?? terrain.cpp
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// Terrain.cpp: implementation of the CTerrain class.
//
//////////////////////////////////////////////////////////////////////
#include "Terrain.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CTerrain::CTerrain(LPDIRECT3DDEVICE8 pD3DDevice, WORD wRows, WORD wCols, float rTileSize, WORD wMaxHeight)
{
m_pD3DDevice = pD3DDevice;
m_pVertexBuffer = NULL;
m_pIndexBuffer = NULL;
m_pTexture = NULL;
//Set a default size and position
m_wRows = wRows;
m_wCols = wCols;
//Set the tile size for the terrain
m_rTileSize = rTileSize;
//Set the max height for any vertex
m_wMaxHeight = wMaxHeight;
//Setup counts for this object
m_dwNumOfVertices = (m_wCols + 1) * (m_wRows + 1);
m_dwNumOfPolygons = m_wRows * m_wCols * 2;
m_dwNumOfIndices = m_dwNumOfPolygons * 3;
//Set material default values (R, G, B, A)
D3DCOLORVALUE rgbaDiffuse = {1.0, 1.0, 1.0, 0.0,};
D3DCOLORVALUE rgbaAmbient = {1.0, 1.0, 1.0, 0.0,};
D3DCOLORVALUE rgbaSpecular = {0.0, 0.0, 0.0, 0.0,};
D3DCOLORVALUE rgbaEmissive = {0.0, 0.0, 0.0, 0.0,};
SetMaterial(rgbaDiffuse, rgbaAmbient, rgbaSpecular, rgbaEmissive, 0);
//Initialize Vertex Buffer
if(SUCCEEDED(CreateVertexBuffer()))
{
if(CreateIndexBuffer())
{
UpdateVertices();
}
}
}
CTerrain::~CTerrain()
{
SafeRelease(m_pTexture);
SafeRelease(m_pIndexBuffer);
SafeRelease(m_pVertexBuffer);
}
DWORD CTerrain::Render()
{
m_pD3DDevice->SetStreamSource(0, m_pVertexBuffer, sizeof(TERRAIN_CUSTOMVERTEX));
m_pD3DDevice->SetVertexShader(TERRAIN_D3DFVF_CUSTOMVERTEX);
if(m_pTexture != NULL)
{
//A texture has been set. We want our texture to be shaded based
//on the current light levels, so used D3DTOP_MODULATE.
m_pD3DDevice->SetTexture(0, m_pTexture);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
}
else
{
//No texture has been set
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
}
//Select the material to use
m_pD3DDevice->SetMaterial(&m_matMaterial);
//Select index buffer
m_pD3DDevice->SetIndices(m_pIndexBuffer, 0);
//Render polygons from index buffer
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwNumOfVertices, 0, m_dwNumOfPolygons);
//Return the number of polygons rendered
return m_dwNumOfPolygons;
}
HRESULT CTerrain::CreateVertexBuffer()
{
//Create the vertex buffer from our device.
if(FAILED(m_pD3DDevice->CreateVertexBuffer(m_dwNumOfVertices * sizeof(TERRAIN_CUSTOMVERTEX),
0, TERRAIN_D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &m_pVertexBuffer)))
{
return E_FAIL;
}
return S_OK;
}
bool CTerrain::CreateIndexBuffer()
{
VOID* pBufferIndices;
//Create the index buffer from our device
if(FAILED(m_pD3DDevice->CreateIndexBuffer(m_dwNumOfIndices * sizeof(WORD),
0, D3DFMT_INDEX16, D3DPOOL_MANAGED,
&m_pIndexBuffer)))
{
return false;
}
//Set values for the index buffer
WORD* pIndices = new WORD[m_dwNumOfIndices]; //Array holds the indices
WORD a = m_wCols + 1;
WORD b = 0;
WORD c = a + 1;
WORD x, z, i = 0;
for(z = 0; z < m_wRows; z++)
{
for(x = 0; x < m_wCols; x++)
{
pIndices[i] = a;
pIndices[i + 1] = b;
pIndices[i + 2] = c;
pIndices[i + 3] = b + 1;
pIndices[i + 4] = c;
pIndices[i + 5] = b;
a++;
b++;
c++;
i += 6;
}
a = c;
b++;
c++;
}
