Initial commit: ROW Client source code

Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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/* *********************************************************************
* Caldron Engine <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* <20><><EFBFBD><EFBFBD> : Caldron.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine <20><> <20>̿<EFBFBD><CCBF>ϴ°<CFB4><C2B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰԵǴ<D4B5> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* <20>ۼ<EFBFBD><DBBC><EFBFBD>: 2003.10.23
* <20>ۼ<EFBFBD><DBBC><EFBFBD>: yundi ( 2003.10.23)
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:
********************************************************************** */
#pragma once
#pragma warning(disable:4786)
#pragma warning(disable:4251)
#pragma warning(disable:4503)
#include <algorithm>
//#include <d3d9.h>
#include <d3dx8.h>
#include <tchar.h>
#include <vector>
#include <queue>
#include <map>
#include <string>
#include <list>
#include <math.h>
#include <process.h>
#include <mmsystem.h>
//#include <windows.h>
#include <stdio.h>
namespace Caldron
{
// epsilon <20><><EFBFBD><EFBFBD>
extern const float MIN_EPSILON;
extern const float MAX_EPSILON;
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
const float FLOAT_RAD = 0.0174532925f; // radian <20><>
extern const float FLOAT_PI; // pi
extern const float FLOAT_2PI;
extern const float FLOAT_PI2;
extern const int MAX_STRINGSIZE;
const int MAX_RELOADING = 3; // Resource Loader <20><><EFBFBD><EFBFBD> Object <20>ε<EFBFBD> <20><><EFBFBD>н<EFBFBD> <20>ִ<EFBFBD> Reloading <20>õ<EFBFBD> Ƚ<><C8BD>
#define FLOAT_TO_INT(fValue) (*(int *)&(fValue))
#define IS_SIGNBIT(fValue) (FLOAT_TO_INT(fValue) & 0x80000000)
#define FRAND (((rand()%10000)-5000)/5000.0f)
// template function <20><><EFBFBD><EFBFBD>
template<class _T>
inline void SafeDelete( _T ptr )
{
if( NULL != ptr )
{
delete (ptr);
ptr = NULL;
}
}
template<class _T>
inline void SafeDeleteA( _T ptr )
{
if( NULL != ptr )
{
delete[] (ptr);
ptr = NULL;
}
}
template<class _T>
inline void SafeRelease( _T ptr )
{
if( NULL != ptr )
{
ptr->Release();
ptr = NULL;
}
}
inline bool Succeeded( HRESULT hr )
{
return (hr >= 0);
}
inline bool Failed( HRESULT hr )
{
return (hr < 0);
}
inline bool IsZero(float fValue)
{
if((fValue > -(MIN_EPSILON)) && (fValue < MIN_EPSILON))
return true;
return false;
}
inline float Def2Rad( float fDeg )
{
return fDeg*FLOAT_PI/180;
}
// CProfileMgr <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
inline void ProfileGetTicks(_int64 * ticks)
{
__asm
{
push edx;
push ecx;
mov ecx,ticks;
_emit 0Fh
_emit 31h
mov [ecx],eax;
mov [ecx+4],edx;
pop ecx;
pop edx;
}
}
inline float ProfileGetTickRate(void)
{
static float _CPUFrequency = -1.0f;
if (_CPUFrequency == -1.0f) {
__int64 curr_rate = 0;
::QueryPerformanceFrequency ((LARGE_INTEGER *)&curr_rate);
_CPUFrequency = (float)curr_rate;
}
return _CPUFrequency;
}
//
/* *********************************************************************
* CBitset
* <20><><EFBFBD><EFBFBD> : Bitset.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> Bitset Class
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2003.10.24
* History : wizardbug ( 2003.10.24)
********************************************************************** */
class CBitset {
protected:
unsigned int *m_pBits; // Bit Set ptr
int m_iBitSize; // Bit Set Size
public:
CBitset() {
m_pBits = NULL;
m_iBitSize = 0;
}
~CBitset() {
if(m_pBits)
{
delete[] m_pBits;
m_pBits = NULL;
}
}
void ResizeBits(int iNewCount) {
m_iBitSize = iNewCount / 32 + 1; // Get Inteager Size
if(m_pBits) {
delete[] m_pBits;
m_pBits = NULL;
}
m_pBits = new unsigned int[m_iBitSize]; // Allocate Bits
ClearBits();
}
void ClearBits() { // Clear All Bits
memset(m_pBits,0,sizeof(unsigned int) * m_iBitSize);
}
void ClearOneBit(int index) {
m_pBits[ index >> 5 ] &= ~( 1 << ( index & 31 ) );
}
void SetBit(int index) { // Set Bit
m_pBits[ index >> 5 ] |= ( 1 << ( index & 31 ) );
}
bool GetBit(int index) { // Return Bit's Setting : return true or false
return (m_pBits[ index >> 5 ] & ( 1 << (index & 31 ) )) ? true : false;
}
};
/********************************************************************** */
template <class _T>
class CUpdateCounter
{
public :
CUpdateCounter(int n, int range=1)
{
m_cnt = new _T [n];
m_cnt_num = n;
m_mask = range - 1;
m_current = 0;
m_step = m_cnt_num / ((1<<(8*sizeof(_T))) / range - 1) + 1;
m_clear = 0;
memset(m_cnt, 0, sizeof(_T) * m_cnt_num);
Clear();
}
~CUpdateCounter()
{
delete [] m_cnt;
}
void Clear()
{
ClearBlock();
m_current += (m_mask+1);
}
void Update(int cnt, int v=0) {
m_cnt[cnt] = m_current + v;
}
int GetValue(int cnt) {
return m_cnt[cnt] - m_current;
}
bool IsUpdated(int cnt) {
return (_T)(m_cnt[cnt] - m_current) <= m_mask ? true : false; }
private :
void ClearBlock()
{
int len = m_cnt_num - m_clear > m_step ? m_step : m_cnt_num - m_clear, i;
if (len > 0)
{
m_cnt[m_clear] = m_current;
for(i=1; i<len; i+=i)
memcpy(&m_cnt[m_clear+i], &m_cnt[m_clear], (len-i > i ? i : len-i) * sizeof(*m_cnt));
}
m_clear = m_clear + len >= m_cnt_num ? 0 : m_clear + len;
}
_T * m_cnt, m_current, m_mask;
int m_cnt_num, m_step, m_clear;
} ;
}

21
Engine/Caldron/ReadMe.txt Normal file
View File

@@ -0,0 +1,21 @@
========================================================================
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>̺귯<CCBA><EAB7AF> : Caldron <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
========================================================================
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><> Caldron <20><><EFBFBD>̺귯<CCBA><EAB7AF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>.
Caldron.vcproj
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VC++ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD>Դϴ<D4B4>.
<20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Visual C++<2B><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD>
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ɿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////
<EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD>:
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> "TODO:" <20>ּ<EFBFBD><D6BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> <20>߰<EFBFBD><DFB0>ϰų<CFB0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20>ϴ<EFBFBD>
<EFBFBD>ҽ<EFBFBD> <20>ڵ<EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////

View File

@@ -0,0 +1,60 @@
/* *********************************************************************
* CBaseCacheMgr , CCacheObj
* <20><><EFBFBD><EFBFBD> : BaseCacheMgr.cpp
* <20><><EFBFBD><EFBFBD> : Caldron<6F><6E><EFBFBD><EFBFBD> <20><><EFBFBD>ο<EFBFBD><CEBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD> CacheMgr<67><72><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> class
* history :
2004.01.16 wizardbug
********************************************************************** */
#include "BaseCacheMgr.h"
#include "SceneManager.h"
#include "GMMemory.h"
namespace Caldron {namespace Base {
/*template < class T >
T *CBaseCacheMgr<T>::LoadData(const char *strFileName)
{
T *pNode = new T;
strcpy(pNode->m_strName,strFileName);
CSceneManager::m_pNewMeshObjectContainer->AddObj(Base::CResourceLoaderObj(strFileName,pNode));
unsigned long DataID = GetHashID(strFileName);
Base::CACHEITER itr = m_CacheTable.find(DataID);
if(itr == m_CacheTable.end())
{
Base::CCacheObj *pObj = new Base::CCacheObj(pNode);
m_CacheTable.insert(Base::CACHETABLEOBJ(DataID,pObj));
m_iCachesNum++;
}
else
{// map <20>ȿ<EFBFBD> <20>Ȱ<EFBFBD><C8B0><EFBFBD> Hash Index <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
((*itr).second)->Add_Back(pNode);
}
return pNode;
}
*/
/*
template < class T >
unsigned long CBaseCacheMgr<T>::GetHashID(const char *strFileName)
{
unsigned long ulHashId = 0;
int iLength = (int)strlen(strFileName);
for(int i=0;i < iLength; i++) {
ulHashId += (( i + 1) * strFileName[i]);
}
return ulHashId;
}
*/
}}

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@@ -0,0 +1,264 @@
#if !defined(AFX_BASECACHEMGR_H__C53D076B_14CF_47B5_B21C_F7EF3477C7EA__INCLUDED_)
#define AFX_BASECACHEMGR_H__C53D076B_14CF_47B5_B21C_F7EF3477C7EA__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
#include "./LoadedObj.h"
#include "./ResourceLoader.h"
namespace Caldron {
namespace Base {
/* *********************************************************************
* CCacheObj
* <20><><EFBFBD><EFBFBD> : BaseCacheMgr.h
* <20><><EFBFBD><EFBFBD> : Caldron<6F><6E><EFBFBD><EFBFBD> <20><><EFBFBD>ο<EFBFBD><CEBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> CacheMgr<67><72><EFBFBD><EFBFBD> data <20><> <20>ٷ<EFBFBD><D9B7><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
* history :
2004.01.16 wizardbug
********************************************************************** */
class CCacheObj {
public:
std::vector<CLoadedObj *> m_lstDatas;
int m_iDatasNum;
CCacheObj() : m_iDatasNum(0)
{
m_lstDatas.clear();
}
CCacheObj(CLoadedObj *pObj) : m_iDatasNum(0)
{
m_lstDatas.clear();
m_lstDatas.push_back(pObj);
pObj->m_iReferenceCount++;
m_iDatasNum++;
}
void Add_Back(CLoadedObj *pObj)
{
m_lstDatas.push_back(pObj);
pObj->m_iReferenceCount++;
m_iDatasNum++;
}
void Remove(int iNum)
{
if(m_iDatasNum <= iNum)
return;
if(m_lstDatas[iNum] && m_lstDatas[iNum]->m_bLoaded)
{
if(!(--m_lstDatas[iNum]->m_iReferenceCount))
{
SafeDelete(m_lstDatas[iNum]);
m_lstDatas.erase(m_lstDatas.begin() + iNum);
m_iDatasNum--;
}
}
}
void AddRef(int iNum)
{
if(m_iDatasNum <= iNum)
return;
if(m_lstDatas[iNum])
{
m_lstDatas[iNum]->m_iReferenceCount++;
}
}
~CCacheObj() {
if(m_iDatasNum > 0)
{
for(int i=0;i < m_iDatasNum; i++)
{
if(m_lstDatas[i])
{
SafeDelete(m_lstDatas[i]);
}
}
}
m_iDatasNum = 0;
m_lstDatas.clear();
}
};
typedef std::map<unsigned long , CCacheObj *> CACHETABLE;
typedef CACHETABLE::value_type CACHETABLEOBJ;
typedef CACHETABLE::iterator CACHEITER;
/* *********************************************************************
* CBaseCacheMgr
* <20><><EFBFBD><EFBFBD> : BaseCacheMgr.h
* <20><><EFBFBD><EFBFBD> : Caldron<6F><6E><EFBFBD><EFBFBD> <20><><EFBFBD>ο<EFBFBD><CEBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD> CacheMgr<67><72><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> class
* history :
2004.01.16 wizardbug
********************************************************************** */
const int DEFAULT_MAXCACHENUM = 100;
template <class T>
class CBaseCacheMgr
{
protected:
unsigned long GetHashID(const char *strFileName)
{
unsigned long ulHashId = 0;
int iLength = (int)strlen(strFileName);
for(int i=0;i < iLength; i++) {
ulHashId += (( i + 1) * strFileName[i]);
}
return ulHashId;
}
CACHETABLE m_CacheTable;
int m_iCachesNum;
public:
CBaseCacheMgr(): m_iCachesNum(0)
{
m_CacheTable.clear();
}
virtual ~CBaseCacheMgr()
{
//if(m_iCachesNum > 0)
//{
for(CACHEITER Itr = m_CacheTable.begin(); Itr != m_CacheTable.end();)
{
if(Itr->second != NULL)
{
SafeDelete(Itr->second);
}
Itr++;
}
m_CacheTable.clear();
m_iCachesNum = 0;
//}
}
void DeleteAllData()
{
// if(m_iCachesNum > 0)
// {
for(CACHEITER Itr = m_CacheTable.begin(); Itr != m_CacheTable.end();)
{
if(Itr->second != NULL)
{
SafeDelete(Itr->second);
}
Itr++;
}
m_CacheTable.clear();
m_iCachesNum = 0;
// }
}
void DeleteData(const char *strFileName)
{
unsigned long DataID = GetHashID(strFileName);
Base::CACHEITER itr = m_CacheTable.find(DataID);
if(itr != m_CacheTable.end())
{
if((*itr).second != NULL)
{
for(int iNum = 0; iNum < (*itr).second->m_iDatasNum; iNum++)
{
if(!strcmp((*itr).second->m_lstDatas[iNum]->m_strName,strFileName))
{
((*itr).second)->Remove(iNum);
}
}
}
}
}
T *GetData(const char *strFileName)
{
unsigned long DataID = GetHashID(strFileName);
Base::CACHEITER itr = m_CacheTable.find(DataID);
if(itr == m_CacheTable.end())
{
return LoadData(strFileName);
}
else // Table <20>ȿ<EFBFBD> <20>̹<EFBFBD> texture <20><> <20>ε<EFBFBD><CEB5>Ǿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
{
if((*itr).second != NULL)
{
for(int iNum = 0; iNum < (*itr).second->m_iDatasNum; iNum++)
{
if(!strcmp((*itr).second->m_lstDatas[iNum]->m_strName,strFileName))
{
(*itr).second->AddRef(iNum);
return (T *)((*itr).second->m_lstDatas[iNum]);
}
}
return LoadData(strFileName); // Table <20><> obj<62><6A> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ϴ<EFBFBD> obj <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
}
return NULL;
}
T *LoadData(const char *strFileName)
{
T *pNode = new T;
strcpy(pNode->m_strName,strFileName);
CResourceLoader::AddObj(pNode);
unsigned long DataID = GetHashID(strFileName);
Base::CACHEITER itr = m_CacheTable.find(DataID);
if(itr == m_CacheTable.end())
{
Base::CCacheObj *pObj = new Base::CCacheObj(pNode);
m_CacheTable.insert(Base::CACHETABLEOBJ(DataID,pObj));
m_iCachesNum++;
}
else
{// map <20>ȿ<EFBFBD> <20>Ȱ<EFBFBD><C8B0><EFBFBD> Hash Index <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
((*itr).second)->Add_Back(pNode);
}
return pNode;
}
// virtual void *GetData(const char *strFileName) = 0;
// virtual void *LoadData(const char *strFileName) = 0;
};
}
}
#endif // !defined(AFX_BASECACHEMGR_H__C53D076B_14CF_47B5_B21C_F7EF3477C7EA__INCLUDED_)

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@@ -0,0 +1,124 @@
/* *********************************************************************
* CByteDataObj
* <20><><EFBFBD><EFBFBD> : ByteDataObj.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> CResourceMgr <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD>̴<EFBFBD> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20><20><><EFBFBD><EFBFBD>.
CLoadedObj<62><6A> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD> obj <20><><EFBFBD><EFBFBD> Load <20><>ƾ<EFBFBD><C6BE><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD> <20>˸<EFBFBD><CBB8><EFBFBD> <20><><EFBFBD>·<EFBFBD> <20><>ȯ <20>ε<EFBFBD> <20>ȴ<EFBFBD>.
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
#include "ByteDataObj.h"
#include <windows.h>
#include <stdio.h>
namespace Caldron {
namespace Base {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CByteDataObj::CByteDataObj()
{
m_pBytes = NULL;
m_lSize = 0;
m_lReadPos = 0;
}
CByteDataObj::~CByteDataObj()
{
if(m_pBytes)
{
delete[] m_pBytes;
m_pBytes = NULL;
m_lSize = 0;
m_lReadPos = 0;
}
}
unsigned char *CByteDataObj::GetReadPtr()
{
if((m_lReadPos >= m_lSize) || (m_pBytes == NULL))
{
return NULL;
}
return &(m_pBytes[m_lReadPos]);
}
bool CByteDataObj::LoadByte(char *strFileName,long lOffset)
{
FILE *fp = fopen(strFileName,"rb");
long lFileSize = 0;
if(fp == NULL)
{
return false;
}
fseek(fp,0,SEEK_END);
m_lSize = ftell(fp);
if(m_lSize <= 0)
{
fclose(fp);
return false;
}
// Offset <20><><EFBFBD><EFBFBD>
if(m_lSize > lOffset)
m_lSize -= lOffset;
else
{
fclose(fp);
return false;
}
m_pBytes = new unsigned char[m_lSize];
if(m_pBytes == NULL)
{
fclose(fp);
return false;
}
fseek(fp,lOffset,SEEK_SET);
if(fread((unsigned char *)m_pBytes,sizeof(unsigned char),m_lSize,fp) != m_lSize)
{
fclose(fp);
return false;
}
fclose(fp);
return true;
}
long CByteDataObj::Read(void *ptr,size_t UnitSize,int iNum)
{
if(ptr == NULL)
return -1;
long lCurrentReaded = ((long)(UnitSize) * iNum) / UINT_SIZE;
if(m_lSize >= lCurrentReaded + m_lReadPos)
{
memcpy(ptr,&(m_pBytes[m_lReadPos]), (size_t)(UINT_SIZE * lCurrentReaded));
m_lReadPos += lCurrentReaded;
}
else
{
return -1;
}
return m_lReadPos;
}
}}

