0001:
0002:
0003:
0004:
0005:
0006:
0007:
0008:
0009: #define STRICT
0010:
0011:
0012: #include "main.h"
0013: #include "load.h"
0014: #include "draw.h"
0015:
0016:
0017: #define NUM_Y 1
0018: #define NUM_CIRCLE 32
0019: #define NUM_VERTICES ((NUM_Y+1)*(NUM_CIRCLE+1))
0020: #define NUM_INDICES_PERFACE (3*2)
0021: #define NUM_FACES (NUM_Y*NUM_CIRCLE)
0022: #define NUM_VERTICES_PERFACE 4
0023:
0024:
0025: #define FLOOR_GRID 10
0026: #define FLOOR_SIZE (10.0f)
0027: #define FLOOR_UV (10.0f)
0028:
0029:
0030:
0031: LPDIRECT3DVERTEXBUFFER8 pCylinderVB;
0032: LPDIRECT3DINDEXBUFFER8 pCylinderIB;
0033: LPDIRECT3DTEXTURE8 pCylinderTex;
0034:
0035: LPDIRECT3DVERTEXBUFFER8 pFloorVB;
0036: LPDIRECT3DINDEXBUFFER8 pFloorIB;
0037: LPDIRECT3DTEXTURE8 pFloorTex;
0038:
0039:
0040: void InitBg(LPDIRECT3DDEVICE8 lpD3DDev)
0041: {
0042:
0043:
0044:
0045:
0046: D3DVERTEX *pDest;
0047: lpD3DDev->CreateVertexBuffer( NUM_VERTICES * sizeof(D3DVERTEX),
0048: D3DUSAGE_WRITEONLY,
0049: D3DFVF_VERTEX, D3DPOOL_MANAGED,
0050: &pCylinderVB );
0051:
0052:
0053: WORD k=0;
0054: pCylinderVB->Lock ( 0, 0, (BYTE**)&pDest, 0 );
0055: float r = 10.0f;
0056: float h = 10.0f;
0057: for (DWORD i = 0; i <= NUM_CIRCLE; i++) {
0058: float theta = (2*PI*(float)i)/(float)NUM_CIRCLE;
0059: for (DWORD j = 0; j <= NUM_Y; j++) {
0060: pDest->x = r * (float)cos(theta);
0061: pDest->z = r * (float)sin(theta);
0062: pDest->y = h*((float)j/(float)NUM_Y-0.0f);
0063: pDest->nx = 0;
0064: pDest->nz = 0;
0065: pDest->ny = 0;
0066: pDest->tu0 = (float)i / (float)NUM_CIRCLE;
0067: pDest->tv0 = 1.0f-(float)j / (float)NUM_Y;
0068: pDest += 1;
0069: }
0070: }
0071: pCylinderVB->Unlock ();
0072:
0073:
0074:
0075: WORD *pIndex;
0076: lpD3DDev->CreateIndexBuffer( NUM_INDICES_PERFACE * NUM_FACES * sizeof(WORD),
0077: 0 ,
0078: D3DFMT_INDEX16, D3DPOOL_DEFAULT,
0079: &pCylinderIB );
0080: pCylinderIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0081: {
0082: for (WORD i = 0; i < NUM_CIRCLE; i++) {
0083: for (WORD j = 0; j < NUM_Y; j++) {
0084: *pIndex++ = j + 0 + (i+0) * (NUM_Y+1);
0085: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0086: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0087:
0088: *pIndex++ = j + 1 + (i+0) * (NUM_Y+1);
0089: *pIndex++ = j + 0 + (i+1) * (NUM_Y+1);
0090: *pIndex++ = j + 1 + (i+1) * (NUM_Y+1);
0091: }
0092: }
0093: }
0094: pCylinderIB->Unlock ();
0095:
0096: CTextureMgr::Load(lpD3DDev, "sky.bmp", &pCylinderTex);
0097:
0098:
0099:
0100:
0101:
0102: D3DVERTEX *pFloorDest;
0103: lpD3DDev->CreateVertexBuffer( (FLOOR_GRID+1)*(FLOOR_GRID+1)*sizeof(D3DVERTEX),
0104: D3DUSAGE_WRITEONLY, D3DFVF_VERTEX, D3DPOOL_MANAGED,
0105: &pFloorVB );
0106:
0107: {
0108: pFloorVB->Lock ( 0, 0, (BYTE**)&pFloorDest, 0 );
0109: float pos_z = -FLOOR_SIZE;
