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?? core_graphics.h

?? 一個DX的小引擎
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/**************************************************
WinMain.cpp
GameCore Component


**************************************************/

#ifndef _CORE_GRAPHICS_H_
#define _CORE_GRAPHICS_H_

#define ReleaseCOM(x) if(x) { x->Release(); x = NULL; }

class cGraphics;

class cTexture;
class cMaterial;
class cLight;
class cFont;
class cVertexBuffer;

class cWorldPosition;
class cCamera;
class cMesh;
class cObject;
class cAnimation;

struct sMesh;
struct sFrame;
struct sAnimation;
struct sAnimationSet;

class cGraphics
{
  protected:
    HWND              m_hWnd;
    IDirect3D8       *m_pD3D;
    IDirect3DDevice8 *m_pD3DDevice;
    ID3DXSprite      *m_pSprite;

    D3DDISPLAYMODE    m_d3ddm;

    BOOL              m_Windowed;
    BOOL              m_ZBuffer;
    BOOL              m_HAL;

    long              m_Width;
    long              m_Height;
    char              m_BPP;

    char              m_AmbientRed;
    char              m_AmbientGreen;
    char              m_AmbientBlue;

  public:
    cGraphics();
    ~cGraphics();

    IDirect3D8       *GetDirect3DCOM();
    IDirect3DDevice8 *GetDeviceCOM();
    ID3DXSprite      *GetSpriteCOM();

    BOOL Init();
    BOOL Shutdown();

    BOOL SetMode(HWND hWnd, BOOL Windowed = TRUE, BOOL UseZBuffer = FALSE, long Width = 0, long Height = 0, char BPP = 0);
    long GetNumDisplayModes();
    BOOL GetDisplayModeInfo(long Num, D3DDISPLAYMODE *Mode);
    char GetFormatBPP(D3DFORMAT Format);
    BOOL CheckFormat(D3DFORMAT Format, BOOL Windowed, BOOL HAL);

    BOOL Display();

    BOOL BeginScene();
    BOOL EndScene();

    BOOL BeginSprite();
    BOOL EndSprite();

    BOOL Clear(long Color = 0, float ZBuffer = 1.0f);
    BOOL ClearDisplay(long Color = 0);
    BOOL ClearZBuffer(float ZBuffer = 1.0f);

    long GetWidth();
    long GetHeight();
    char GetBPP();
    BOOL GetHAL();
    BOOL GetZBuffer();

    BOOL SetPerspective(float FOV=D3DX_PI / 4.0f, float Aspect=1.3333f, float Near=1.0f, float Far=10000.0f);
    
    BOOL SetWorldPosition(cWorldPosition *WorldPos);
    BOOL SetCamera(cCamera *Camera);
    BOOL SetLight(long Num, cLight *Light);
    BOOL SetMaterial(cMaterial *Material);
    BOOL SetTexture(short Num, cTexture *Texture);
    
    BOOL SetAmbientLight(char Red, char Green, char Blue);
    BOOL GetAmbientLight(char *Red, char *Green, char *Blue);

    BOOL EnableLight(long Num, BOOL Enable = TRUE);
    BOOL EnableLighting(BOOL Enable = TRUE);
    BOOL EnableZBuffer(BOOL Enable = TRUE);
    BOOL EnableAlphaBlending(BOOL Enable = TRUE, DWORD Src = D3DBLEND_SRCALPHA, DWORD Dest = D3DBLEND_INVSRCALPHA);
    BOOL EnableAlphaTesting(BOOL Enable = TRUE);
};

class cTexture
{
  protected:
    cGraphics         *m_Graphics;
    IDirect3DTexture8 *m_Texture;
    unsigned long      m_Width, m_Height;

  public:
    cTexture();
    ~cTexture();

    IDirect3DTexture8 *GetTextureCOM();

    BOOL Load(cGraphics *Graphics, char *Filename, DWORD Transparent = 0, D3DFORMAT Format = D3DFMT_UNKNOWN);
    BOOL Create(cGraphics *Graphics, IDirect3DTexture8 *Texture);
    BOOL Free();