View File

@@ -0,0 +1,55 @@
// ByteDataObj.h: interface for the CByteDataObj class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_)
#define AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
namespace Caldron {
namespace Base {
const long UINT_SIZE = (long)sizeof(unsigned char);
/* *********************************************************************
* CByteDataObj
* <20><><EFBFBD><EFBFBD> : ByteDataObj.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> CResourceMgr <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD>̴<EFBFBD> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20><20><><EFBFBD><EFBFBD>.
CLoadedObj<62><6A> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD> obj <20><><EFBFBD><EFBFBD> Load <20><>ƾ<EFBFBD><C6BE><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD> <20>˸<EFBFBD><CBB8><EFBFBD> <20><><EFBFBD>·<EFBFBD> <20><>ȯ <20>ε<EFBFBD> <20>ȴ<EFBFBD>.
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
class CByteDataObj
{
public:
CByteDataObj();
virtual ~CByteDataObj();
bool LoadByte(char *strFileName,long lOffset = 0 );
long GetByteSize() { return m_lSize; }
long GetReadPos() { return m_lReadPos;}
void SetReadPos(long lPos) { m_lReadPos = lPos;}
unsigned char *GetReadPtr();
long Read(void *ptr,size_t UnitSize,int iNum);
unsigned char *m_pBytes;
long m_lSize;
long m_lReadPos;
};
}}
#endif // !defined(AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_)

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@@ -0,0 +1,27 @@
/* *********************************************************************
#include "GMMemory.h"
* Caldron Engine <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* <20><><EFBFBD><EFBFBD> : Caldron.h
* <20><><EFBFBD><EFBFBD> : Caldron namespace<63><65> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2003.10.23
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : yundi ( 2003.10.23)
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> :
********************************************************************** */
namespace Caldron
{
//const float FLOAT_RAD = 0.0174532925f;
extern const float FLOAT_PI2 = 1.57079632679f;
extern const float FLOAT_PI = 3.14159265358979323846f;
extern const float FLOAT_2PI = 6.28318530717958647692f;
extern const float MIN_EPSILON = 1.0e-4f;
extern const float MAX_EPSILON = 1.0e+10f;
extern const int MAX_STRINGSIZE = 40;
// const int MAX_RELOADING = 3;
}

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@@ -0,0 +1,125 @@
/* *********************************************************************
* CByteDataObj
* <20><><EFBFBD><EFBFBD> : ByteDataObj.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> CResourceMgr <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD>̴<EFBFBD> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20><20><><EFBFBD><EFBFBD>.
CLoadedObj<62><6A> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD> obj <20><><EFBFBD><EFBFBD> Load <20><>ƾ<EFBFBD><C6BE><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD> <20>˸<EFBFBD><CBB8><EFBFBD> <20><><EFBFBD>·<EFBFBD> <20><>ȯ <20>ε<EFBFBD> <20>ȴ<EFBFBD>.
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
#include "CaldronByteDataObj.h"
#include <windows.h>
#include <stdio.h>
#include "GMMemory.h"
namespace Caldron {
namespace Base {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CCaldronByteDataObj::CCaldronByteDataObj()
{
m_pBytes = NULL;
m_lSize = 0;
m_lReadPos = 0;
}
CCaldronByteDataObj::~CCaldronByteDataObj()
{
if(m_pBytes)
{
delete[] m_pBytes;
m_pBytes = NULL;
m_lSize = 0;
m_lReadPos = 0;
}
}
unsigned char *CCaldronByteDataObj::GetReadPtr()
{
if((m_lReadPos >= m_lSize) || (m_pBytes == NULL))
{
return NULL;
}
return &(m_pBytes[m_lReadPos]);
}
bool CCaldronByteDataObj::LoadByte(char *strFileName,long lOffset)
{
FILE *fp = fopen(strFileName,"rb");
long lFileSize = 0;
if(fp == NULL)
{
return false;
}
fseek(fp,0,SEEK_END);
m_lSize = ftell(fp);
if(m_lSize <= 0)
{
fclose(fp);
return false;
}
// Offset <20><><EFBFBD><EFBFBD>
if(m_lSize > lOffset)
m_lSize -= lOffset;
else
{
fclose(fp);
return false;
}
m_pBytes = new unsigned char[m_lSize];
if(m_pBytes == NULL)
{
fclose(fp);
return false;
}
fseek(fp,lOffset,SEEK_SET);
if(fread((unsigned char *)m_pBytes,sizeof(unsigned char),m_lSize,fp) != m_lSize)
{
fclose(fp);
return false;
}
fclose(fp);
return true;
}
long CCaldronByteDataObj::Read(void *ptr,size_t UnitSize,int iNum)
{
if(ptr == NULL)
return -1;
long lCurrentReaded = ((long)(UnitSize) * iNum) / UINT_SIZE;
if(m_lSize >= lCurrentReaded + m_lReadPos)
{
memcpy(ptr,&(m_pBytes[m_lReadPos]), (size_t)(UINT_SIZE * lCurrentReaded));
m_lReadPos += lCurrentReaded;
}
else
{
return -1;
}
return m_lReadPos;
}
}}

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@@ -0,0 +1,55 @@
// ByteDataObj.h: interface for the CByteDataObj class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_)
#define AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
namespace Caldron {
namespace Base {
const long UINT_SIZE = (long)sizeof(unsigned char);
/* *********************************************************************
* CByteDataObj
* <20><><EFBFBD><EFBFBD> : ByteDataObj.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> CResourceMgr <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD>̴<EFBFBD> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20><20><><EFBFBD><EFBFBD>.
CLoadedObj<62><6A> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD> obj <20><><EFBFBD><EFBFBD> Load <20><>ƾ<EFBFBD><C6BE><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD> <20>˸<EFBFBD><CBB8><EFBFBD> <20><><EFBFBD>·<EFBFBD> <20><>ȯ <20>ε<EFBFBD> <20>ȴ<EFBFBD>.
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
class CCaldronByteDataObj
{
public:
CCaldronByteDataObj();
virtual ~CCaldronByteDataObj();
bool LoadByte(char *strFileName,long lOffset = 0 );
long GetByteSize() { return m_lSize; }
long GetReadPos() { return m_lReadPos;}
void SetReadPos(long lPos) { m_lReadPos = lPos;}
unsigned char *GetReadPtr();
long Read(void *ptr,size_t UnitSize,int iNum);
unsigned char *m_pBytes;
long m_lSize;
long m_lReadPos;
};
}}
#endif // !defined(AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_)

View File

@@ -0,0 +1,25 @@
// LoadedObj.cpp: implementation of the CLoadedObj class.
//
//////////////////////////////////////////////////////////////////////
#pragma warning( disable : 4786 )
#include <include/Caldron.h>
#include "./CaldronByteDataObj.h"
#include "LoadedObj.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
namespace Caldron { namespace Base {
CLoadedObj::CLoadedObj(const char *strFileName) : m_bLoaded(false),m_iReloadingCount(0),m_pByteDataObj(0)
{
strcpy(m_strName,strFileName);
}
CLoadedObj::~CLoadedObj()
{
SafeDelete(m_pByteDataObj);
m_pByteDataObj = 0;
}
}}

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@@ -0,0 +1,54 @@
// LoadedObj.h: interface for the CLoadedObj class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_LOADEDOBJ_H__7BBE3A5F_6665_4F40_AA4D_82BACEBC32D3__INCLUDED_)
#define AFX_LOADEDOBJ_H__7BBE3A5F_6665_4F40_AA4D_82BACEBC32D3__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "./CaldronByteDataObj.h"
namespace Caldron {
namespace Base {
/* *********************************************************************
* CLoadedObj
* <20><><EFBFBD><EFBFBD> : LoadedObj.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> CResourceMgr <20><> <20>̿<EFBFBD><CCBF><EFBFBD> <20>ε<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ҽ<EFBFBD> obj <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> class
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
class CLoadedObj
{
public:
CLoadedObj() : m_bLoaded(false),m_iReloadingCount(0),m_pByteDataObj(0),m_bFirst(0),m_iReferenceCount(0)
{}
CLoadedObj(const char *strFileName);
virtual ~CLoadedObj();
virtual bool Load(CCaldronByteDataObj *) = 0;
virtual bool PostLoad() = 0;
//virtual bool Unload() = 0;
bool m_bLoaded;
bool m_bFirst;
char m_strName[256];
int m_iReloadingCount; // ReLoading Ƚ<><C8BD>.
unsigned int m_iReferenceCount;
CCaldronByteDataObj *m_pByteDataObj;
};
}
}
#endif // !defined(AFX_LOADEDOBJ_H__7BBE3A5F_6665_4F40_AA4D_82BACEBC32D3__INCLUDED_)

