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: // Bullet
0043: LPDIRECT3DVERTEXBUFFER8 pEarthVB;
0044: LPDIRECT3DINDEXBUFFER8 pEarthIB;
0045: LPDIRECT3DTEXTURE8 pEarthTex;
0046: #define EARTH_R (0.1f)
0047: #define NUM_EARTH_X 32
0048: #define NUM_EARTH_Y 16
0049: #define NUM_EARTH_VERTICES ((NUM_EARTH_X+1)*(NUM_EARTH_Y+1))
0050: #define NUM_EARTH_POLYGONE (2*NUM_EARTH_X*NUM_EARTH_Y)
0051: #define NUM_EARTH_INDEX (6*NUM_EARTH_X*NUM_EARTH_Y)
0052:
0053: // ----------------------------------------------------------------------------
0054: // Initialization of the Bullet
0055: // ----------------------------------------------------------------------------
0056: static void InitEarth(LPDIRECT3DDEVICE8 lpD3DDev)
0057: {
0058: WORD i, j;
0059:
0060: // Create the vertex buffer
0061: MyVertex *pEarthDest;
0062: lpD3DDev->CreateVertexBuffer( NUM_EARTH_VERTICES * sizeof(MyVertex),
0063: 0, 0, D3DPOOL_MANAGED,
0064: &pEarthVB );
0065: // Set up vertexs
0066: pEarthVB->Lock ( 0, 0, (BYTE**)&pEarthDest, 0 );
0067: for ( j = 0; j <= NUM_EARTH_Y; j++) {
0068: for ( i = 0; i <= NUM_EARTH_X; i++) {
0069: float theta = ((float)i)*2*D3DX_PI/NUM_EARTH_X;
0070: float phi = ((float)j)* D3DX_PI/NUM_EARTH_Y-D3DX_PI/2;
0071: pEarthDest->x = EARTH_R * (float)cos(phi) * (float)cos(theta);
0072: pEarthDest->z = EARTH_R * (float)cos(phi) * (float)sin(theta);
0073: pEarthDest->y = EARTH_R * (float)sin(phi);
0074: pEarthDest->w = 1.0f;
0075: pEarthDest->tu = (float)i/NUM_EARTH_X;
0076: pEarthDest->tv = 1.0f-(float)j/NUM_EARTH_Y;
0077: pEarthDest++;
0078: }
0079: }
0080: pEarthVB->Unlock ();
0081:
0082:
0083: // Set up indexs
0084: WORD *pIndex;
0085: lpD3DDev->CreateIndexBuffer( NUM_EARTH_INDEX * sizeof(WORD),
0086: 0,
0087: D3DFMT_INDEX16, D3DPOOL_MANAGED,
0088: &pEarthIB );
0089: pEarthIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0090: for ( j = 0; j < NUM_EARTH_Y; j++) {
0091: for ( i = 0; i < NUM_EARTH_X; i++) {
0092: *pIndex++ = (j+0)*(NUM_EARTH_X+1)+i+0;
0093: *pIndex++ = (j+1)*(NUM_EARTH_X+1)+i+0;
0094: *pIndex++ = (j+0)*(NUM_EARTH_X+1)+i+1;
0095: *pIndex++ = (j+0)*(NUM_EARTH_X+1)+i+1;
0096: *pIndex++ = (j+1)*(NUM_EARTH_X+1)+i+0;
0097: *pIndex++ = (j+1)*(NUM_EARTH_X+1)+i+1;
0098: }
0099: }
0100: pEarthIB->Unlock ();
0101:
0102: D3DXCreateTextureFromFileEx(lpD3DDev, "earth.bmp", 0,0,0,0,D3DFMT_A8R8G8B8,
0103: D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR,
0104: 0, NULL, NULL, &pEarthTex);
0105:
0106: }
0107:
0108: // ----------------------------------------------------------------------------
0109: // Initialization of the back ground object
0110: // ----------------------------------------------------------------------------
0111: void InitBg(LPDIRECT3DDEVICE8 lpD3DDev)
0112: {
0113: //
0114: // Sky
0115: //
0116: // Create the vertex buffer
0117: MyVertex *pDest;
0118: lpD3DDev->CreateVertexBuffer( NUM_VERTICES * sizeof(MyVertex),
0119: 0, 0, D3DPOOL_MANAGED, &pCylinderVB );
0120:
0121: // Set up vertexs
0122: WORD k=0;
0123: pCylinderVB->Lock ( 0, 0, (BYTE**)&pDest, 0 );
0124: float r = 5.0f;
0125: float h = 10.0f;
0126: for (DWORD i = 0; i <= NUM_CIRCLE; i++) {
0127: float theta = (2*D3DX_PI*(float)i)/(float)NUM_CIRCLE;
0128: for (DWORD j = 0; j <= NUM_Y; j++) {
0129: pDest->x = r * (float)cos(theta);
0130: pDest->z = r * (float)sin(theta);
0131: pDest->y = h*((float)j/(float)NUM_Y-0.0f);
0132: pDest->w = 1.0f;
0133: pDest->tu = (float)i / (float)NUM_CIRCLE;
0134: pDest->tv = 1.0f-(float)j / (float)NUM_Y;
0135: pDest += 1;
0136: }
0137: }
0138: pCylinderVB->Unlock ();
0139:
0140:
0141: // Set up indexs
0142: WORD *pIndex;
0143: lpD3DDev->CreateIndexBuffer( NUM_INDICES_PERFACE * NUM_FACES * sizeof(WORD),
0144: 0 ,
0145: D3DFMT_INDEX16, D3DPOOL_DEFAULT,
0146: &pCylinderIB );
0147: pCylinderIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0148: {
0149: for (WORD i = 0; i < NUM_CIRCLE; i++) {
0150: for (WORD j = 0; j < NUM_Y; j++) {
0151: *pIndex++ = j + 0 + (i+0) * (NUM_Y+1);
0152: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0153: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0154:
0155: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0156: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0157: *pIndex++ = j + 1 + (i+1) * (NUM_Y+1);
0158: }
0159: }
0160: }
0161: pCylinderIB->Unlock ();
0162:
0163: D3DXCreateTextureFromFileEx(lpD3DDev, "sky.bmp", 0,0,0,0,D3DFMT_A8R8G8B8,
0164: D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR,
0165: 0, NULL, NULL, &pCylinderTex);
0166:
0167:
0168: //
0169: // Bullet
0170: //
0171: InitEarth(lpD3DDev);
0172: }
0173: // ----------------------------------------------------------------------------
0174: void CleanBg(LPDIRECT3DDEVICE8 lpD3DDev)
0175: {
0176: RELEASE(pEarthTex);
0177: RELEASE(pEarthIB);
0178: RELEASE(pEarthVB);
0179:
0180: RELEASE(pCylinderTex);
0181: RELEASE(pCylinderIB);
0182: RELEASE(pCylinderVB);
0183: }
0184: // ----------------------------------------------------------------------------
0185: void DrawBg(LPDIRECT3DDEVICE8 lpD3DDev, D3DXMATRIX &mVP, bool texture)
0186: {
0187: D3DXMATRIX mWorld, m;
0188:
0189: D3DXMatrixTranspose( &m, &mVP );
0190: pVertexProgramContainer->SetShaderConstant( vertex_mat_iter, &m );
0191:
0192: lpD3DDev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_MODULATE);
0193: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE);
0194: lpD3DDev->SetTextureStageState(0,D3DTSS_COLORARG2, D3DTA_DIFFUSE);
0195: lpD3DDev->SetTextureStageState(1,D3DTSS_COLOROP, D3DTOP_DISABLE);
0196: lpD3DDev->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
0197: lpD3DDev->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
0198:
0199: //
0200: // Sky
0201: //
0202: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0203: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0204:
0205: pPixelProgramContainer->SetTexture(tex0_iter, texture?pCylinderTex:NULL);
0206: pPixelProgramContainer->SetTexture(tex1_iter, NULL);
0207: lpD3DDev->SetStreamSource(0, pCylinderVB, sizeof(MyVertex));
0208: lpD3DDev->SetIndices(pCylinderIB,0);
0209: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, NUM_VERTICES, 0 , NUM_FACES*2 );
0210: }
0211: // ----------------------------------------------------------------------------
0212: void CBullet::Draw(LPDIRECT3DDEVICE8 lpD3DDev)
0213: {
0214: lpD3DDev->SetStreamSource(0, pEarthVB, sizeof(MyVertex));
0215: lpD3DDev->SetIndices(pEarthIB,0);
0216: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, NUM_EARTH_VERTICES, 0 , NUM_EARTH_POLYGONE );
0217: }
0218: // ----------------------------------------------------------------------------
0219: void CBullet::Render(LPDIRECT3DDEVICE8 lpD3DDev, D3DXMATRIX &mVP)
0220: {
0221: if(!bActive) return;
0222:
0223: D3DXMATRIX m;
0224: D3DXMatrixTranslation(&m, pos.x, pos.y, pos.z);
0225: m = m*mVP;
0226: D3DXMatrixTranspose( &m, &m );
0227: pVertexProgramContainer->SetShaderConstant( vertex_mat_iter, &m );
0228: pPixelProgramContainer->SetTexture(tex0_iter, pEarthTex);
0229: pPixelProgramContainer->SetTexture(tex1_iter, NULL);
0230:
0231: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0232: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0233:
0234: Draw(lpD3DDev);
0235: }
0236: