
- UpdateVertices();
- return true;
- }
- bool CCuboid::SetPosition(float x, float y, float z)
- {
- m_rX = x;
- m_rY = y;
- m_rZ = z;
- UpdateVertices();
- return true;
- }
- bool CCuboid::SetTexture(const char *szTextureFilePath)
- {
- if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice, szTextureFilePath, &m_pTexture)))
- {
- return false;
- }
- UpdateVertices();
- return true;
- }
- bool CCuboid::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;
- }