    BOOL      IsLoaded();

    long      GetWidth();
    long      GetHeight();
    D3DFORMAT GetFormat();

    BOOL Blit(long DestX, long DestY,                         \
              long SrcX = 0, long SrcY = 0,                   \
              long Width = 0, long Height = 0,                \
              float XScale = 1.0f, float YScale = 1.0f,       \
              D3DCOLOR Color = 0xFFFFFFFF);
};

class cMaterial
{
  protected:
    D3DMATERIAL8  m_Material;

  public:
    cMaterial();

    D3DMATERIAL8 *GetMaterial();

    BOOL SetDiffuseColor(char Red, char Green, char Blue);
    BOOL GetDiffuseColor(char *Red, char *Green, char *Blue);

    BOOL SetAmbientColor(char Red, char Green, char Blue);
    BOOL GetAmbientColor(char *Red, char *Green, char *Blue);
    
    BOOL SetSpecularColor(char Red, char Green, char Blue);
    BOOL GetSpecularColor(char *Red, char *Green, char *Blue);
    
    BOOL SetEmissiveColor(char Red, char Green, char Blue);
    BOOL GetEmissiveColor(char *Red, char *Green, char *Blue);

    BOOL  SetPower(float Power);
    float GetPower(float Power);
};

class cLight
{
  protected:
    D3DLIGHT8 m_Light;

  public:
    cLight();

    D3DLIGHT8 *GetLight();

    BOOL SetType(D3DLIGHTTYPE Type);

    BOOL Move(float XPos, float YPos, float ZPos);
    BOOL MoveRel(float XPos, float YPos, float ZPos);
    BOOL GetPos(float *XPos, float *YPos, float *ZPos);

    BOOL Point(float XFrom, float YFrom, float ZFrom,
               float XAt,   float YAt,   float ZAt);
    BOOL GetDirection(float *XDir, float *YDir, float *ZDir);

    BOOL SetDiffuseColor(char Red, char Green, char Blue);
    BOOL GetDiffuseColor(char *Red, char *Green, char *Blue);

    BOOL SetSpecularColor(char Red, char Green, char Blue);
    BOOL GetSpecularColor(char *Red, char *Green, char *Blue);
    
    BOOL SetAmbientColor(char Red, char Green, char Blue);
    BOOL GetAmbientColor(char *Red, char *Green, char *Blue);

    BOOL SetRange(float Range);
    float GetRange();
    
    BOOL SetFalloff(float Falloff);
    float GetFalloff();
    
    BOOL SetAttenuation0(float Attenuation);
    float GetAttenuation0();

    BOOL SetAttenuation1(float Attenuation);
    float GetAttenuation1();

    BOOL SetAttenuation2(float Attenuation);
    float GetAttenuation2();
    
    BOOL SetTheta(float Theta);
    float GetTheta();
    
    BOOL SetPhi(float Phi);
    float GetPhi();
};

class cWorldPosition
{
  protected:
    BOOL  m_Billboard;

    float m_XPos,      m_YPos,      m_ZPos;
    float m_XRotation, m_YRotation, m_ZRotation;
    float m_XScale,    m_YScale,    m_ZScale;
    
    D3DXMATRIX m_matWorld;
    D3DXMATRIX m_matScale;
    D3DXMATRIX m_matRotation;
    D3DXMATRIX m_matTranslation;
    D3DXMATRIX *m_matCombine1;
    D3DXMATRIX *m_matCombine2;

  public:
    cWorldPosition();

    D3DXMATRIX *GetMatrix(cGraphics *Graphics = NULL);
    BOOL SetCombineMatrix1(D3DXMATRIX *Matrix = NULL);
    BOOL SetCombineMatrix2(D3DXMATRIX *Matrix = NULL);

    BOOL Copy(cWorldPosition *DestPos);

    BOOL Move(float XPos, float YPos, float ZPos);
    BOOL MoveRel(float XAdd, float YAdd, float ZAdd);