View File

@@ -0,0 +1,319 @@
/* *********************************************************************
* CLogMgr
* <20><><EFBFBD><EFBFBD> : LogMgr.cpp
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> <20>޼<EFBFBD><DEBC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD>ϴ<EFBFBD> Log System
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2003.10.23
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : wizardbug ( 2003.10.23)
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> :
********************************************************************** */
#include "./LogMgr.h"
#include "./Console.h"
#include "../Scene/MainSceneMgr.h"
//////////////////////////////////////////////////////////////////////
// static <20>Լ<EFBFBD>, <20><><EFBFBD><EFBFBD>
//////////////////////////////////////////////////////////////////////
Caldron::Base::CLogMgr *Caldron::Base::CLogMgr::ms_pInstance = NULL;
/*
Caldron::Base::CLogMgr *Caldron::Base::CLogMgr::_GetInstance();
void Caldron::Base::CLogMgr::_LogMessage(const char *,...);
void Caldron::Base::CLogMgr::_LogError(const char *,...);
void Caldron::Base::CLogMgr::_SetOutDevice(Caldron::LOG_OUTDEVICES iDevice);
void Caldron::Base::CLogMgr::_SetOutMessageFlag(Caldron::LOG_MESSAGES iMessage,bool bFlag);
void Caldron::Base::CLogMgr::_Close();
*/
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
Caldron::Base::CLogMgr::CLogMgr() : m_pLogFile(0), m_iOutDevice(Caldron::LOG_FILEOUT),m_bBufferEmpty(true)
{
m_pBitFlag = new CBitset;
if(m_pBitFlag != NULL)
{
m_pBitFlag->ResizeBits(Caldron::LOG_MESSAGES_NUM);
m_pBitFlag->ClearBits();
for(int i = 0; i < Caldron::LOG_MESSAGES_NUM; i++ )
{
m_pBitFlag->SetBit(i);
}
}
memset((char *)m_pLogBuffer,sizeof(char),2560);
memset((char *)m_pLogFileName,sizeof(char),256);
}
void Caldron::Base::CLogMgr::ValueRelease()
{
if(m_pLogFile != NULL)
{
fclose(m_pLogFile);
m_pLogFile = NULL;
}
Caldron::SafeDelete(m_pBitFlag);
m_pBitFlag = NULL;
}
Caldron::Base::CLogMgr::~CLogMgr()
{
}
void Caldron::Base::CLogMgr::_Close()
{
if(ms_pInstance != NULL)
{
ms_pInstance->ValueRelease();
Caldron::SafeDelete(ms_pInstance);
ms_pInstance = NULL;
}
}
Caldron::Base::CLogMgr *Caldron::Base::CLogMgr::_GetInstance()
{
if(ms_pInstance == NULL)
{
ms_pInstance = new Caldron::Base::CLogMgr;
ms_pInstance->WriteFirstRunLog();
}
return ms_pInstance;
}
void Caldron::Base::CLogMgr::_SetOutDevice(Caldron::LOG_OUTDEVICES iDevice)
{
if(ms_pInstance == NULL)
{
_GetInstance(); // CLogMgr <20><><EFBFBD><EFBFBD>
}
switch(iDevice)
{
case LOG_FILEOUT:
case LOG_CONSOLEOUT: // Console
case LOG_MESSAGEBOXOUT: // Window Message Box
ms_pInstance->m_iOutDevice = iDevice;
break;
default:
_LogError("CLogMgr::SetOutDevice() | <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ<EFBFBD> Device<63><65> <20><><EFBFBD><EFBFBD><EFBFBD>ϼ̽<CFBC><CCBD>ϴ<EFBFBD>.");
break;
}
}
void Caldron::Base::CLogMgr::_SetOutMessageFlag(Caldron::LOG_MESSAGES iMessage,bool bFlag)
{
if(ms_pInstance == NULL)
{
_GetInstance(); // CLogMgr <20><><EFBFBD><EFBFBD>
}
if(ms_pInstance->m_pBitFlag != NULL) {
if(bFlag == true)
{
ms_pInstance->m_pBitFlag->SetBit(iMessage);
ms_pInstance->_LogMessage("======= %s Bit On =======",LOG_LABEL[iMessage]);
}
else
{
ms_pInstance->_LogMessage("======= %s Bit Off =======",LOG_LABEL[iMessage]);
ms_pInstance->m_pBitFlag->ClearOneBit(iMessage);
}
}
}
void Caldron::Base::CLogMgr::_LogMessage(const char *pFormat,...)
{
if(ms_pInstance == NULL)
{
_GetInstance(); // CLogMgr <20><><EFBFBD><EFBFBD>
}
if((ms_pInstance->m_pBitFlag != NULL) && (!ms_pInstance->m_pBitFlag->GetBit(Caldron::LOG_MESSAGE)))
return;
/*
// Checking <20><>ƾ<EFBFBD><C6BE><EFBFBD><EFBFBD>
char *pCheckptr = (char *)pFormat;
int iFCount = 0; // % Count
while((*pCheckptr) != '\0')
{
if((*pCheckptr) == '%')
iFCount++;
pCheckptr++;
}
int iExist = 0;
int iVaCount = 0;
va_list ap;
va_start( ap, pFormat );
while( iExist != -1 )
{
iVaCount++;
iExist = va_arg( ap, char);
}
va_end( ap );
if( iFCount != iVaCount )
return;
// Checking <20><>ƾ<EFBFBD><C6BE><EFBFBD><EFBFBD>
*/
va_list ap;
va_start(ap, pFormat);
vsprintf(ms_pInstance->m_pLogBuffer, pFormat, ap);
va_end(ap);
ms_pInstance->m_bBufferEmpty = false;
switch(ms_pInstance->m_iOutDevice)
{
case LOG_FILEOUT:
ms_pInstance->WriteBufferToFile(LOG_MESSAGE);
break;
case LOG_CONSOLEOUT: // Console
ms_pInstance->WriteBufferToConsole(LOG_MESSAGE);
break;
case LOG_MESSAGEBOXOUT: // Window Message Box
ms_pInstance->WriteBufferToMessageBox(LOG_MESSAGE);
break;
}
}
void Caldron::Base::CLogMgr::_LogError(const char *pFormat,...)
{
if(ms_pInstance == NULL)
{
_GetInstance(); // CLogMgr <20><><EFBFBD><EFBFBD>
}
if((ms_pInstance->m_pBitFlag != NULL) && (!ms_pInstance->m_pBitFlag->GetBit(Caldron::LOG_ERROR)))
return;
va_list ap;
va_start(ap, pFormat);
vsprintf(ms_pInstance->m_pLogBuffer, pFormat, ap);
va_end(ap);
ms_pInstance->m_bBufferEmpty = false;
switch(ms_pInstance->m_iOutDevice)
{
case LOG_FILEOUT:
ms_pInstance->WriteBufferToFile(LOG_ERROR);
break;
case LOG_CONSOLEOUT: // Console
ms_pInstance->WriteBufferToConsole(LOG_ERROR);
break;
case LOG_MESSAGEBOXOUT: // Window Message Box
ms_pInstance->WriteBufferToMessageBox(LOG_ERROR);
break;
}
}
void Caldron::Base::CLogMgr::_LogNoHeader(const char *pFormat,...)
{
if(ms_pInstance == NULL)
{
_GetInstance(); // CLogMgr <20><><EFBFBD><EFBFBD>
}
if((ms_pInstance->m_pBitFlag != NULL) && (!ms_pInstance->m_pBitFlag->GetBit(Caldron::LOG_NOHEADER)))
return;
va_list ap;
va_start(ap, pFormat);
vsprintf(ms_pInstance->m_pLogBuffer, pFormat, ap);
va_end(ap);
ms_pInstance->m_bBufferEmpty = false;
switch(ms_pInstance->m_iOutDevice)
{
case LOG_FILEOUT:
ms_pInstance->WriteBufferToFile(LOG_NOHEADER);
break;
case LOG_CONSOLEOUT: // Console
ms_pInstance->WriteBufferToConsole(LOG_NOHEADER);
break;
case LOG_MESSAGEBOXOUT: // Window Message Box
ms_pInstance->WriteBufferToMessageBox(LOG_NOHEADER);
break;
}
}
void Caldron::Base::CLogMgr::WriteFirstRunLog()
{
time_t t = time(NULL);
char *pDate = asctime(localtime(&t));
if(m_pLogFile == NULL)
{
m_pLogFile = fopen(Caldron::Base::LOG_FILENAME,"at+");
}
if(m_pLogFile != NULL)
{
fprintf(m_pLogFile,"\n!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
fprintf(m_pLogFile,"!!!!!!! Below Logs, Application Last Run !!!!!!! %s",pDate);
fprintf(m_pLogFile,"!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\n");
fclose(m_pLogFile);
}
m_pLogFile = NULL;
}
void Caldron::Base::CLogMgr::WriteBufferToFile(Caldron::LOG_MESSAGES iMessage)
{
time_t t = time(NULL);
char *pDate = asctime(localtime(&t));
if(m_pLogFile == NULL)
{
m_pLogFile = fopen(Caldron::Base::LOG_FILENAME,"at+");
}
if(m_pLogFile != NULL)
{
if(iMessage == LOG_NOHEADER)
{
fprintf(m_pLogFile,"%s",m_pLogBuffer);
}
else
fprintf(m_pLogFile,"%s %s | %s",LOG_LABEL[iMessage],m_pLogBuffer,pDate);
fclose(m_pLogFile);
}
m_pLogFile = NULL;
}
void Caldron::Base::CLogMgr::WriteBufferToConsole(Caldron::LOG_MESSAGES iMessage)
{
if(iMessage == LOG_NOHEADER)
{
Caldron::Scene::CMainSceneMgr::_GetConsole()->AddText("%s",m_pLogBuffer);
}
else
Caldron::Scene::CMainSceneMgr::_GetConsole()->AddText("%s %s",LOG_LABEL[iMessage],m_pLogBuffer);
}
void Caldron::Base::CLogMgr::WriteBufferToMessageBox(Caldron::LOG_MESSAGES iMessage)
{
MessageBox(NULL,m_pLogBuffer,LOG_LABEL[iMessage],MB_OK);
}