0110: for(DWORD z = 0; z <= FLOOR_GRID; z++){
0111: float pos_x = -FLOOR_SIZE;
0112: for(DWORD x = 0; x <= FLOOR_GRID; x++){
0113: pFloorDest->x = pos_x;
0114: pFloorDest->z = pos_z;
0115: pFloorDest->y = 0.0f;
0116: pFloorDest->nx = 0.0f;
0117: pFloorDest->nz = 0.0f;
0118: pFloorDest->ny = 1.0f;
0119: pFloorDest->tu0 = FLOOR_UV*(pos_x+FLOOR_SIZE)/(2.0f*FLOOR_SIZE);
0120: pFloorDest->tv0 = FLOOR_UV*(pos_z+FLOOR_SIZE)/(2.0f*FLOOR_SIZE);
0121: pFloorDest++;
0122: pos_x += 2*FLOOR_SIZE/FLOOR_GRID;
0123: }
0124: pos_z += 2*FLOOR_SIZE/FLOOR_GRID;
0125: }
0126: pFloorVB->Unlock ();
0127: }
0128:
0129:
0130:
0131: lpD3DDev->CreateIndexBuffer( 3*2*FLOOR_GRID*FLOOR_GRID * sizeof(WORD),
0132: 0,
0133: D3DFMT_INDEX16, D3DPOOL_MANAGED,
0134: &pFloorIB );
0135: pFloorIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0136: {
0137: for (WORD i = 0; i < FLOOR_GRID; i++) {
0138: for (WORD j = 0; j < FLOOR_GRID; j++) {
0139: *pIndex++ = j + 0 + (i+0) * (FLOOR_GRID+1);
0140: *pIndex++ = j + 0 + (i+1) * (FLOOR_GRID+1);
0141: *pIndex++ = j + 1 + (i+0) * (FLOOR_GRID+1);
0142:
0143: *pIndex++ = j + 1 + (i+0) * (FLOOR_GRID+1);
0144: *pIndex++ = j + 0 + (i+1) * (FLOOR_GRID+1);
0145: *pIndex++ = j + 1 + (i+1) * (FLOOR_GRID+1);
0146: }
0147: }
0148: }
0149:
0150:
0151:
0152: pFloorIB->Unlock ();
0153:
0154: CTextureMgr::Load(lpD3DDev, "tile.bmp", &pFloorTex);
0155: }
0156:
0157: void DrawBg( LPDIRECT3DDEVICE8 lpD3DDev )
0158: {
0159: lpD3DDev->SetVertexShader( D3DFVF_VERTEX );
0160: lpD3DDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
0161: lpD3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
0162: lpD3DDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
0163:
0164:
0165: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0166: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
0167: lpD3DDev->SetTexture(0,pFloorTex);
0168:
0169: lpD3DDev->SetStreamSource(0, pFloorVB, sizeof(D3DVERTEX));
0170: lpD3DDev->SetIndices(pFloorIB,0);
0171: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, (FLOOR_GRID+1)*(FLOOR_GRID+1), 0, 2*FLOOR_GRID*FLOOR_GRID );
0172:
0173:
0174: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0175: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0176: lpD3DDev->SetTexture(0,pCylinderTex);
0177: lpD3DDev->SetStreamSource(0, pCylinderVB, sizeof(D3DVERTEX));
0178: lpD3DDev->SetIndices(pCylinderIB,0);
0179: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, NUM_VERTICES, 0 , NUM_FACES*2 );
0180:
0181: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
0182: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0183: }
0184:
0185: void CleanBg(LPDIRECT3DDEVICE8 lpD3DDev)
0186: {
0187: CTextureMgr::Release(pFloorTex);
0188: CTextureMgr::Release(pCylinderTex);
0189: }