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90 lines
2.7 KiB
90 lines
2.7 KiB
/*****************************************************************************\
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FILE: object.h
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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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#ifndef OBJECT_H
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#define OBJECT_H
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#include "main.h"
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struct MYVERTEX
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{
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D3DXVECTOR3 pos;
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D3DXVECTOR3 norm;
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float tu;
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float tv;
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MYVERTEX() { }
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MYVERTEX(const D3DXVECTOR3& v, const D3DXVECTOR3& n, float _tu, float _tv)
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{ pos = v; norm = n;
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tu = _tu; tv = _tv;
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}
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};
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#define D3DFVF_MYVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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extern int g_nTrianglesRenderedInThisFrame;
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class C3DObject
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{
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public:
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HRESULT 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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HRESULT 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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HRESULT Render(IDirect3DDevice8 * pDev);
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HRESULT FinalCleanup(void);
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HRESULT DeleteDeviceObjects(void);
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HRESULT SetNextObject(C3DObject * pNextObject);
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HRESULT CombineObject(IDirect3DDevice8 * pD3DDevice, C3DObject * pObjToMerge);
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BOOL IsObjectViewable(IDirect3DDevice8 * pD3DDevice);
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C3DObject(CMSLogoDXScreenSaver * pMain);
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virtual ~C3DObject();
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public:
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D3DXMATRIX m_matIdentity;
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CTexture * m_pTexture;
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IDirect3DVertexBuffer8 * m_pVB[10];
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IDirect3DIndexBuffer8 * m_pIndexBuff[10];
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MYVERTEX * m_pvVertexs;
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DWORD m_dwNumVer;
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LPWORD m_pdwIndices;
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DWORD m_dwNumIndeces;
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C3DObject * m_pNextObject;
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CMSLogoDXScreenSaver * m_pMain; // Weak reference
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D3DXVECTOR3 m_vMin;
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D3DXVECTOR3 m_vMax;
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private:
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// Functions:
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HRESULT _PurgeDeviceObjects(void);
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HRESULT _GenerateDeviceObjects(void);
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HRESULT _ForPositiveSize(D3DXVECTOR3 * pvLocation, D3DXVECTOR3 * pvSize);
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};
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#endif // OBJECT_H
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