0001: // ----------------------------------------------------------------------------
0002: //
0003: // bg.cpp - Back ground objects
0004: //
0005: // Copyright (c) 2002 IMAGIRE Takashi (imagire@gmail.com)
0006: // All Rights Reserved.
0007: //
0008: // ----------------------------------------------------------------------------
0009: #define STRICT
0010:
0011: #include <d3dx8.h>
0012: #include <Cg/cgD3D.h>
0013: #include "main.h"
0014: #include "draw.h"
0015:
0016: extern cgProgramContainer *pVertexProgramContainer;
0017: extern cgProgramContainer *pPixelProgramContainer;
0018: extern cgBindIter * vertex_mat_iter;
0019: extern cgBindIter * tex0_iter;
0020: extern cgBindIter * tex1_iter;
0021:
0022: // Sky
0023: #define NUM_Y 1
0024: #define NUM_CIRCLE 32
0025: #define NUM_VERTICES ((NUM_Y+1)*(NUM_CIRCLE+1))
0026: #define NUM_INDICES_PERFACE (3*2)
0027: #define NUM_FACES (NUM_Y*NUM_CIRCLE)
0028: #define NUM_VERTICES_PERFACE 4
0029:
0030: // ----------------------------------------------------------------------------
0031: typedef struct{
0032: float x,y,z,w;
0033: float tu,tv;
0034: } MyVertex;
0035:
0036: // ----------------------------------------------------------------------------
0037: // Sky
0038: LPDIRECT3DVERTEXBUFFER8 pCylinderVB;
0039: LPDIRECT3DINDEXBUFFER8 pCylinderIB;
0040: LPDIRECT3DTEXTURE8 pCylinderTex;
0041:
0042: // ----------------------------------------------------------------------------
0043: // Initialization of the back ground object
0044: // ----------------------------------------------------------------------------
0045: void InitBg(LPDIRECT3DDEVICE8 lpD3DDev)
0046: {
0047: //
0048: // Sky
0049: //
0050: // Create the vertex buffer
0051: MyVertex *pDest;
0052: lpD3DDev->CreateVertexBuffer( NUM_VERTICES * sizeof(MyVertex),
0053: 0, 0, D3DPOOL_MANAGED, &pCylinderVB );
0054:
0055: // Set up vertexs
0056: WORD k=0;
0057: pCylinderVB->Lock ( 0, 0, (BYTE**)&pDest, 0 );
0058: float r = 5.0f;
0059: float h = 10.0f;
0060: for (DWORD i = 0; i <= NUM_CIRCLE; i++) {
0061: float theta = (2*D3DX_PI*(float)i)/(float)NUM_CIRCLE;
0062: for (DWORD j = 0; j <= NUM_Y; j++) {
0063: pDest->x = r * (float)cos(theta);
0064: pDest->z = r * (float)sin(theta);
0065: pDest->y = h*((float)j/(float)NUM_Y-0.0f);
0066: pDest->w = 1.0f;
0067: pDest->tu = (float)i / (float)NUM_CIRCLE;
0068: pDest->tv = 1.0f-(float)j / (float)NUM_Y;
0069: pDest += 1;
0070: }
0071: }
0072: pCylinderVB->Unlock ();
0073:
0074:
0075: // Set up indexs
0076: WORD *pIndex;
0077: lpD3DDev->CreateIndexBuffer( NUM_INDICES_PERFACE * NUM_FACES * sizeof(WORD),
0078: 0 ,
0079: D3DFMT_INDEX16, D3DPOOL_DEFAULT,
0080: &pCylinderIB );
0081: pCylinderIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0082: {
0083: for (WORD i = 0; i < NUM_CIRCLE; i++) {
0084: for (WORD j = 0; j < NUM_Y; j++) {
0085: *pIndex++ = j + 0 + (i+0) * (NUM_Y+1);
0086: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0087: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0088:
0089: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0090: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0091: *pIndex++ = j + 1 + (i+1) * (NUM_Y+1);
0092: }
0093: }
0094: }
0095: pCylinderIB->Unlock ();
0096:
0097: D3DXCreateTextureFromFileEx(lpD3DDev, "sky.bmp", 0,0,0,0,D3DFMT_A8R8G8B8,
0098: D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR,
0099: 0, NULL, NULL, &pCylinderTex);
0100:
0101: }
0102: // ----------------------------------------------------------------------------
0103: void CleanBg(LPDIRECT3DDEVICE8 lpD3DDev)
0104: {
0105: RELEASE(pCylinderTex);
0106: RELEASE(pCylinderIB);
0107: RELEASE(pCylinderVB);
0108: }
0109: // ----------------------------------------------------------------------------
0110: void DrawBg(LPDIRECT3DDEVICE8 lpD3DDev, D3DXMATRIX &mVP, bool texture)
0111: {
0112: D3DXMATRIX mWorld, m;
0113:
0114: D3DXMatrixTranspose( &m, &mVP );
0115: pVertexProgramContainer->SetShaderConstant( vertex_mat_iter, &m );
0116:
0117: lpD3DDev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_MODULATE);
0118: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE);
0119: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG2, D3DTA_DIFFUSE);
0120: lpD3DDev->SetTextureStageState(1,D3DTSS_COLOROP, D3DTOP_DISABLE);
0121: lpD3DDev->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
0122: lpD3DDev->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
0123:
0124: //
0125: // Sky
0126: //
0127: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0128: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0129:
0130: pPixelProgramContainer->SetTexture(tex0_iter, texture?pCylinderTex:NULL);
0131: pPixelProgramContainer->SetTexture(tex1_iter, NULL);
0132: lpD3DDev->SetStreamSource(0, pCylinderVB, sizeof(MyVertex));
0133: lpD3DDev->SetIndices(pCylinderIB,0);
0134: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, NUM_VERTICES, 0 , NUM_FACES*2 );
0135: }
0136: