?? planescene.pas
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//------------------------------------------------------------------------------
// File: PlaneScene.h & PlaneScene.cpp
//
// Desc: DirectShow sample code - interface for the TPlaneScene class
//
// Portions created by Microsoft are
// Copyright (C) 2002 Microsoft Corporation.
// All Rights Reserved.
//
// The initial developer of the Pascal code is Henri GOURVEST
// Email : hgourvest@progdigy.com
// WebSite : http://www.progdigy.com
//------------------------------------------------------------------------------
unit PlaneScene;
interface
uses Direct3D9;
const
NUM_VERTICES = 4;
type
TPosition = record
x,y,z: Single;
end;
TCustomVertex = record
Position: TPosition;
Color: D3DCOLOR; // The color
tu, tv: Single; // The texture coordinates
end;
TPlaneScene = class
private
Fvertices: array[0..NUM_VERTICES-1] of TCustomVertex;
FvertexBuffer: IDirect3DVertexBuffer9;
Ftime: Int64;
public
constructor Create;
function Init(d3ddev: IDirect3DDevice9): HRESULT;
function DrawScene(d3ddev: IDirect3DDevice9; texture: IDirect3DTexture9): HRESULT;
procedure SetSrcRect(fTU, fTV: Single);
end;
implementation
uses Windows, D3DX9;
const
D3DFVF_CUSTOMVERTEX = D3DFVF_XYZ or D3DFVF_DIFFUSE or D3DFVF_TEX1;
function MakePosition(x, y, z: Single): TPosition;
begin
result.x := x;
result.y := y;
result.z := z;
end;
{ TPlaneScene }
constructor TPlaneScene.Create;
begin
Fvertices[0].position := MakePosition(-1.0, 1.0, 0.0); // top left
Fvertices[1].position := MakePosition(-1.0, -1.0, 0.0); // bottom left
Fvertices[2].position := MakePosition( 1.0, 1.0, 0.0); // top right
Fvertices[3].position := MakePosition( 1.0, -1.0, 0.0); // bottom right
// set up diffusion:
Fvertices[0].color := $ffffffff;
Fvertices[1].color := $ff0000ff;
Fvertices[2].color := $ffffffff;
Fvertices[3].color := $ff0000ff;
// set up texture coordinates
Fvertices[0].tu := 0.0; Fvertices[0].tv := 0.0; // low left
Fvertices[1].tu := 0.0; Fvertices[1].tv := 1.0; // high left
Fvertices[2].tu := 1.0; Fvertices[2].tv := 0.0; // low right
Fvertices[3].tu := 1.0; Fvertices[3].tv := 1.0; // high right
end;
function TPlaneScene.DrawScene(d3ddev: IDirect3DDevice9;
texture: IDirect3DTexture9): HRESULT;
function FailRet(hr: HResult): boolean;
begin
DrawScene := hr;
Result := Failed(hr);
end;
var
dwCurrentTime: DWord;
difference: Int64;
x, y, z: Single;
mask0, mask3: DWord;
pData: Pointer;
begin
if ((d3ddev = nil) or (texture = nil)) then
begin
Result := E_POINTER;
Exit;
end;
if( FvertexBuffer = nil) then
begin
Result := D3DERR_INVALIDCALL;
Exit;
end;
// get the difference in time
dwCurrentTime := GetTickCount;
difference := Ftime - dwCurrentTime;
// figure out the rotation of the plane
x := -cos(difference / 2000);
y := cos(difference / 2000);
z := sin(difference / 2000);
// update the two rotating vertices with the new position
Fvertices[0].position := MakePosition(x, y, z); // top left
Fvertices[3].position := MakePosition(-x, -y, -z); // bottom right
// Adjust the color so the blue is always on the bottom.
