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Приложение А. Исходный код работы

Добавить в файл kg_lab.h:

struct s_figure

{

s_vector3 obj_scale, obj_rot, obj_pos;

s_figure( const s_vector3& pos_, const s_vector3& rot_ = vec0,

const s_vector3& scale_ = vec1, DWORD color_ = 0xff808080UL,

float level_ = 0.5f, float spower_ = 16.f, bool anim_ = true );

 

s_figure* child;

s_figure* next() const { return child; }

void set_child( s_figure* child_ ) { child = child_; }

 

};

 

void ReleaseScene();

void InitScene();

void AddFigure( s_figure* pFig );

}; //namespace scene

 

namespace figures

{

using namespace directx;

struct s_cube : public scene::s_figure

{

};

 

struct s_plane : public scene::s_figure

{

virtual const s_vertex* verts( DWORD& cnt ) const;

virtual const t_index* inds( DWORD& cnt ) const;

s_plane( const s_vector3& pos_, const s_vector3& rot_ = vec0,

const s_vector3& scale_ = vec1,

DWORD color_ = 0xff808080UL, float level_ = 0.5f, float spower_ = 16.f ) :

scene::s_figure( pos_, rot_, scale_, color_, level_, spower_, false ) {}

};

 

struct s_cube_smooth : public scene::s_figure

{

virtual const s_vertex* verts( DWORD& cnt ) const;

virtual const t_index* inds( DWORD& cnt ) const;

 

s_cube_smooth( const s_vector3& pos_, const s_vector3& rot_ = vec0,

const s_vector3& scale_ = vec1,

DWORD color_ = 0xff808080UL, float level_ = 0.5f, float spower_ = 16.f ) :

scene::s_figure( pos_, rot_, scale_, color_, level_, spower_ ) {}

};

 

}; //namespace figures

Добавить и изменить в файле scene.cpp:

void RenderFigures( IDirect3DDevice9* Dev, LPD3DXEFFECT pEffect )

{

const s_figure* f = pSceneRoot;

while( f )

{

DWORD vcnt = 0, icnt = 0;

const s_vertex* v = f->verts( vcnt );

const t_index* i = f->inds( icnt );

DWORD tri_cnt = icnt / 3;

 

const s_matrix& MatWorld = f->matrix();

const s_vector4& vObjColor = f->color();

 

pEffect->SetMatrix( hMatWorld, &MatWorld );

pEffect->SetVector( hObjColor, &vObjColor );

pEffect->SetFloat( hPower, f->power() );

pEffect->SetFloat( hSpecLevel, f->spec_level() );

 

pEffect->CommitChanges();

 

Dev->DrawIndexedPrimitiveUP( D3DPT_TRIANGLELIST, 0, vcnt, tri_cnt, i,

D3DFMT_INDEX16, v, sizeof( s_vertex ) );

 

f = f->next();

 

}// while( f )

 

}

 

s_figure::s_figure( const s_vector3& pos_, const s_vector3& rot_, const s_vector3& scale_,

DWORD color_, float level_, float spower_, bool anim_ ) :

obj_scale( scale_ ), obj_rot( rot_ ), obj_pos( pos_ ),

level( level_ ), spower( spower_ ), changes( true ), anim( anim_ ), child( 0 )

{

D3DXMatrixIdentity( &world );

set_color( color_ );

 

}

 

void AddFigure( s_figure* pFig )

{

pFig->set_child( pSceneRoot );

pSceneRoot = pFig;

 

}

 

void ReleaseScene()

{

s_figure* f = pSceneRoot;



while( f )

{

s_figure* f1 = f;

f = f->next();

delete f1;

 

}// while( f )

 

pSceneRoot = 0;

}

 

void InitScene()

{

vEyePos = vec0;

vAtPos = s_vector3( 0.f, 0.f, 1.f );

fFovY = 60.f;

 

AddFigure( new figures::s_plane( s_vector3( 0.f, -8.f, 20.f ), s_vector3( 0.f, 0.f, 0.f ),

s_vector3( 15.f, 1.f, 35.f ), 0xff808080UL, 0.2f, 64.f ) );

 

AddFigure( new figures::s_cube( s_vector3( 10.f, -4.f, 30.f ), s_vector3( 0.f, 0.f, 0.f ),

s_vector3( 3.f, 3.f, 3.f ), 0xff0000ffUL, 1.f, 32.f ) );

AddFigure( new figures::s_cube_smooth( s_vector3( 0.f, 5.f, 35.f ), s_vector3( 0.f, 0.f, 0.f ),

s_vector3( 2.f, 2.f, 2.f ), 0xff00ff00UL, 0.5f, 16.f ) );

AddFigure( new figures::s_cube_smooth( s_vector3( -10.f, -2.f, 25.f ), s_vector3( 0.f, 0.f, 0.f ),

s_vector3( 3.f, 2.f, 1.f ), 0xffff0000UL, 0.5f, 3.f ) );

}

 

Добавить в файл figures.cpp:

const t_index* s_cube::inds( DWORD& cnt ) const

{

 

21, 20, 23, 20, 22, 23,//правая грань

};

 

cnt = sizeof( inds ) / sizeof( inds[0] );

return inds;

}

 

const s_vertex* s_plane::verts( DWORD& cnt ) const

{

static s_vertex verts[] =

{

s_vertex( s_vector3( -1.f, 0.f, -1.f ) ),

s_vertex( s_vector3( 1.f, 0.f, -1.f ) ),

s_vertex( s_vector3( -1.f, 0.f, 1.f ) ),

s_vertex( s_vector3( 1.f, 0.f, 1.f ) ),

 

};

 

cnt = sizeof( verts ) / sizeof( verts[0] );

return verts;

}

 

const t_index* s_plane::inds( DWORD& cnt ) const

{

static const t_index inds[] =

{

1, 0, 2, 1, 2, 3,

};

 

cnt = sizeof( inds ) / sizeof( inds[0] );

return inds;

}

 

const s_vertex* s_cube_smooth::verts( DWORD& cnt ) const

{

static s_vertex verts[] =

{

s_vertex( s_vector3( -1.f, -1.f, -1.f ) ),

s_vertex( s_vector3( 1.f, -1.f, -1.f ) ),

s_vertex( s_vector3( -1.f, 1.f, -1.f ) ),

s_vertex( s_vector3( 1.f, 1.f, -1.f ) ),

 

s_vertex( s_vector3( -1.f, -1.f, 1.f ) ),

s_vertex( s_vector3( 1.f, -1.f, 1.f ) ),

s_vertex( s_vector3( -1.f, 1.f, 1.f ) ),

s_vertex( s_vector3( 1.f, 1.f, 1.f ) ),

};

 

cnt = sizeof( verts ) / sizeof( verts[0] );

return verts;

}

 

const t_index* s_cube_smooth::inds( DWORD& cnt ) const

{

static const t_index inds[] =

{

1, 0, 2, 1, 2, 3, //дальняя грань

4, 5, 6, 5, 7, 6, //ближняя грань

 

0, 1, 4, 1, 5, 4, //верхняя грань

6, 7, 2, 7, 3, 2, //нижняя грань

 

0, 4, 2, 4, 6, 2, //левая грань

5, 1, 3, 5, 3, 7, //правая грань

};

 

cnt = sizeof( inds ) / sizeof( inds[0] );

return inds;

}

 

}; //namespace figures

 


Date: 2016-03-03; view: 137


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