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564 lines
20 KiB
564 lines
20 KiB
/*****************************************************************************\
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FILE: object.cpp
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DESCRIPTION:
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The caller will tell us what shape they want. Normally a rectangle on a
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plane or a sphere. We will then create the number vertexs the caller wants
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for that objectand create texture coordinates.
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BryanSt 12/24/2000
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Copyright (C) Microsoft Corp 2000-2001. All rights reserved.
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\*****************************************************************************/
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#include "stdafx.h"
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#include "util.h"
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#include "room.h"
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#include "object.h"
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int g_nTrianglesRenderedInThisFrame = 0;
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C3DObject::C3DObject(CMSLogoDXScreenSaver * pMain)
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{
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// Initialize member variables
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m_pTexture = NULL;
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m_pdwIndices = NULL;
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m_dwNumVer = 0;
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m_dwNumIndeces = 0;
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m_pvVertexs = NULL;
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m_pMain = pMain;
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for (int nIndex = 0; nIndex < ARRAYSIZE(m_pIndexBuff); nIndex++)
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{
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m_pVB[nIndex] = NULL;
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m_pIndexBuff[nIndex] = NULL;
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}
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m_pNextObject = NULL;
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}
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C3DObject::~C3DObject()
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{
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SAFE_RELEASE(m_pTexture);
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SAFE_DELETE(m_pdwIndices);
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SAFE_DELETE(m_pvVertexs);
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SAFE_DELETE(m_pNextObject);
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_PurgeDeviceObjects();
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}
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HRESULT C3DObject::InitPlaneStretch(CTexture * pTexture, IDirect3DDevice8 * pD3DDevice, D3DXVECTOR3 vLocation, D3DXVECTOR3 vSize, D3DXVECTOR3 vNormal,
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int nNumVertexX, int nNumVertexY, DWORD dwMaxPixelSize)
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{
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D3DXVECTOR3 vWidth;
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D3DXVECTOR3 vHeight;
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if (vNormal.x)
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{
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vWidth = D3DXVECTOR3(0, 0, 1);
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vHeight = D3DXVECTOR3(0, 1, 0);
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}
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else if (vNormal.y)
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{
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vWidth = D3DXVECTOR3(0, 0, 1);
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vHeight = D3DXVECTOR3(1, 0, 0);
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}
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else
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{
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vWidth = D3DXVECTOR3(1, 0, 0);
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vHeight = D3DXVECTOR3(0, 1, 0);
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}
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float fTextureX = (1.0f / AddVectorComponents(D3DXVec3Multiply(vSize, vWidth)));
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float fTextureY = (1.0f / AddVectorComponents(D3DXVec3Multiply(vSize, vHeight)));
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return InitPlane(pTexture, pD3DDevice, vLocation, vSize, vNormal, nNumVertexX, nNumVertexY,
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fTextureX, fTextureY, dwMaxPixelSize, 0.0f);
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}
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/*****************************************************************************\
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DESCRIPTION:
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This function needs to force pvSize to be positive, but ajusting pvLocation.
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This is necessary in order to get the normal vectors for the verticies correct
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or the triangle will be culled from the user's view.
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\*****************************************************************************/
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HRESULT C3DObject::_ForPositiveSize(D3DXVECTOR3 * pvLocation, D3DXVECTOR3 * pvSize)
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{
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if (0 > pvSize->x)
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{
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pvLocation->x += pvSize->x;
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pvSize->x = -pvSize->x;
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}
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if (0 > pvSize->y)
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{
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pvLocation->y += pvSize->y;
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pvSize->y = -pvSize->y;
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}
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if (0 > pvSize->z)
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{
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pvLocation->z += pvSize->z;
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pvSize->z = -pvSize->z;
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}
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return S_OK;
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}
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/*****************************************************************************\
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DESCRIPTION:
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This function will create an object which is a plane with pTexture on the
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surface. It will be a grid of nNumVertexX by nNumVertexY.
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PARAMETERS:
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fTextureScaleX: This is the number patterns to repeat in a 1.0f of space.
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\*****************************************************************************/
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HRESULT C3DObject::InitPlane(CTexture * pTexture, IDirect3DDevice8 * pD3DDevice, D3DXVECTOR3 vLocation, D3DXVECTOR3 vSize, D3DXVECTOR3 vNormal,
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int nNumVertexX, int nNumVertexY, float fTextureScaleX, float fTextureScaleY,
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DWORD dwMaxPixelSize, float fVisibleRadius)
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{
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HRESULT hr = E_INVALIDARG;
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_ForPositiveSize(&vLocation, &vSize);
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_PurgeDeviceObjects();
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m_vMin = vLocation;
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m_vMax = vLocation + vSize;
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SAFE_DELETE(m_pdwIndices);
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SAFE_DELETE(m_pvVertexs);
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if (pD3DDevice && (nNumVertexX > 1) && (nNumVertexY > 1))
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{
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D3DXVECTOR3 vWidth;
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D3DXVECTOR3 vHeight;
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BOOL fFlipOrder = FALSE;
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BOOL fFlipTexture = FALSE;
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IUnknown_Set((IUnknown **) &m_pTexture, (IUnknown *) pTexture);
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//AssertMsg(((nNumVertexX > 1) && (nNumVertexY > 1)), TEXT("Grid needs to be larger."));
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if (vNormal.x)
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{
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// Flip the order of the triangle vectors.
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vWidth = D3DXVECTOR3(0, 0, 1);
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vHeight = D3DXVECTOR3(0, 1, 0);
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}
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else if (vNormal.y)
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{
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fFlipOrder = TRUE;
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vWidth = D3DXVECTOR3(0, 0, 1);
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vHeight = D3DXVECTOR3(1, 0, 0);
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}
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else
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{
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// Flip the order of the triangle vectors.
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fFlipOrder = TRUE;
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vWidth = D3DXVECTOR3(1, 0, 0);
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vHeight = D3DXVECTOR3(0, 1, 0);
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}
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if ((0 > vNormal.x) || (0 < vNormal.z))
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{
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fFlipTexture = TRUE;
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}
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if (0 < AddVectorComponents(vNormal))
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{
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fFlipOrder = !fFlipOrder;
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}
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D3DXMatrixIdentity(&m_matIdentity);
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m_dwNumVer = (nNumVertexX * nNumVertexY);
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m_dwNumIndeces = (6 * ((nNumVertexX - 1) * (nNumVertexY - 1)));
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m_pdwIndices = new WORD[m_dwNumIndeces];
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if (m_pdwIndices)
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{
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m_pvVertexs = new MYVERTEX[m_dwNumVer];
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if (m_pvVertexs)
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{
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int nVerticies = 0;
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hr = S_OK;
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for (int nCurrentY = 0; nCurrentY < nNumVertexY; nCurrentY++)
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{
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for (int nCurrentX = 0; nCurrentX < nNumVertexX; nCurrentX++)
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{
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D3DXVECTOR3 vThisSize = ( D3DXVec3Multiply( (((float)nCurrentY)*vHeight), (vSize / ((float)(nNumVertexY - 1))) ) +
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D3DXVec3Multiply( (((float)nCurrentX) *vWidth), (vSize / ((float)(nNumVertexX - 1))) ));
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D3DXVECTOR3 vThisLocation = (vLocation + vThisSize);
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float fTextureX = ((fTextureScaleX*AddVectorComponents(D3DXVec3Multiply(vThisSize, vWidth))) * (fFlipTexture ? -1 : 1));
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float fTextureY = (-fTextureScaleY*AddVectorComponents(D3DXVec3Multiply(vThisSize, vHeight)));
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m_pvVertexs[(nCurrentY * nNumVertexX) + nCurrentX] = MYVERTEX(vThisLocation, vNormal, fTextureX, fTextureY);
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if (( (int)m_dwNumIndeces > (nVerticies * 6)) &&
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(nCurrentY < (nNumVertexY - 1)) &&
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(nCurrentX < (nNumVertexX - 1)))
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{
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// The number of indexs will not have the last row.