//Get a pointer to the index buffer indices and lock the index buffer
m_pIndexBuffer->Lock(0, m_dwNumOfIndices * sizeof(WORD), (BYTE**)&pBufferIndices, 0);
//Copy our stored indices values into the index buffer
memcpy(pBufferIndices, pIndices, m_dwNumOfIndices * sizeof(WORD));
//Unlock the index buffer
m_pIndexBuffer->Unlock();
//Clean up
delete pIndices;
pIndices = NULL;
return true;
}
D3DXVECTOR3 CTerrain::GetTriangeNormal(D3DXVECTOR3* vVertex1, D3DXVECTOR3* vVertex2, D3DXVECTOR3* vVertex3)
{
D3DXVECTOR3 vNormal;
D3DXVECTOR3 v1;
D3DXVECTOR3 v2;
D3DXVec3Subtract(&v1, vVertex2, vVertex1);
D3DXVec3Subtract(&v2, vVertex3, vVertex1);
D3DXVec3Cross(&vNormal, &v1, &v2);
D3DXVec3Normalize(&vNormal, &vNormal);
return vNormal;
}
bool CTerrain::UpdateVertices()
{
DWORD i = 0;
VOID* pVertices;
WORD* pBufferIndices;
D3DXVECTOR3 vNormal;
DWORD dwVertex1;
DWORD dwVertex2;
DWORD dwVertex3;
WORD* pNumOfSharedPolygons = new WORD[m_dwNumOfVertices]; //Array holds how many times this vertex is shared
D3DVECTOR* pSumVertexNormal = new D3DVECTOR[m_dwNumOfVertices]; //Array holds sum of all face normals for shared vertex
TERRAIN_CUSTOMVERTEX* pcvVertices = new TERRAIN_CUSTOMVERTEX[m_dwNumOfVertices]; //Array holds the veritces
float x, z;
//Centre terrain around the origin
float zStart = (float)(0.0 - (m_wRows/2.0));
float zEnd = (float)(m_wRows/2.0);
float xStart = (float)(0.0 - (m_wCols/2.0));
float xEnd = (float)(m_wCols/2.0);
//Initialise the random number generator
srand(timeGetTime());
//Clear memory and setup vertices for terrain
for(z = zStart; z <= zEnd; z++)
{
for(x = xStart; x <= xEnd; x++)
{
pNumOfSharedPolygons[i] = 0;
pSumVertexNormal[i] = D3DXVECTOR3(0,0,0);
pcvVertices[i].x = x * m_rTileSize;
//Make sure that the edges are all the same level
if((z == zStart) || (z == zEnd) || (x == xStart) || (x == xEnd))
{
pcvVertices[i].y = 0.0;
}
else
{
//Set a random height for y
pcvVertices[i].y = (float)(rand() % m_wMaxHeight);
}
pcvVertices[i].z = -z * m_rTileSize;
pcvVertices[i].nx = 0.0;
pcvVertices[i].ny = 0.0;
pcvVertices[i].nz = 0.0;
if(((int)z % 2) == 0)
{
if(((int)x % 2) == 0)
{
pcvVertices[i].tu = 0.0;
pcvVertices[i].tv = 0.0;
}
else
{
pcvVertices[i].tu = 1.0;
pcvVertices[i].tv = 0.0;
}
}
else
{
if(((int)x % 2) == 0)
{
pcvVertices[i].tu = 0.0;
pcvVertices[i].tv = 1.0;
}
else
{
pcvVertices[i].tu = 1.0;
pcvVertices[i].tv = 1.0;
}
}
i++;
}
}
//Get a pointer to the index buffer indices and lock the index buffer
m_pIndexBuffer->Lock(0, m_dwNumOfIndices * sizeof(WORD), (BYTE**)&pBufferIndices, D3DLOCK_READONLY);
//For each triangle, count the number of times each vertex is used and
//add together the normals of faces that share a vertex
for(i = 0; i < m_dwNumOfIndices; i += 3)
{
dwVertex1 = pBufferIndices[i];
dwVertex2 = pBufferIndices[i + 1];
dwVertex3 = pBufferIndices[i + 2];
vNormal = GetTriangeNormal(&D3DXVECTOR3(pcvVertices[dwVertex1].x, pcvVertices[dwVertex1].y, pcvVertices[dwVertex1].z),
&D3DXVECTOR3(pcvVertices[dwVertex2].x, pcvVertices[dwVertex2].y, pcvVertices[dwVertex2].z),
&D3DXVECTOR3(pcvVertices[dwVertex3].x, pcvVertices[dwVertex3].y, pcvVertices[dwVertex3].z));
pNumOfSharedPolygons[dwVertex1]++;
pNumOfSharedPolygons[dwVertex2]++;