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@@ -0,0 +1,96 @@
// WBLogSystem.h: interface for the WBLogSystem class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_WBLOGSYSTEM_H__3836C71D_3ABD_4A3D_99E8_385123E4F17C__INCLUDED_)
#define AFX_WBLOGSYSTEM_H__3836C71D_3ABD_4A3D_99E8_385123E4F17C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
/* *********************************************************************
* CLogMgr
* <20><><EFBFBD><EFBFBD> : LogMgr.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> <20>޼<EFBFBD><DEBC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD>ϴ<EFBFBD> Log System
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2003.10.23
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : wizardbug ( 2003.10.23)
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> :
********************************************************************** */
#include <time.h>
#include "../../include/Caldron.h"
//#define __LOG_WRITE__ // __LOG_WRITE__ <20><> define <20><><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD><D6BE><EFBFBD> Log <20><> <20><><EFBFBD>µȴ<C2B5>.
namespace Caldron
{
// <20>ܺη<DCBA> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> Enum.
enum LOG_MESSAGES
{
LOG_MESSAGE, // <20>Ϲ<EFBFBD> Log Message
LOG_ERROR, // Error Log Message
LOG_NOHEADER, // Header <20><><EFBFBD><EFBFBD> <20>޼<EFBFBD><DEBC><EFBFBD>.
LOG_MESSAGES_NUM,
};
enum LOG_OUTDEVICES
{
LOG_FILEOUT, // Log File
LOG_CONSOLEOUT, // Console
LOG_MESSAGEBOXOUT, // Window Message Box
LOG_OUTDEVICES_NUM,
};
namespace Base
{
const char * const LOG_LABEL[3] = {
" LOG[ MESSAGE ] | ",
" LOG[ ERROR ] | ",
""
};
const char LOG_FILENAME[] = "Caldron.log";
class CLogMgr
{
private:
static CLogMgr *ms_pInstance;
FILE *m_pLogFile;
Caldron::LOG_OUTDEVICES m_iOutDevice;
char m_pLogBuffer[2560]; // Log Buffer
char m_pLogFileName[256];
bool m_bBufferEmpty;
CBitset *m_pBitFlag;
protected:
CLogMgr();
void WriteBufferToFile(Caldron::LOG_MESSAGES);
void WriteBufferToConsole(Caldron::LOG_MESSAGES);
void WriteBufferToMessageBox(Caldron::LOG_MESSAGES);
void WriteFirstRunLog();
public:
~CLogMgr();
void ValueRelease();
static void _SetOutDevice(Caldron::LOG_OUTDEVICES iDevice);
static CLogMgr * _GetInstance();
static void _LogMessage(const char *,...);
static void _LogError(const char *,...);
static void _LogNoHeader(const char *,...);
static void _SetOutMessageFlag(Caldron::LOG_MESSAGES iMessage,bool bFlag);
static void _Close();
};
};
};
#endif // !defined(AFX_WBLOGSYSTEM_H__3836C71D_3ABD_4A3D_99E8_385123E4F17C__INCLUDED_)