// As the corner approaches the bottom, get rid of all the other
// colors besides blue
mask0 := Trunc((255 * (( y + 1) / 2)));
mask3 := Trunc((255 * ((-y + 1) / 2)));
Fvertices[0].color := $ff0000ff or (mask0 shl 16) or (mask0 shl 8);
Fvertices[3].color := $ff0000ff or (mask3 shl 16) or (mask3 shl 8);
// write the new vertex information into the buffer
if FailRet(FvertexBuffer.Lock(0, sizeof(pData), pData, 0)) then exit;
move(Fvertices, pData^ , sizeof(Fvertices));
if FailRet(FvertexBuffer.Unlock) then exit;
// clear the scene so we don't have any articats left
d3ddev.Clear(0, nil, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,255,255), 1.0, 0);
if FailRet(d3ddev.BeginScene) then exit;
if FailRet(d3ddev.SetTexture(0, texture)) then exit;
if FailRet(d3ddev.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE)) then exit;
if FailRet(d3ddev.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE)) then exit;
if FailRet(d3ddev.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE)) then exit;
if FailRet(d3ddev.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE)) then exit;
if FailRet(d3ddev.SetStreamSource(0, FvertexBuffer, 0, sizeof(TCustomVertex))) then exit; //set next source ( NEW )
if FailRet(d3ddev.SetFVF(D3DFVF_CUSTOMVERTEX)) then exit;
if FailRet(d3ddev.DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2)) then exit; //draw quad
if FailRet(d3ddev.SetTexture(0, nil)) then exit;
if FailRet(d3ddev.EndScene) then exit;
end;
function TPlaneScene.Init(d3ddev: IDirect3DDevice9): HRESULT;
function FailRet(hr: HResult): boolean;
begin
Init := hr;
Result := Failed(hr);
end;
var
backBuffer: IDirect3DSurface9;
backBufferDesc: TD3DSurfaceDesc;
matProj, matView: TD3DXMatrix;
fAspect: Single;
from, at, up: TD3DXVector3;
begin
if(d3ddev = nil) then
begin
Result := E_POINTER;
Exit;
end;
if FailRet(d3ddev.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE)) then exit;
if FailRet(d3ddev.SetRenderState(D3DRS_LIGHTING, Cardinal(FALSE))) then exit;
if FailRet(d3ddev.SetRenderState(D3DRS_ALPHABLENDENABLE, Cardinal(TRUE))) then exit;
if FailRet(d3ddev.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA)) then exit;
if FailRet(d3ddev.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA)) then exit;
if FailRet(d3ddev.SetRenderState(D3DRS_ALPHATESTENABLE, Cardinal(TRUE))) then exit;
if FailRet(d3ddev.SetRenderState(D3DRS_ALPHAREF, $10)) then exit;
if FailRet(d3ddev.SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER)) then exit;
if FailRet(d3ddev.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP)) then exit;
if FailRet(d3ddev.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP)) then exit;
if FailRet(d3ddev.SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR)) then exit;
if FailRet(d3ddev.SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR)) then exit;
if FailRet(d3ddev.SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR)) then exit;
FvertexBuffer := nil;
d3ddev.CreateVertexBuffer(sizeof(Fvertices),D3DUSAGE_WRITEONLY,D3DFVF_CUSTOMVERTEX,D3DPOOL_MANAGED, FvertexBuffer, nil);
if FailRet(d3ddev.GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, backBuffer)) then exit;
backBuffer.GetDesc(backBufferDesc);
// Set the projection matrix
fAspect := backBufferDesc.Width / backBufferDesc.Height;
D3DXMatrixPerspectiveFovLH(matProj, D3DX_PI/4, fAspect, 1.0, 100.0);
if FailRet(d3ddev.SetTransform(D3DTS_PROJECTION, matProj)) then exit;
from := D3DXVECTOR3(1.0, 1.0, -3.0);
at := D3DXVECTOR3(0.0, 0.0, 0.0);
up := D3DXVECTOR3(0.0, 1.0, 0.0);
D3DXMatrixLookAtLH(matView, from, at, up);
if FailRet(d3ddev.SetTransform(D3DTS_VIEW, matView)) then exit;
Ftime := GetTickCount;
end;
procedure TPlaneScene.SetSrcRect(fTU, fTV: Single);
begin
Fvertices[0].tu := 0.0; Fvertices[0].tv := 0.0; // low left
Fvertices[1].tu := 0.0; Fvertices[1].tv := fTV; // high left
Fvertices[2].tu := fTU; Fvertices[2].tv := 0.0; // low right
Fvertices[3].tu := fTU; Fvertices[3].tv := fTV; // high right
end;
end.
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