pNumOfSharedPolygons[dwVertex3]++;
pSumVertexNormal[dwVertex1].x += vNormal.x;
pSumVertexNormal[dwVertex1].y += vNormal.y;
pSumVertexNormal[dwVertex1].z += vNormal.z;
pSumVertexNormal[dwVertex2].x += vNormal.x;
pSumVertexNormal[dwVertex2].y += vNormal.y;
pSumVertexNormal[dwVertex2].z += vNormal.z;
pSumVertexNormal[dwVertex3].x += vNormal.x;
pSumVertexNormal[dwVertex3].y += vNormal.y;
pSumVertexNormal[dwVertex3].z += vNormal.z;
}
//Unlock the index buffer
m_pIndexBuffer->Unlock();
//For each vertex, calculate the average normal
//CHAR DEBUG[255];
for(i = 0; i < m_dwNumOfVertices; i++)
{
vNormal.x = pSumVertexNormal[i].x / pNumOfSharedPolygons[i];
vNormal.y = pSumVertexNormal[i].y / pNumOfSharedPolygons[i];
vNormal.z = pSumVertexNormal[i].z / pNumOfSharedPolygons[i];
D3DXVec3Normalize(&vNormal, &vNormal);
pcvVertices[i].nx = vNormal.x;
pcvVertices[i].ny = vNormal.y;
pcvVertices[i].nz = vNormal.z;
//sprintf(DEBUG, "Vertex Data %d: x = %f, y = %f, z = %f, nx = %f, ny = %f, nz = %f, tu = %f, tv = %f\n", i, pcvVertices[i].x, pcvVertices[i].y, pcvVertices[i].z, pcvVertices[i].nx, pcvVertices[i].ny, pcvVertices[i].nz, pcvVertices[i].tu, pcvVertices[i].tv);
//OutputDebugString(DEBUG);
}
//Get a pointer to the vertex buffer vertices and lock the vertex buffer
if(FAILED(m_pVertexBuffer->Lock(0, m_dwNumOfVertices * sizeof(TERRAIN_CUSTOMVERTEX), (BYTE**)&pVertices, 0)))
{
OutputDebugString("Lock Vertex Buffer Failed!\n");
return false;
}
//Copy our stored vertices values into the vertex buffer
memcpy(pVertices, pcvVertices, m_dwNumOfVertices * sizeof(TERRAIN_CUSTOMVERTEX));
//Unlock the vertex buffer
m_pVertexBuffer->Unlock();
//Clean up
delete pNumOfSharedPolygons;
delete pSumVertexNormal;
delete pcvVertices;
pNumOfSharedPolygons = NULL;
pSumVertexNormal = NULL;
pcvVertices = NULL;
return true;
}
bool CTerrain::SetSize(WORD wRows, WORD wCols, float rTileSize, WORD wMaxHeight)
{
//Set size
m_wRows = wRows;
m_wCols = wCols;
//Set the tile size for the terrain
m_rTileSize = rTileSize;
//Set the max height for any vertex
m_wMaxHeight = wMaxHeight;
//Setup counts for this object
m_dwNumOfVertices = (m_wCols + 1) * (m_wRows + 1);
m_dwNumOfPolygons = m_wRows * m_wCols * 2;
m_dwNumOfIndices = m_dwNumOfPolygons * 3;
UpdateVertices();
return true;
}
bool CTerrain::SetTexture(const char *szTextureFilePath)
{
if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice, szTextureFilePath, &m_pTexture)))
{
OutputDebugString("Failed to load texture.");
return false;
}
return true;
}
bool CTerrain::SetMaterial(D3DCOLORVALUE rgbaDiffuse, D3DCOLORVALUE rgbaAmbient, D3DCOLORVALUE rgbaSpecular, D3DCOLORVALUE rgbaEmissive, float rPower)
{
//Set the RGBA for diffuse light reflected from this material.
m_matMaterial.Diffuse = rgbaDiffuse;
//Set the RGBA for ambient light reflected from this material.
m_matMaterial.Ambient = rgbaAmbient;
//Set the color and sharpness of specular highlights for the material.
m_matMaterial.Specular = rgbaSpecular;
m_matMaterial.Power = rPower;
//Set the RGBA for light emitted from this material.
m_matMaterial.Emissive = rgbaEmissive;
return true;
}
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