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@@ -0,0 +1,425 @@
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
#include "./LoadedObj.h"
#include "ResourceLoader.h"
#include "GMMemory.h"
namespace Caldron {namespace Base {
/* *********************************************************************
* CResourceLoaderObj
* <20><><EFBFBD><EFBFBD> : ResourceLoader.cpp
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> CResourceLoader <20><><EFBFBD><EFBFBD> Load Queue<75><65> <20><><EFBFBD> resource <20><><EFBFBD><EFBFBD>
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
/*
CResourceLoaderObj::CResourceLoaderObj()
{
m_pObj = NULL;
m_State = RLOBJSTATE_READY;
}
CResourceLoaderObj::CResourceLoaderObj(const char *strFileName,CLoadedObj *pObj)
{
strcpy(m_strFileName,strFileName);
m_pObj = pObj;
m_pObj->m_bLoaded = false;
m_State = RLOBJSTATE_READY;
}
CResourceLoaderObj::~CResourceLoaderObj()
{
}
*/
/* *********************************************************************
* CResourceLoader
* <20><><EFBFBD><EFBFBD> : ResourceLoader.cpp
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> ResourceLoader,
thread<61><64> <20>и<EFBFBD><D0B8>Ͽ<EFBFBD> <20>޸<EFBFBD> <20><>ƾ <20><> <20>ε<EFBFBD><CEB5><EFBFBD>ƾ<EFBFBD><C6BE> <20>и<EFBFBD> <20>Ͽ<EFBFBD><CFBF><EFBFBD>.
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
CThreadQueue<CLoadedObj *> CResourceLoader::m_ReadyQueue(g_iMaxLoaderQueue);
DWORD WINAPI LoaderThreadProc(LPVOID lpParam)
{
CResourceLoader *pLoader = (CResourceLoader *)(lpParam);
pLoader->LoaderFunc();
return 0;
}
DWORD WINAPI ProcessThreadProc(LPVOID lpParam)
{
CResourceLoader *pLoader = (CResourceLoader *)(lpParam);
pLoader->ProcessFunc();
return 0;
}
void CResourceLoader::StartLoader()
{
if(!m_LoaderHandle)
{
if((m_LoaderHandle = CreateThread(NULL,0,LoaderThreadProc,(LPVOID)this,0,&m_LoaderThreadID)) == NULL) {
//CLogMgr::_LogError("CResourceLoader::Loading() : Create Loader Thread Failed");
}
}
if(!m_ProcessHandle)
{
if((m_ProcessHandle = CreateThread(NULL,0,ProcessThreadProc,(LPVOID)this,0,&m_ProcessThreadID)) == NULL) {
//CLogMgr::_LogError("CResourceLoader::Loading() : Create Process Thread Failed");
}
}
}
void CResourceLoader::LoaderFunc()
{
CLoadedObj *pObj = NULL;
while( m_ReadyQueue.RemoveFront(pObj))
{
if(pObj)
{
if(pObj->m_pByteDataObj)
delete pObj->m_pByteDataObj;
pObj->m_pByteDataObj = new CCaldronByteDataObj;
if(!(pObj->m_pByteDataObj->LoadByte(pObj->m_strName)))
{
pObj->m_bLoaded = false;
}
else
{
m_Queue.PushBack(pObj);
}
}
}
}
void CResourceLoader::ProcessFunc()
{
CLoadedObj *pObj = NULL;
while( m_Queue.RemoveFront(pObj))
{
if(pObj)
{
if(!pObj->Load(pObj->m_pByteDataObj))
{ // <20>ε<EFBFBD> <20><><EFBFBD>нÿ<D0BD> <20>ٽ<EFBFBD> queue<75><65> <20>־ ReLoading <20>õ<EFBFBD> <20>Ѵ<EFBFBD>.
if(pObj->m_iReloadingCount < Caldron::MAX_RELOADING) {
pObj->m_bLoaded = false;
m_Queue.PushBack(pObj);
//CLogMgr::_LogError("CResourceLoader::ProcessFunc: Load fail, Reloading.");
pObj->m_iReloadingCount++;
}
else
{
pObj->m_bLoaded = false;
}
}
else
{
m_ResultQueue.PushBack(pObj);
}
}
else
{
//CLogMgr::_LogError("CResourceLoader::ProcessFunc: Obj Ptr is NULL");
}
}
}
void CResourceLoader::ProcessAllData()
{
while(1)
{
Sleep(2000);
if(!m_ReadyQueue.GetQueueSize() &&
!m_Queue.GetQueueSize())
{
break;
}
}
if(m_ResultQueue.GetQueueSize())
{
int iProcess = m_ResultQueue.GetQueueSize();
CLoadedObj *pObj = NULL;
while(iProcess)
{
if(m_ResultQueue.RemoveFront(pObj))
{
pObj->PostLoad();
SafeDelete(pObj->m_pByteDataObj);
pObj->m_pByteDataObj = NULL;
}
else
{
break;
}
iProcess--;
}
}
}
void CResourceLoader::Process()
{
if(m_ResultQueue.GetQueueSize())
{
int iProcess = (m_ResultQueue.GetQueueSize() > g_iMaxProcessNums) ? g_iMaxProcessNums : m_ResultQueue.GetQueueSize();
CLoadedObj *pObj = NULL;
while(iProcess)
{
if(m_ResultQueue.RemoveFront(pObj))
{
pObj->PostLoad();
SafeDelete(pObj->m_pByteDataObj);
pObj->m_pByteDataObj = NULL;
}
else
{
break;
}
iProcess--;
}
}
}
void CResourceLoader::Clear()
{
ProcessAllData();
m_ReadyQueue.ClearQueue();
m_Queue.ClearQueue();
m_ResultQueue.ClearQueue();
}
/*
class CResourceLoader
{
public:
CResourceLoader();
virtual ~CResourceLoader();
void StartLoader();
int AddObj(CResourceLoaderObj *);
protected:
void LoaderFunc();
void ProcessFunc();
DWORD m_dwWait;
CThreadQueue<CResourceLoaderObj *>m_lstObj;
CThreadQueue<CResourceLoaderObj *>m_Queue;
CCriticalSectionQueue<CLoadedObj *>m_ResultQueue;
unsigned long m_LoaderThreadID;
unsigned long m_ProcessThreadID;
HANDLE m_LoaderHandle;
HANDLE m_ProcessHandle;
};
CResourceLoader::CResourceLoader() : m_Queue(g_iMaxLoaderQueue)
{
m_bLoading = false;
m_dwWait = 0;
m_lstObj.clear();
m_lstReady.clear();
InitializeCriticalSection(&m_ObjCriticalSection);
m_LoaderThreadID = m_ProcessThreadID = 0;
m_EndEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
m_LoaderHandle = 0;
m_ProcessHandle = 0;
}
CResourceLoader::~CResourceLoader()
{
DeleteCriticalSection(&m_ObjCriticalSection);
CloseHandle(m_EndEvent);
CloseHandle(m_LoaderHandle);
CloseHandle(m_ProcessHandle);
}
void CResourceLoader::Loading()
{
m_bLoading = true;
// Event <20>ʱ<EFBFBD>ȭ
ResetEvent(m_EndEvent);
if((m_LoaderHandle = CreateThread(NULL,0,LoaderThreadProc,(LPVOID)this,0,&m_LoaderThreadID)) == NULL) {
CLogMgr::_LogError("CResourceLoader::Loading() : Create Loader Thread Failed");
}
if((m_ProcessHandle = CreateThread(NULL,0,ProcessThreadProc,(LPVOID)this,0,&m_ProcessThreadID)) == NULL) {
CLogMgr::_LogError("CResourceLoader::Loading() : Create Process Thread Failed");
}
}
DWORD CResourceLoader::WaitFinished()
{
return WaitForMultipleObjects(1, &m_EndEvent, FALSE, m_dwWait);
}
int CResourceLoader::FinishPercent() {
return 0;
}
void CResourceLoader::LoaderFunc()
{
for(int iIndex = 0; iIndex < GetObjNum(); iIndex++)
{
CResourceLoaderObj *pObj = &m_lstObj[iIndex];
if(!(pObj->m_ByteData.LoadByte(pObj->m_strFileName)))
{
pObj->m_State = RLOBJSTATE_FAILED;
if(pObj->m_pObj)
pObj->m_pObj->m_bLoaded = false;
}
else
{
pObj->m_State = RLOBJSTATE_LOADING;
m_Queue.PushBack(pObj);
}
}
m_Queue.Terminate();
}
void CResourceLoader::ProcessFunc()
{
CResourceLoaderObj *pObj = NULL;
while( m_Queue.RemoveFront(pObj))
{
if((pObj) && (pObj->m_pObj))
{
if(!pObj->m_pObj->Load(&(pObj->m_ByteData)))
{ // <20>ε<EFBFBD> <20><><EFBFBD>нÿ<D0BD> <20>ٽ<EFBFBD> queue<75><65> <20>־ ReLoading <20>õ<EFBFBD> <20>Ѵ<EFBFBD>.
if(pObj->m_pObj->m_iReloadingCount < Caldron::MAX_RELOADING) {
pObj->m_State = RLOBJSTATE_LOADING;
pObj->m_pObj->m_bLoaded = false;
m_Queue.PushBack(pObj);
CLogMgr::_LogError("CResourceLoader::ProcessFunc: Load fail, Reloading.");
pObj->m_pObj->m_iReloadingCount++;
}
else
{
pObj->m_State = RLOBJSTATE_FAILED;
pObj->m_pObj->m_bLoaded = true;
}
}
else
{
pObj->m_State = RLOBJSTATE_LOADED;
pObj->m_pObj->m_bLoaded = true;
}
}
else
{
CLogMgr::_LogError("CResourceLoader::ProcessFunc: Obj Ptr is NULL");
}
}
SetEvent(m_EndEvent);
}
int CResourceLoader::AddObj(CResourceLoaderObj &Obj)
{
if(!m_bLoading) {
EnterCriticalSection(&m_ObjCriticalSection);
m_lstObj.push_back(Obj);
LeaveCriticalSection(&m_ObjCriticalSection);
return (int)(m_lstObj.size());
}
else {
m_lstReady.push_back(Obj);
return -2;
}
}
CResourceLoaderObj CResourceLoader::GetObj(int iIndex)
{
EnterCriticalSection(&m_ObjCriticalSection);
CResourceLoaderObj Obj = m_lstObj[iIndex];
LeaveCriticalSection(&m_ObjCriticalSection);
return Obj;
}
void CResourceLoader::SetObj(int iIndex,CResourceLoaderObj &Obj)
{
EnterCriticalSection(&m_ObjCriticalSection);
m_lstObj[iIndex] = Obj;
LeaveCriticalSection(&m_ObjCriticalSection);
}
int CResourceLoader::GetObjNum()
{
EnterCriticalSection(&m_ObjCriticalSection);
int iNum = (int)m_lstObj.size();
LeaveCriticalSection(&m_ObjCriticalSection);
return iNum;
}
void CResourceLoader::ClearAllObj()
{
EnterCriticalSection(&m_ObjCriticalSection);
m_lstObj.clear();
LeaveCriticalSection(&m_ObjCriticalSection);
}
CResourceLoaderObjState CResourceLoader::GetObjState(int iIndex)
{
return m_lstObj[iIndex].m_State;
}
bool CResourceLoader::Finished()
{
if(WaitFinished() != (WAIT_OBJECT_0))
return false;
CloseHandle(m_LoaderHandle);
CloseHandle(m_ProcessHandle);
m_LoaderHandle = m_ProcessHandle = 0;
return true;
}
void CResourceLoader::Process() {
if((m_bLoading == true) && WaitFinished() == (WAIT_OBJECT_0))
{
m_bLoading = false;
ClearAllObj();
CloseHandle(m_LoaderHandle);
CloseHandle(m_ProcessHandle);
m_LoaderHandle = m_ProcessHandle = 0;
}
else
{
if((m_lstObj.size() > 0 )&& (m_bLoading == false))
Loading();
return;
}
if(m_lstReady.size() > 0 && !m_bLoading)
{
// Ready ť<><C5A5> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20>͵<EFBFBD><CDB5><EFBFBD> <20>ε<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20>ѱ<EFBFBD><D1B1><EFBFBD>
m_lstObj.reserve(m_lstReady.size());
std::copy(m_lstReady.begin(),m_lstReady.end(),std::back_inserter(m_lstObj));
m_lstReady.clear();
Loading();
}
}*/
}}

View File

@@ -0,0 +1,163 @@
// ResourceLoader.h: interface for the CResourceLoader class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_RESOURCELOADER_H__16578E31_424F_4D74_9304_44BEC2BE6F95__INCLUDED_)
#define AFX_RESOURCELOADER_H__16578E31_424F_4D74_9304_44BEC2BE6F95__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "./LoadedObj.h"
#include "./CaldronByteDataObj.h"
#include "./ThreadQueue.h"
namespace Caldron {
namespace Base {
/* *********************************************************************
* CResourceLoaderObj
* <20><><EFBFBD><EFBFBD> : ResourceLoader.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> CResourceLoader <20><><EFBFBD><EFBFBD> Load Queue<75><65> <20><><EFBFBD> resource <20><><EFBFBD><EFBFBD>
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
enum CResourceLoaderObjState {
RLOBJSTATE_READY = 0,
RLOBJSTATE_LOADING,
RLOBJSTATE_LOADED,
RLOBJSTATE_FAILED,
};
const int g_iMaxLoaderQueue = 100000;
const int g_iMaxResultQueue = 200000;
const int g_iMaxProcessNums = 10;
/*
class CResourceLoaderObj {
public:
CResourceLoaderObj();
CResourceLoaderObj(const char *strFileName,CLoadedObj *pObj);
virtual ~CResourceLoaderObj();
CResourceLoaderObjState m_State;
// CByteDataObj m_ByteData;
char m_strFileName[40];
CLoadedObj *m_pObj;
};
*/
/* *********************************************************************
* CResourceLoader
* <20><><EFBFBD><EFBFBD> : ResourceLoader.h
* <20><><EFBFBD><EFBFBD> : Caldron Engine<6E><65> ResourceLoader
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.06
* history :
wizardbug ( 2004.01.06)
********************************************************************** */
class CResourceLoader
{
protected:
static CThreadQueue<CLoadedObj *>m_ReadyQueue;
CThreadQueue<CLoadedObj *>m_Queue;
CCriticalSectionQueue<CLoadedObj *>m_ResultQueue;
unsigned long m_LoaderThreadID;
unsigned long m_ProcessThreadID;
HANDLE m_LoaderHandle;
HANDLE m_ProcessHandle;
public:
CResourceLoader() :/*m_ReadyQueue(g_iMaxLoaderQueue),*/m_Queue(g_iMaxLoaderQueue),m_ResultQueue(g_iMaxResultQueue),
m_LoaderThreadID(0),m_ProcessThreadID(0),
m_LoaderHandle(0),m_ProcessHandle(0)
{}
virtual ~CResourceLoader()
{
Clear();
CloseHandle(m_LoaderHandle);
CloseHandle(m_ProcessHandle);
}
void StartLoader();
static void AddObj(CLoadedObj *pAddObj)
{
m_ReadyQueue.PushBack(pAddObj);
}
void LoaderFunc();
void ProcessFunc();
void Process();
void ProcessAllData();
void Clear();
};
/*
class CResourceLoader
{
public:
CResourceLoader();
virtual ~CResourceLoader();
int FinishPercent();
// <20><><EFBFBD><EFBFBD> queue<75>ȿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> obj <20><><EFBFBD><EFBFBD> <20>ε<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ƾ
void Loading();
void ClearAllObj();
int AddObj(CResourceLoaderObj &);
void SetObj(int iIndex,CResourceLoaderObj &);
int GetObjNum();
CResourceLoaderObj GetObj(int iIndex);
// <20><><EFBFBD><EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD>
CResourceLoaderObjState GetObjState(int iIndex);
DWORD WaitFinished();
// <20><><EFBFBD>μ<EFBFBD><CEBC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E5BFA1> ȣ<><C8A3>
void ProcessFunc();
// <20>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E5BFA1> ȣ<><C8A3>
void LoaderFunc();
bool Finished();
void Process();
protected:
// Loading Thread ȣ<><C8A3><EFBFBD><EFBFBD> <20><><EFBFBD>ٸ<EFBFBD><D9B8><EFBFBD> <20>ð<EFBFBD>
// 0 : <20><><EFBFBD>ٷ<EFBFBD> return, INFINIT : Loading <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ٸ<EFBFBD>. (default : 0)
DWORD m_dwWait;
std::vector<CResourceLoaderObj> m_lstObj;
std::vector<CResourceLoaderObj> m_lstReady;
CThreadQueue<CResourceLoaderObj *>m_Queue;
CRITICAL_SECTION m_ObjCriticalSection;
unsigned long m_LoaderThreadID;
unsigned long m_ProcessThreadID;
HANDLE m_EndEvent;
HANDLE m_LoaderHandle;
HANDLE m_ProcessHandle;
bool m_bLoading;
};
*/
}}
#endif // !defined(AFX_RESOURCELOADER_H__16578E31_424F_4D74_9304_44BEC2BE6F95__INCLUDED_)

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@@ -0,0 +1,181 @@
// ThreadQueue.h: interface for the CThreadQueue class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_THREADQUEUE_H__D6165646_A901_43B4_BABC_5237337D0BFD__INCLUDED_)
#define AFX_THREADQUEUE_H__D6165646_A901_43B4_BABC_5237337D0BFD__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "../../include/Caldron.h"
//#include "./LogMgr.h"
/* *********************************************************************
* CThreadQueue
* <20><><EFBFBD><EFBFBD> : ThreadQueue.cpp
* <20><><EFBFBD><EFBFBD> :
* <20>ۼ<EFBFBD><DBBC><EFBFBD> : 2004.01.09
* history :
wizardbug ( 2004.01.09)
********************************************************************** */
namespace Caldron {
namespace Base {
enum CALDRONTHREADEVENT_ID {
CALDRONTHREAD_SEMAPHORE = 0,
CALDRONTHREAD_TERMINATE,
};
template<class T>
class CThreadQueue
{
public:
CThreadQueue(int iMaxQueueSize)
{
InitializeCriticalSection(&m_CriticalSection);
m_Handle[CALDRONTHREAD_SEMAPHORE] = CreateSemaphore(NULL,0,iMaxQueueSize,NULL);
m_Handle[CALDRONTHREAD_TERMINATE] = CreateEvent(NULL,TRUE,FALSE,NULL);
}
virtual ~CThreadQueue()
{
ClearQueue();
DeleteCriticalSection(&m_CriticalSection);
CloseHandle(m_Handle[CALDRONTHREAD_SEMAPHORE]);
CloseHandle(m_Handle[CALDRONTHREAD_TERMINATE]);
}
bool PushBack(T Obj)
{
EnterCriticalSection(&m_CriticalSection);
m_Queue.push(Obj);
// semaphore count <20><><EFBFBD><EFBFBD>
bool bResult = (ReleaseSemaphore(m_Handle[CALDRONTHREAD_SEMAPHORE],1,NULL) != 0);
if(!bResult)
{
m_Queue.pop(); // pop()<29><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٷ<EFBFBD><D9B7><EFBFBD><EFBFBD><EFBFBD> remove <20><>Ų<EFBFBD><C5B2>.
//CLogMgr::_LogError("CThreadQueue::PushBack() : Queue is Full~!");
MessageBox(NULL,"Queue Full","ThreadQueue",MB_OK);
}
LeaveCriticalSection(&m_CriticalSection);
return bResult;
}
void ClearQueue()
{
EnterCriticalSection(&m_CriticalSection);
while(m_Queue.size())
{
m_Queue.pop();
}
LeaveCriticalSection(&m_CriticalSection);
}
bool RemoveFront(T &Obj)
{
bool bResult = false;
// Semarphore <20><> <20><><EFBFBD><EFBFBD> <20><>ŭ Return <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EEB0A3>
CALDRONTHREADEVENT_ID ReturnID = (CALDRONTHREADEVENT_ID)WaitForMultipleObjects(2,m_Handle,FALSE,INFINITE);
if(ReturnID == CALDRONTHREAD_SEMAPHORE)
{
bResult = true;
EnterCriticalSection(&m_CriticalSection);
if(m_Queue.size())
{
Obj = m_Queue.front();
m_Queue.pop(); // pop()<29><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٷ<EFBFBD><D9B7><EFBFBD><EFBFBD><EFBFBD> remove <20><>Ų<EFBFBD><C5B2>.
}
else
{
//CLogMgr::_LogError("CThreadQueue::RemoveFront() : Queue is Empty~!");
bResult = false;
}
LeaveCriticalSection(&m_CriticalSection);
return bResult;
}
return bResult;
}
void Terminate()
{
SetEvent(m_Handle[CALDRONTHREAD_TERMINATE]);
}
void UnTerminate()
{
ResetEvent(m_Handle[CALDRONTHREAD_TERMINATE]);
}
int GetQueueSize()
{
return (int)m_Queue.size();
}
protected:
HANDLE m_Handle[2];
CRITICAL_SECTION m_CriticalSection;
std::queue<T> m_Queue;
};
template<class T>
class CCriticalSectionQueue
{
public:
CCriticalSectionQueue(int iMaxQueueSize)
{
InitializeCriticalSection(&m_CriticalSection);
}
virtual ~CCriticalSectionQueue()
{
ClearQueue();
DeleteCriticalSection(&m_CriticalSection);
}
void ClearQueue()
{
EnterCriticalSection(&m_CriticalSection);
while(m_Queue.size())
{
m_Queue.pop();
}
LeaveCriticalSection(&m_CriticalSection);
}
void PushBack(T Obj)
{
EnterCriticalSection(&m_CriticalSection);
m_Queue.push(Obj);
LeaveCriticalSection(&m_CriticalSection);
}
bool RemoveFront(T &Obj)
{
bool bReturn = false;
EnterCriticalSection(&m_CriticalSection);
if(m_Queue.size())
{
Obj = m_Queue.front();
m_Queue.pop(); // pop()<29><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٷ<EFBFBD><D9B7><EFBFBD><EFBFBD><EFBFBD> remove <20><>Ų<EFBFBD><C5B2>.
bReturn = true;
}
LeaveCriticalSection(&m_CriticalSection);
return bReturn;
}
int GetQueueSize()
{
return (int)m_Queue.size();
}
protected:
CRITICAL_SECTION m_CriticalSection;
std::queue<T> m_Queue;
};
}
}
#endif // !defined(AFX_THREADQUEUE_H__D6165646_A901_43B4_BABC_5237337D0BFD__INCLUDED_)