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m_pdwIndices[(nVerticies * 6) + 0] = (((nCurrentY + 1) * nNumVertexY) + nCurrentX);
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m_pdwIndices[(nVerticies * 6) + 1] = ((nCurrentY * nNumVertexY) + nCurrentX);
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m_pdwIndices[(nVerticies * 6) + 2] = (((nCurrentY + 0) * nNumVertexY) + nCurrentX + 1);
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m_pdwIndices[(nVerticies * 6) + 3] = (((nCurrentY + 1) * nNumVertexY) + nCurrentX);
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m_pdwIndices[(nVerticies * 6) + 4] = (((nCurrentY + 0) * nNumVertexY) + nCurrentX + 1);
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m_pdwIndices[(nVerticies * 6) + 5] = (((nCurrentY + 1) * nNumVertexY) + nCurrentX + 1);
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if (fFlipOrder)
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{
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WORD wTemp = m_pdwIndices[(nVerticies * 6) + 0];
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m_pdwIndices[(nVerticies * 6) + 0] = m_pdwIndices[(nVerticies * 6) + 2];
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m_pdwIndices[(nVerticies * 6) + 2] = wTemp;
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wTemp = m_pdwIndices[(nVerticies * 6) + 3];
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m_pdwIndices[(nVerticies * 6) + 3] = m_pdwIndices[(nVerticies * 6) + 5];
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m_pdwIndices[(nVerticies * 6) + 5] = wTemp;
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}
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nVerticies++;
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}
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}
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}
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}
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}
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else
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{
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hr = E_OUTOFMEMORY;
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}
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}
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return hr;
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}
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HRESULT C3DObject::_PurgeDeviceObjects(void)
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{
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for (int nIndex = 0; nIndex < ARRAYSIZE(m_pIndexBuff); nIndex++)
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{
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SAFE_RELEASE(m_pVB[nIndex]);
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SAFE_RELEASE(m_pIndexBuff[nIndex]);
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}
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return S_OK;
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}
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HRESULT C3DObject::_GenerateDeviceObjects(void)
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{
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HRESULT hr = E_INVALIDARG;
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if (m_pMain)
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{
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int nCurrMonitor = m_pMain->GetCurrMonitorIndex();
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IDirect3DDevice8 * pD3DDevice = m_pMain->GetD3DDevice();
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hr = S_OK;
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if (pD3DDevice && (!m_pVB[nCurrMonitor] || !m_pIndexBuff[nCurrMonitor]))
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{
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SAFE_RELEASE(m_pVB[nCurrMonitor]); // Make sure both are set or both clear.
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SAFE_RELEASE(m_pIndexBuff[nCurrMonitor]);
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hr = pD3DDevice->CreateVertexBuffer((m_dwNumVer*sizeof(MYVERTEX)), D3DUSAGE_WRITEONLY, D3DFVF_MYVERTEX, D3DPOOL_MANAGED, &m_pVB[nCurrMonitor]);
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if (SUCCEEDED(hr))
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{
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MYVERTEX * pVertexArray;
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hr = m_pVB[nCurrMonitor]->Lock(0, 0, (BYTE **)&pVertexArray, 0);
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if (SUCCEEDED(hr))
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{
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hr = pD3DDevice->CreateIndexBuffer((m_dwNumIndeces*sizeof(WORD)), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pIndexBuff[nCurrMonitor]);
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if (SUCCEEDED(hr))
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{
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WORD * pwIndexes;
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hr = m_pIndexBuff[nCurrMonitor]->Lock(0, (m_dwNumIndeces*sizeof(WORD)), (BYTE **)&pwIndexes, 0);
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if (SUCCEEDED(hr))
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{
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// 1. Copy m_pvVertexs to pVertexArray
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DWORD cbSize = (m_dwNumVer*sizeof(MYVERTEX));
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CopyMemory(pVertexArray, m_pvVertexs, cbSize);
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// 2. Copy m_pdwIndices[(nVerticies * 6) + 0] to y
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cbSize = (m_dwNumIndeces*sizeof(WORD));
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CopyMemory(pwIndexes, m_pdwIndices, cbSize);
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m_pIndexBuff[nCurrMonitor]->Unlock();
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}
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}
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m_pVB[nCurrMonitor]->Unlock();
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}
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if (FAILED(hr))
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{
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SAFE_RELEASE(m_pVB[nCurrMonitor]); // Make sure both are set or both clear.
