0001:
0002:
0003:
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0006:
0007:
0008:
0009: #define STRICT
0010:
0011:
0012: #include "main.h"
0013: #include "load.h"
0014:
0015:
0016: #define NUM_Y 1
0017: #define NUM_CIRCLE 32
0018: #define NUM_VERTICES ((NUM_Y+1)*(NUM_CIRCLE+1))
0019: #define NUM_INDICES_PERFACE (3*2)
0020: #define NUM_FACES (NUM_Y*NUM_CIRCLE)
0021: #define NUM_VERTICES_PERFACE 4
0022:
0023:
0024: #define FLOOR_SIZE (10.0f)
0025: #define FLOOR_UV (30.0f)
0026:
0027:
0028: typedef struct{
0029: float x,y,z;
0030: float tu0,tv0;
0031: } CylinderVertex;
0032: #define CYLINDER_VERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
0033:
0034: typedef struct {
0035: float x, y, z;
0036: float tu, tv;
0037: float xx, xy, xz;
0038: float sx, sy, sz;
0039: float tx, ty, tz;
0040: }FloorVertex;
0041:
0042: static DWORD dwDeclFloor[] = {
0043: D3DVSD_STREAM(0),
0044: D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3 ),
0045: D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2 ),
0046: D3DVSD_REG(3, D3DVSDT_FLOAT3 ),
0047: D3DVSD_REG(4, D3DVSDT_FLOAT3 ),
0048: D3DVSD_REG(5, D3DVSDT_FLOAT3 ),
0049: D3DVSD_END()
0050: };
0051:
0052:
0053:
0054:
0055: LPDIRECT3DVERTEXBUFFER8 pCylinderVB;
0056: LPDIRECT3DINDEXBUFFER8 pCylinderIB;
0057: LPDIRECT3DTEXTURE8 pCylinderTex;
0058:
0059: LPDIRECT3DVERTEXBUFFER8 pFloorVB;
0060: LPDIRECT3DINDEXBUFFER8 pFloorIB;
0061: LPDIRECT3DTEXTURE8 pFloorTex;
0062: LPDIRECT3DTEXTURE8 pNormalTex;
0063: DWORD hVertexShader=~0;
0064: DWORD hDiffuseShader=~0;
0065: DWORD hPixelShader=~0;
0066: BOOL gBgBump = true;
0067:
0068: void InitBg(LPDIRECT3DDEVICE8 lpD3DDev)
0069: {
0070:
0071:
0072:
0073:
0074: CylinderVertex *pDest;
0075: lpD3DDev->CreateVertexBuffer( NUM_VERTICES * sizeof(CylinderVertex),
0076: D3DUSAGE_WRITEONLY,
0077: CYLINDER_VERTEX, D3DPOOL_MANAGED,
0078: &pCylinderVB );
0079:
0080:
0081: WORD k=0;
0082: pCylinderVB->Lock ( 0, 0, (BYTE**)&pDest, 0 );
0083: float r = 10.0f;
0084: float h = 10.0f;
0085: for (DWORD i = 0; i <= NUM_CIRCLE; i++) {
0086: float theta = (2*PI*(float)i)/(float)NUM_CIRCLE;
0087: for (DWORD j = 0; j <= NUM_Y; j++) {
0088: pDest->x = r * (float)cos(theta);
0089: pDest->z = r * (float)sin(theta);
0090: pDest->y = h*((float)j/(float)NUM_Y-0.0f);
0091: pDest->tu0 = (float)i / (float)NUM_CIRCLE;
0092: pDest->tv0 = 1.0f-(float)j / (float)NUM_Y;
0093: pDest += 1;
0094: }
0095: }
0096: pCylinderVB->Unlock ();
0097:
0098:
0099:
0100: WORD *pIndex;
0101: lpD3DDev->CreateIndexBuffer( NUM_INDICES_PERFACE * NUM_FACES * sizeof(WORD),
0102: 0 ,
0103: D3DFMT_INDEX16, D3DPOOL_DEFAULT,
0104: &pCylinderIB );
0105: pCylinderIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0106: {
0107: for (WORD i = 0; i < NUM_CIRCLE; i++) {
0108: for (WORD j = 0; j < NUM_Y; j++) {
0109: *pIndex++ = j + 0 + (i+0) * (NUM_Y+1);
0110: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0111: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0112:
0113: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0114: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0115: *pIndex++ = j + 1 + (i+1) * (NUM_Y+1);
0116: }
0117: }
0118: }
0119: pCylinderIB->Unlock ();
0120:
0121: CTextureMgr::Load(lpD3DDev, "sky.bmp", &pCylinderTex);
0122:
0123:
0124:
0125:
0126:
0127: FloorVertex *pFloorDest;
0128: lpD3DDev->CreateVertexBuffer( 4 * sizeof(FloorVertex),
0129: D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
0130: &pFloorVB );
0131:
0132: {
0133: pFloorVB->Lock ( 0, 0, (BYTE**)&pFloorDest, 0 );
0134: for (DWORD i = 0; i < 4; i++) {
0135: pFloorDest->x = (i == 0 || i == 1)?(-FLOOR_SIZE):(+FLOOR_SIZE);
0136: pFloorDest->z = (i == 0 || i == 2)?(-FLOOR_SIZE):(+FLOOR_SIZE);
0137: pFloorDest->y = 0.0f;
0138: pFloorDest->tu = (i == 0 || i == 1)?0:FLOOR_UV;
0139: pFloorDest->tv = (i == 0 || i == 2)?0:FLOOR_UV;
0140: pFloorDest->sx = 1.0f;pFloorDest->sy = 0.0f;pFloorDest->sz = 0.0f;
0141: pFloorDest->tx = 0.0f;pFloorDest->ty = 0.0f;pFloorDest->tz = 1.0f;
0142: pFloorDest->xx = 0.0f;pFloorDest->xy = 1.0f;pFloorDest->xz = 0.0f;
0143: pFloorDest += 1;
0144: }
0145: pFloorVB->Unlock ();
0146: }
0147:
0148:
0149:
0150: lpD3DDev->CreateIndexBuffer( 6 * sizeof(WORD),
0151: 0,
0152: D3DFMT_INDEX16, D3DPOOL_MANAGED,
0153: &pFloorIB );
0154: pFloorIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0155: pIndex[0] = 0; pIndex[1] = 1; pIndex[2] = 2;
0156: pIndex[3] = 1; pIndex[4] = 3; pIndex[5] = 2;
0157: pFloorIB->Unlock ();
0158:
0159: CTextureMgr::Load(lpD3DDev, "tile.bmp", &pFloorTex);
0160: CTextureMgr::Load(lpD3DDev, "normal.bmp", &pNormalTex);
0161: CVertexShaderMgr::Load(lpD3DDev, "bg.vsh", &hVertexShader, dwDeclFloor);
0162: CVertexShaderMgr::Load(lpD3DDev, "diffuse.vsh", &hDiffuseShader, dwDeclFloor);
0163: CPixelShaderMgr::Load(lpD3DDev, "bg.psh", &hPixelShader);
0164: }
0165:
0166: void DrawBg(LPDIRECT3DDEVICE8 lpD3DDev, D3DXMATRIX mWorld, D3DXMATRIX mView, D3DXMATRIX mProj)
0167: {
0168:
0169: lpD3DDev->SetTransform( D3DTS_WORLD, &mWorld );
0170: lpD3DDev->SetTransform( D3DTS_VIEW, &mView );
0171: lpD3DDev->SetTransform( D3DTS_PROJECTION, &mProj );
0172: lpD3DDev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_MODULATE);
0173: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE);
0174: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG2, D3DTA_DIFFUSE);
0175: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0176: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0177: lpD3DDev->SetRenderState( D3DRS_WRAP0, D3DWRAP_U);
0178: lpD3DDev->SetTextureStageState(1,D3DTSS_COLOROP, D3DTOP_DISABLE);
0179: lpD3DDev->SetVertexShader(CYLINDER_VERTEX);
0180: lpD3DDev->SetTexture(0,pCylinderTex);
0181: lpD3DDev->SetStreamSource(0, pCylinderVB, sizeof(CylinderVertex));
0182: lpD3DDev->SetIndices(pCylinderIB,0);
0183: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, NUM_VERTICES, 0 , NUM_FACES*2 );
0184:
0185:
0186: D3DXMATRIX m = mWorld * mView * mProj;
0187: D3DXMatrixTranspose( &m , &m);
0188: lpD3DDev->SetVertexShaderConstant(0,&m, 4);
0189: D3DXMatrixTranspose( &m , &mWorld);
0190: lpD3DDev->SetVertexShaderConstant(4, &m, 4);
0191: extern D3DXVECTOR4 lpos;
0192: D3DXVECTOR4 lightDir;
0193: D3DXMatrixInverse( &m, NULL, &mWorld);
0194: D3DXVec4Transform(&lightDir, &lpos, &m);
0195: D3DXVec4Normalize(&lightDir, &lightDir);
0196: lpD3DDev->SetVertexShaderConstant(13, &lightDir, 1);
0197:
0198: if(gBgBump){
0199: lpD3DDev->SetTexture(0,pNormalTex);
0200: lpD3DDev->SetTexture(1,pFloorTex);
0201: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0202: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
0203: lpD3DDev->SetRenderState( D3DRS_WRAP0, D3DWRAP_U | D3DWRAP_V);
0204: lpD3DDev->SetTextureStageState(1,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0205: lpD3DDev->SetTextureStageState(1,D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
0206: lpD3DDev->SetRenderState( D3DRS_WRAP1, D3DWRAP_U | D3DWRAP_V);
0207:
0208: lpD3DDev->SetVertexShader(hVertexShader);
0209: lpD3DDev->SetPixelShader(hPixelShader);
0210: }else{
0211: lpD3DDev->SetTexture(0,pFloorTex);
0212: lpD3DDev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_MODULATE);
0213: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE);
0214: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG2, D3DTA_DIFFUSE);
0215: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0216: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
0217: lpD3DDev->SetRenderState( D3DRS_WRAP0, D3DWRAP_U | D3DWRAP_V);
0218: lpD3DDev->SetTextureStageState(1,D3DTSS_COLOROP, D3DTOP_DISABLE);
0219:
0220: lpD3DDev->SetVertexShaderConstant(15, D3DXVECTOR4(1.0f, 1.0f, 1.0f, 0.0f), 1);
0221:
0222: lpD3DDev->SetVertexShader(hDiffuseShader);
0223: }
0224: lpD3DDev->SetStreamSource(0, pFloorVB, sizeof(FloorVertex));
0225: lpD3DDev->SetIndices(pFloorIB,0);
0226: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 4, 0, 2 );
0227: lpD3DDev->SetPixelShader(NULL);
0228: }
0229:
0230: void CleanBg(LPDIRECT3DDEVICE8 lpD3DDev)
0231: {
0232: CPixelShaderMgr::Release(lpD3DDev, &hPixelShader);
0233: CVertexShaderMgr::Release(lpD3DDev, &hVertexShader);
0234: CVertexShaderMgr::Release(lpD3DDev, &hDiffuseShader);
0235: CTextureMgr::Release(pNormalTex);
0236: CTextureMgr::Release(pFloorTex);
0237: CTextureMgr::Release(pCylinderTex);
0238: }