    BOOL Rotate(float XRot, float YRot, float ZRot);
    BOOL RotateRel(float XAdd, float YAdd, float ZAdd);

    BOOL Scale(float XScale, float YScale, float ZScale);
    BOOL ScaleRel(float XAdd, float YAdd, float ZAdd);

    BOOL Update(cGraphics *Graphics = NULL);
    BOOL EnableBillboard(BOOL Enable = TRUE);

    float GetXPos();
    float GetYPos();
    float GetZPos();
    float GetXRotation();
    float GetYRotation();
    float GetZRotation();
    float GetXScale();
    float GetYScale();
    float GetZScale();
};

class cCamera
{
  protected:
    float m_XPos, m_YPos, m_ZPos;
    float m_XRot, m_YRot, m_ZRot;

    float m_StartXPos, m_StartYPos, m_StartZPos;
    float m_StartXRot, m_StartYRot, m_StartZRot;

    float m_EndXPos, m_EndYPos, m_EndZPos;
    float m_EndXRot, m_EndYRot, m_EndZRot;
    
    D3DXMATRIX m_matWorld;
    D3DXMATRIX m_matTranslation;
    D3DXMATRIX m_matRotation;

  public:
    cCamera();

    D3DXMATRIX *GetMatrix(); // Get view transformation matrix
    BOOL Update();           // Update transformation matrix

    BOOL Move(float XPos, float YPos, float ZPos);
    BOOL MoveRel(float XAdd, float YAdd, float ZAdd);

    BOOL Rotate(float XRot, float YRot, float ZRot);
    BOOL RotateRel(float XAdd, float YAdd, float ZAdd);

    BOOL Point(float XEye, float YEye, float ZEye, float XAt, float YAt, float ZAt);

    BOOL SetStartTrack();
    BOOL SetEndTrack();
    BOOL Track(float Time, float Length);

    float GetXPos();
    float GetYPos();
    float GetZPos();
    float GetXRotation();
    float GetYRotation();
    float GetZRotation();
};

class cFont
{
  private:
    ID3DXFont *m_Font;

  public:
    cFont();
    ~cFont();

    ID3DXFont *GetFontCOM();

    BOOL Create(cGraphics *Graphics, char *Name, long Size = 16, BOOL Bold = FALSE, BOOL Italic = FALSE, BOOL Underline = FALSE, BOOL Strikeout = FALSE);
    BOOL Free();

    BOOL Begin();
    BOOL End();
    BOOL Print(char *Text, long XPos, long YPos, long Width = 0, long Height = 0, D3DCOLOR Color = 0xFFFFFFFF, DWORD Format = 0);
};

typedef struct sMesh
{
  char               *m_Name;            // Name of mesh

  ID3DXMesh          *m_Mesh;            // Mesh object
  ID3DXSkinMesh      *m_SkinMesh;        // Skin mesh object

  DWORD               m_NumMaterials;    // # materials in mesh
  D3DMATERIAL8       *m_Materials;       // Array of materials
  IDirect3DTexture8 **m_Textures;        // Array of textures

  DWORD               m_NumBones;        // # of bones
  ID3DXBuffer        *m_BoneNames;       // Names of bones
  ID3DXBuffer        *m_BoneTransforms;  // Internal transformations

  D3DXMATRIX         *m_Matrices;        // Bone matrices
  D3DXMATRIX        **m_FrameMatrices;   // Pointers to frame matrices
  D3DXMATRIX         *m_BoneMatrices;    // X file bone matrices

  D3DXVECTOR3         m_Min, m_Max;      // Bounding box
  float               m_Radius;          // Bounding sphere

  sMesh              *m_Next;            // Next mesh in list

  sMesh()
  { 
    m_Name           = NULL;
    m_Mesh           = NULL;
    m_SkinMesh       = NULL;
    m_NumMaterials   = 0;
    m_Materials      = NULL;
    m_Textures       = NULL;
    m_NumBones       = 0;
    m_BoneNames      = NULL;
    m_BoneTransforms = NULL;
    m_Matrices       = NULL;
    m_FrameMatrices  = NULL;
    m_Min.x = m_Min.y = m_Min.z = m_Max.x = m_Max.y = m_Max.z = 0.0f;
    m_Radius         = 0.0f;
    m_Next           = NULL;
  }