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SAFE_RELEASE(m_pIndexBuff[nCurrMonitor]);
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}
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}
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}
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}
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return hr;
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}
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HRESULT C3DObject::CombineObject(IDirect3DDevice8 * pD3DDevice, C3DObject * pObjToMerge)
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{
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HRESULT hr = E_INVALIDARG;
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if (pObjToMerge && m_pdwIndices && m_dwNumIndeces && pObjToMerge->m_pdwIndices && pObjToMerge->m_dwNumIndeces)
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{
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hr = _PurgeDeviceObjects();
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if (pObjToMerge->m_vMin.x < m_vMin.x)
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m_vMin.x = pObjToMerge->m_vMin.x;
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if (pObjToMerge->m_vMin.y < m_vMin.y)
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m_vMin.y = pObjToMerge->m_vMin.y;
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if (pObjToMerge->m_vMin.z < m_vMin.z)
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m_vMin.z = pObjToMerge->m_vMin.z;
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if (pObjToMerge->m_vMax.x > m_vMax.x)
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m_vMax.x = pObjToMerge->m_vMax.x;
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if (pObjToMerge->m_vMax.y > m_vMax.y)
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m_vMax.y = pObjToMerge->m_vMax.y;
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if (pObjToMerge->m_vMax.z > m_vMax.z)
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m_vMax.z = pObjToMerge->m_vMax.z;
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if (SUCCEEDED(hr))
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{
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LPWORD pdwIndicesOld = m_pdwIndices;
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DWORD dwNumIndecesOld = m_dwNumIndeces;
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MYVERTEX * pvVertexsOld = m_pvVertexs;
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DWORD dwNumVerOld = m_dwNumVer;
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m_dwNumIndeces += pObjToMerge->m_dwNumIndeces;
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m_pdwIndices = new WORD[m_dwNumIndeces];
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m_dwNumVer += pObjToMerge->m_dwNumVer;
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m_pvVertexs = new MYVERTEX[m_dwNumIndeces];
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if (m_pvVertexs && m_pdwIndices)
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{
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DWORD dwCurrent;
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// Copy the original Index values.
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for (dwCurrent = 0; dwCurrent < dwNumIndecesOld; dwCurrent++)
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{
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m_pdwIndices[dwCurrent] = pdwIndicesOld[dwCurrent];
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}
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// Append the new Index values.
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for (dwCurrent = 0; dwCurrent < pObjToMerge->m_dwNumIndeces; dwCurrent++)
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{
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m_pdwIndices[dwCurrent + dwNumIndecesOld] = (pObjToMerge->m_pdwIndices[dwCurrent] + (WORD) dwNumVerOld);
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}
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// Copy the original vertex values.
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for (dwCurrent = 0; dwCurrent < dwNumVerOld; dwCurrent++)
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{
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m_pvVertexs[dwCurrent] = pvVertexsOld[dwCurrent];
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}
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// Append the new vertex values.
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for (dwCurrent = 0; dwCurrent < pObjToMerge->m_dwNumVer; dwCurrent++)
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{
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m_pvVertexs[dwCurrent + dwNumVerOld] = pObjToMerge->m_pvVertexs[dwCurrent];
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}
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}
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else
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{
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hr = E_OUTOFMEMORY;
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}
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SAFE_DELETE(pdwIndicesOld);
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SAFE_DELETE(pvVertexsOld);
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}
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}
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else
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{
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SAFE_DELETE(m_pvVertexs);
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SAFE_DELETE(m_pdwIndices);
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hr = E_OUTOFMEMORY;
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}
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if (SUCCEEDED(hr) && pObjToMerge && pObjToMerge->m_pNextObject)
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{
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hr = CombineObject(pD3DDevice, pObjToMerge->m_pNextObject);
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}
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return hr;
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}
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//-----------------------------------------------------------------------------
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// Name: FinalCleanup()
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// Desc: Called before the app exits, this function gives the app the chance
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// to cleanup after itself.
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//-----------------------------------------------------------------------------
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HRESULT C3DObject::FinalCleanup(void)
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{
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DeleteDeviceObjects()
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// Desc: Called when the app is exitting, or the device is being changed,
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// this function deletes any device dependant objects.
