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 (40.0f)
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 = 40.0f;
0056: float h = 40.0f;
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: float phi = (0.5f*PI*(float)j)/(float)NUM_Y;
0061: pDest->x = r * (float)cos(theta)*(float)cos(phi);
0062: pDest->z = r * (float)sin(theta)*(float)cos(phi);
0063: pDest->y = h * (float)sin(phi);
0064: pDest->nx = 0;
0065: pDest->nz = 0;
0066: pDest->ny = 0;
0067: pDest->tu0 = (float)i / (float)NUM_CIRCLE;
0068: pDest->tv0 = 1.0f-(float)j / (float)NUM_Y;
0069: pDest += 1;
0070: }
0071: }
0072: pCylinderVB->Unlock ();
0073:
0074:
0075:
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: CTextureMgr::Load(lpD3DDev, "sky.bmp", &pCylinderTex);
0098:
0099:
0100:
0101:
0102:
0103: D3DVERTEX *pFloorDest;
0104: lpD3DDev->CreateVertexBuffer( (FLOOR_GRID+1)*(FLOOR_GRID+1)*sizeof(D3DVERTEX),
0105: D3DUSAGE_WRITEONLY, D3DFVF_VERTEX, D3DPOOL_MANAGED,
0106: &pFloorVB );
0107:
0108: {
0109: pFloorVB->Lock ( 0, 0, (BYTE**)&pFloorDest, 0 );
0110: float pos_z = -FLOOR_SIZE;
0111: for(DWORD z = 0; z <= FLOOR_GRID; z++){
0112: float pos_x = -FLOOR_SIZE;
0113: for(DWORD x = 0; x <= FLOOR_GRID; x++){
0114: pFloorDest->x = pos_x;
0115: pFloorDest->z = pos_z;
0116: pFloorDest->y = 0.0f;
0117: pFloorDest->nx = 0.0f;
0118: pFloorDest->nz = 0.0f;
0119: pFloorDest->ny = 1.0f;
0120: pFloorDest->tu0 = FLOOR_UV*(pos_x+FLOOR_SIZE)/(2.0f*FLOOR_SIZE);
0121: pFloorDest->tv0 = FLOOR_UV*(pos_z+FLOOR_SIZE)/(2.0f*FLOOR_SIZE);
0122: pFloorDest++;
0123: pos_x += 2*FLOOR_SIZE/FLOOR_GRID;
0124: }
0125: pos_z += 2*FLOOR_SIZE/FLOOR_GRID;
0126: }
0127: pFloorVB->Unlock ();
0128: }
0129:
0130:
0131:
0132: lpD3DDev->CreateIndexBuffer( 3*2*FLOOR_GRID*FLOOR_GRID * sizeof(WORD),
0133: 0,
0134: D3DFMT_INDEX16, D3DPOOL_MANAGED,
0135: &pFloorIB );
0136: pFloorIB->Lock ( 0, 0, (BYTE**)&pIndex, 0 );
0137: {
0138: for (WORD i = 0; i < FLOOR_GRID; i++) {
0139: for (WORD j = 0; j < FLOOR_GRID; j++) {
0140: *pIndex++ = j + 0 + (i+0) * (FLOOR_GRID+1);
0141: *pIndex++ = j + 0 + (i+1) * (FLOOR_GRID+1);
0142: *pIndex++ = j + 1 + (i+0) * (FLOOR_GRID+1);
0143:
0144: *pIndex++ = j + 1 + (i+0) * (FLOOR_GRID+1);
0145: *pIndex++ = j + 0 + (i+1) * (FLOOR_GRID+1);
0146: *pIndex++ = j + 1 + (i+1) * (FLOOR_GRID+1);
0147: }
0148: }
0149: }
0150:
0151:
0152:
0153: pFloorIB->Unlock ();
0154:
0155: CTextureMgr::Load(lpD3DDev, "tile.bmp", &pFloorTex);
0156: }
0157:
0158: void DrawBg( LPDIRECT3DDEVICE8 lpD3DDev )
0159: {
0160: lpD3DDev->SetVertexShader( D3DFVF_VERTEX );
0161: lpD3DDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
0162: lpD3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
0163: lpD3DDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
0164:
0165:
0166: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0167: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
0168: lpD3DDev->SetTexture(0,pFloorTex);
0169:
0170: lpD3DDev->SetStreamSource(0, pFloorVB, sizeof(D3DVERTEX));
0171: lpD3DDev->SetIndices(pFloorIB,0);
0172: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, (FLOOR_GRID+1)*(FLOOR_GRID+1), 0, 2*FLOOR_GRID*FLOOR_GRID );
0173:
0174:
0175: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
0176: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0177: lpD3DDev->SetTexture(0,pCylinderTex);
0178: lpD3DDev->SetStreamSource(0, pCylinderVB, sizeof(D3DVERTEX));
0179: lpD3DDev->SetIndices(pCylinderIB,0);
0180: lpD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, NUM_VERTICES, 0 , NUM_FACES*2 );
0181:
0182: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
0183: lpD3DDev->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
0184: }
0185:
0186: void CleanBg(LPDIRECT3DDEVICE8 lpD3DDev)
0187: {
0188: CTextureMgr::Release(pFloorTex);
0189: CTextureMgr::Release(pCylinderTex);
0190:
0191: RELEASE(pFloorIB);
0192: RELEASE(pFloorVB);
0193: RELEASE(pCylinderIB);
0194: RELEASE(pCylinderVB);
0195: }