  ~sMesh()
  {
    delete [] m_Name;
    ReleaseCOM(m_Mesh);
    ReleaseCOM(m_SkinMesh);
    delete [] m_Materials;
    if(m_Textures != NULL) {
      for(DWORD i=0;i<m_NumMaterials;i++) {
        ReleaseCOM(m_Textures[i]);
      }
      delete [] m_Textures;
    }
    ReleaseCOM(m_BoneNames);
    ReleaseCOM(m_BoneTransforms);
    delete [] m_Matrices;
    delete [] m_FrameMatrices;
    delete m_Next;
  }

  sMesh *FindMesh(char *Name)
  {
    sMesh *Mesh;

    // Return first instance if name == NULL
    if(Name == NULL)
      return this;

    // Compare names and return if exact match
    if(m_Name != NULL && !strcmp(Name, m_Name))
      return this;

    // Search next in list
    if(m_Next != NULL) {
      if((Mesh = m_Next->FindMesh(Name)) != NULL)
        return Mesh;
    }

    return NULL;
  }

  DWORD GetNumMaterials()
  {
    return m_NumMaterials;
  }

  D3DMATERIAL8 *GetMaterial(unsigned long Num)
  {
    if(Num >= m_NumMaterials || m_Materials == NULL)
      return NULL;
    return &m_Materials[Num];
  }

  IDirect3DTexture8 *GetTexture(unsigned long Num)
  {
    if(Num >= m_NumMaterials || m_Textures == NULL)
      return NULL;
    return m_Textures[Num];
  }

  void CopyFrameToBoneMatrices()
  {
    DWORD i;

    // Copy all matrices from frames to local bone matrix array
    if(m_NumBones && m_Matrices != NULL && m_FrameMatrices != NULL) {
      for(i=0;i<m_NumBones;i++) {
        if(m_FrameMatrices[i] != NULL)
          D3DXMatrixMultiply(&m_Matrices[i], &m_BoneMatrices[i], m_FrameMatrices[i]);
        else
          D3DXMatrixIdentity(&m_Matrices[i]);
      }
    }

    // Process next in list
    if(m_Next != NULL)
      m_Next->CopyFrameToBoneMatrices();
  }
} sMesh;

typedef struct sFrameMeshList
{
  sMesh          *m_Mesh;
  sFrameMeshList *m_Next;

  sFrameMeshList()
  {
    m_Mesh = NULL;
    m_Next = NULL;
  }

  ~sFrameMeshList()
  {
    delete m_Next;
  }
} sFrameMeshList;

typedef struct sFrame
{
  char       *m_Name;

  sFrameMeshList *m_MeshList;   // List of meshes attached to this frame

  D3DXMATRIX  m_matCombined;    // Combined transformation matrix
  D3DXMATRIX  m_matTransformed; // Currently transformed matrix
  D3DXMATRIX  m_matOriginal;    // Original .X file matrix
  
  sFrame     *m_Parent;         // Parent Frame
  sFrame     *m_Child;          // Child frame
  sFrame     *m_Sibling;        // Sibling frame

  sFrame() 
  {
    m_Name = NULL;
    m_MeshList = NULL;
    D3DXMatrixIdentity(&m_matCombined);
    D3DXMatrixIdentity(&m_matTransformed);
    D3DXMatrixIdentity(&m_matOriginal);
    m_Parent = m_Sibling = m_Child = NULL;
  }

  ~sFrame()
  {
    delete m_Name;
    delete m_MeshList;
    delete m_Child;
    delete m_Sibling;
  }

  sFrame *FindFrame(char *Name)
  {
    sFrame *Frame;

    // Return this instance if name == NULL
    if(Name == NULL)
      return this;
    
    // Compare names and return if exact match
    if(m_Name != NULL && !strcmp(Name, m_Name))
      return this;

    // Search child lists

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