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//-----------------------------------------------------------------------------
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HRESULT C3DObject::DeleteDeviceObjects(void)
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{
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return S_OK;
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}
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BOOL C3DObject::IsObjectViewable(IDirect3DDevice8 * pD3DDevice)
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{
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D3DXMATRIX matWorld;
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pD3DDevice->GetTransform( D3DTS_WORLD, &matWorld );
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return Is3DRectViewable( m_pMain->PCullInfo(), &matWorld, m_vMin, m_vMax );
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT C3DObject::Render(IDirect3DDevice8 * pD3DDevice)
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{
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HRESULT hr = E_INVALIDARG;
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if (pD3DDevice && m_pMain && m_pdwIndices && m_pvVertexs)
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{
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int nCurrMonitor = m_pMain->GetCurrMonitorIndex();
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hr = _GenerateDeviceObjects(); // We may not have created them yet. Especially for the current device (monitor)
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if (SUCCEEDED(hr))
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{
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#ifdef RENDER_CORNERS
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D3DMATERIAL8 mtrl = {0};
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mtrl.Ambient.r = mtrl.Specular.r = mtrl.Diffuse.r = 1.0f;
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mtrl.Ambient.g = mtrl.Specular.g = mtrl.Diffuse.g = 1.0f;
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mtrl.Ambient.b = mtrl.Specular.b = mtrl.Diffuse.b = 1.0f;
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mtrl.Ambient.a = mtrl.Specular.a = mtrl.Diffuse.a = 1.0f;
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pD3DDevice->SetMaterial(&mtrl);
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LPD3DXMESH pMesh;
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if( FAILED( D3DXCreateSphere( pD3DDevice, 1.0f, 12, 12, &pMesh, NULL ) ) )
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return hr;
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D3DXComputeNormals( pMesh );
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D3DXMATRIX matWorldSave;
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D3DXMATRIX matWorld;
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pD3DDevice->GetTransform( D3DTS_WORLD, &matWorldSave );
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D3DXMatrixTranslation( &matWorld, m_vMax.x, m_vMax.y, m_vMax.z );
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pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
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pMesh->DrawSubset( 0 );
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D3DXMatrixTranslation( &matWorld, m_vMin.x, m_vMax.y, m_vMax.z );
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pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
pMesh->DrawSubset( 0 );
|
|
|
|
D3DXMatrixTranslation( &matWorld, m_vMax.x, m_vMax.y, m_vMin.z );
|
|
pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
pMesh->DrawSubset( 0 );
|
|
|
|
D3DXMatrixTranslation( &matWorld, m_vMin.x, m_vMax.y, m_vMin.z );
|
|
pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
pMesh->DrawSubset( 0 );
|
|
|
|
D3DXMatrixTranslation( &matWorld, m_vMax.x, m_vMin.y, m_vMax.z );
|
|
pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
pMesh->DrawSubset( 0 );
|
|
|
|
D3DXMatrixTranslation( &matWorld, m_vMin.x, m_vMin.y, m_vMax.z );
|
|
pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
pMesh->DrawSubset( 0 );
|
|
|
|
D3DXMatrixTranslation( &matWorld, m_vMax.x, m_vMin.y, m_vMin.z );
|
|
pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
pMesh->DrawSubset( 0 );
|
|
|
|
D3DXMatrixTranslation( &matWorld, m_vMin.x, m_vMin.y, m_vMin.z );
|
|
pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
pMesh->DrawSubset( 0 );
|
|
|
|
pD3DDevice->SetTransform( D3DTS_WORLD, &matWorldSave );
|
|
SAFE_RELEASE( pMesh );
|
|
#endif
|
|
|
|
if (IsObjectViewable(pD3DDevice))
|
|
{
|
|
/////////////////////
|
|
// Draw Object
|
|
/////////////////////
|
|
hr = pD3DDevice->SetTexture(0, (m_pTexture ? m_pTexture->GetTexture() : NULL));
|
|
|
|
if (m_pTexture->GetTexture())
|
|
{
|
|
g_nTexturesRenderedInThisFrame++;
|
|
}
|
|
|
|
if (SUCCEEDED(hr) && m_pVB[nCurrMonitor] && m_pIndexBuff[nCurrMonitor])
|
|
{
|
|
hr = pD3DDevice->SetStreamSource(0, m_pVB[nCurrMonitor], sizeof(MYVERTEX));
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
hr = pD3DDevice->SetIndices(m_pIndexBuff[nCurrMonitor], 0);
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
hr = pD3DDevice->SetVertexShader(D3DFVF_MYVERTEX);
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
DWORD dwNumPrimitives = (m_dwNumIndeces / 3);
|
|
|
|
g_nTrianglesRenderedInThisFrame += dwNumPrimitives;
|
|
hr = pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwNumVer, 0, dwNumPrimitives);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pD3DDevice->SetTexture(0, NULL);
|
|
}
|
|
else
|
|
{
|
|
hr = S_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_pNextObject)
|
|
{
|
|
m_pNextObject->Render(pD3DDevice);
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
HRESULT C3DObject::SetNextObject(C3DObject * pNextObject)
|
|
{
|
|
_PurgeDeviceObjects();
|
|
SAFE_DELETE(m_pNextObject);
|
|
m_pNextObject = pNextObject;
|
|
|
|
return S_OK;
|
|
}
|