View File

@@ -0,0 +1,613 @@
#include "./d3dbufferpools.h"
#include "SceneManager.h"
#include "GMMemory.h"
using namespace Caldron::Scene;
void CD3DBufferObj::CreateBuffer(int iType,unsigned int uiSize,DWORD dwDecl,LPDIRECT3DRESOURCE8 lpBuffer)
{
m_iBufferObjType = iType;
m_uiBufferSize = uiSize;
m_dwValue = dwDecl;
m_pBuffers = lpBuffer;
}
void CD3DBufferObj::NullBuffer()
{
SafeRelease(m_pBuffers);
m_pBuffers = NULL;
m_iBufferObjType = 0;
m_uiBufferSize = 0;
m_dwValue = 0;
}
CD3DBufferPools::CD3DBufferPools(void)
{
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
m_DVertexBufferNums[i] = 0;
m_DIndexBufferNums[i] = 0;
}
m_DCustomVertexBufferPools.clear();
m_DCustomIndexBufferPools.clear();
m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
m_SVertexBufferNums[i] = 0;
m_SIndexBufferNums[i] = 0;
}
m_SCustomVertexBufferPools.clear();
m_SCustomIndexBufferPools.clear();
m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1] = 0;
}
CD3DBufferPools::~CD3DBufferPools(void)
{
// Dynamic Buffer Clear
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
while(!m_DVertexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_DVertexBufferPools[i].front();
m_DVertexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
while(!m_DIndexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_DIndexBufferPools[i].front();
m_DIndexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
m_DVertexBufferNums[i] = 0;
m_DIndexBufferNums[i] = 0;
}
for(int i = 0; i < (int)m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_DCustomVertexBufferPools[i])
{
m_DCustomVertexBufferPools[i]->NullBuffer();
SafeDelete(m_DCustomVertexBufferPools[i]);
m_DCustomVertexBufferPools[i] = NULL;
}
}
m_DCustomVertexBufferPools.clear();
for(int i = 0; i < (int)m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_DCustomIndexBufferPools[i])
{
m_DCustomIndexBufferPools[i]->NullBuffer();
SafeDelete(m_DCustomIndexBufferPools[i]);
m_DCustomIndexBufferPools[i] = NULL;
}
}
m_DCustomIndexBufferPools.clear();
// Static Buffer Clear
for(int i = 0; i < D3DBUFFER_SIZENUM - 1; i++ )
{
while(!m_SVertexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_SVertexBufferPools[i].front();
m_SVertexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
while(!m_SIndexBufferPools[i].empty())
{
CD3DBufferObj *pObj = m_SIndexBufferPools[i].front();
m_SIndexBufferPools[i].pop();
if(pObj)
{
pObj->NullBuffer();
SafeDelete(pObj);
}
}
m_SVertexBufferNums[i] = 0;
m_SIndexBufferNums[i] = 0;
}
for(int i = 0; i < (int)m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_SCustomVertexBufferPools[i])
{
m_SCustomVertexBufferPools[i]->NullBuffer();
SafeDelete(m_SCustomVertexBufferPools[i]);
m_SCustomVertexBufferPools[i] = NULL;
}
}
m_SCustomVertexBufferPools.clear();
for(int i = 0; i < (int)m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]; i++ )
{
if(m_SCustomIndexBufferPools[i])
{
m_SCustomIndexBufferPools[i]->NullBuffer();
SafeDelete(m_SCustomIndexBufferPools[i]);
m_SCustomIndexBufferPools[i] = NULL;
}
}
m_SCustomIndexBufferPools.clear();
}
LPDIRECT3DVERTEXBUFFER8 CD3DBufferPools::GetVertexBuffer(unsigned int uiSize,DWORD dwDecl,bool bDynamic)
{
LPDIRECT3DVERTEXBUFFER8 pReturn = NULL;
int i,j;
if(bDynamic)
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_DVertexBufferNums[i])
{
CD3DBufferObj *pObj = m_DVertexBufferPools[i].front();
m_DVertexBufferPools[i].pop();
m_DVertexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DVERTEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DVERTEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_VERTEX,i,dwDecl));
}
}
// Custom Size
if(m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_DCustomVertexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DVERTEXBUFFER8)m_DCustomVertexBufferPools[j]->m_pBuffers);
SafeDelete(m_DCustomVertexBufferPools[j]);
m_DCustomVertexBufferPools.erase(m_DCustomVertexBufferPools.begin() + j);
m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
else //static
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_SVertexBufferNums[i])
{
CD3DBufferObj *pObj = m_SVertexBufferPools[i].front();
m_SVertexBufferPools[i].pop();
m_SVertexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DVERTEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DVERTEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_VERTEX,i,dwDecl));
}
}
// Custom Size
if(m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_SCustomVertexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DVERTEXBUFFER8)m_SCustomVertexBufferPools[j]->m_pBuffers);
SafeDelete(m_SCustomVertexBufferPools[j]);
m_SCustomVertexBufferPools.erase(m_SCustomVertexBufferPools.begin() + j);
m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
return (pReturn = (LPDIRECT3DVERTEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_VERTEX,-1,dwDecl,uiSize));
}
LPDIRECT3DINDEXBUFFER8 CD3DBufferPools::GetIndexBuffer(unsigned int uiSize,DWORD dwFormat,bool bDynamic)
{
LPDIRECT3DINDEXBUFFER8 pReturn = NULL;
int i,j;
if(bDynamic)
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_DIndexBufferNums[i])
{
CD3DBufferObj *pObj = m_DIndexBufferPools[i].front();
m_DIndexBufferPools[i].pop();
m_DIndexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DINDEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DINDEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_INDEX,i,dwFormat));
}
}
// Custom Size
if(m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_DCustomIndexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DINDEXBUFFER8)m_DCustomIndexBufferPools[j]->m_pBuffers);
SafeDelete(m_DCustomIndexBufferPools[j]);
m_DCustomIndexBufferPools.erase(m_DCustomIndexBufferPools.begin() + j);
m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
else //Static Buffer
{
for(i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(uiSize <= ArrBufferSize[i])
{
if(m_SIndexBufferNums[i])
{
CD3DBufferObj *pObj = m_SIndexBufferPools[i].front();
m_SIndexBufferPools[i].pop();
m_SIndexBufferNums[i]--;
if(pObj)
{
pReturn = (LPDIRECT3DINDEXBUFFER8) pObj->m_pBuffers;
SafeDelete(pObj);
return pReturn;
}
return NULL;
}
return (pReturn = (LPDIRECT3DINDEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_INDEX,i,dwFormat));
}
}
// Custom Size
if(m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1])
{
for(j = 0; j < (int)m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]; j++ )
{
if((m_SCustomIndexBufferPools[j]->m_uiBufferSize) >= uiSize)
{
pReturn = ((LPDIRECT3DINDEXBUFFER8)m_SCustomIndexBufferPools[j]->m_pBuffers);
SafeDelete(m_SCustomIndexBufferPools[j]);
m_SCustomIndexBufferPools.erase(m_SCustomIndexBufferPools.begin() + j);
m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]--;
return pReturn;
}
}
}
}
return (pReturn = (LPDIRECT3DINDEXBUFFER8)CreateBuffer(bDynamic,Scene::D3DBUFFEROBJ_INDEX,-1,dwFormat,uiSize));
}
void CD3DBufferPools::UnRef(unsigned int iType,LPDIRECT3DRESOURCE8 lpBuffer)
{
// ppuchuu 2004/11/15
if( NULL == lpBuffer )
{
return;
}
// edith 2008.12.12 <20><><EFBFBD><EFBFBD>Ǯ<EFBFBD><C7AE> <20>ִ밳<D6B4><EBB0B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
unsigned int iMaxPoolCount = 100;
bool bDynamic = false;
if(iType == Scene::D3DBUFFEROBJ_VERTEX)
{
D3DVERTEXBUFFER_DESC VertexBufferDesc;
((LPDIRECT3DVERTEXBUFFER8)lpBuffer)->GetDesc(&VertexBufferDesc);
if(VertexBufferDesc.Usage & D3DUSAGE_DYNAMIC)
bDynamic = true;
if(bDynamic)
{
// <20>ִ밳<D6B4><EBB0B3> <20><><EFBFBD><EFBFBD>.
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(VertexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_DVertexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
else
{
// <20>ִ밳<D6B4><EBB0B3> <20><><EFBFBD><EFBFBD>
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(VertexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_SVertexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
CD3DBufferObj *pObj = new CD3DBufferObj;
pObj->CreateBuffer(iType,VertexBufferDesc.Size,VertexBufferDesc.FVF,lpBuffer);
if(bDynamic)
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_DVertexBufferPools[i].push(pObj);
m_DVertexBufferNums[i]++;
return;
}
}
m_DCustomVertexBufferPools.push_back(pObj);
m_DVertexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
else // Static Buffer
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_SVertexBufferPools[i].push(pObj);
m_SVertexBufferNums[i]++;
return;
}
}
m_SCustomVertexBufferPools.push_back(pObj);
m_SVertexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
}
else if(iType == Scene::D3DBUFFEROBJ_INDEX)
{
D3DINDEXBUFFER_DESC IndexBufferDesc;
((LPDIRECT3DINDEXBUFFER8)lpBuffer)->GetDesc(&IndexBufferDesc);
if(IndexBufferDesc.Usage & D3DUSAGE_DYNAMIC)
bDynamic = true;
if(bDynamic)
{
// <20>ִ밳<D6B4><EBB0B3> <20><><EFBFBD><EFBFBD>.
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(IndexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_DIndexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
else
{
// <20>ִ밳<D6B4><EBB0B3> <20><><EFBFBD><EFBFBD>
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(IndexBufferDesc.Size <= ArrBufferSize[i])
{
if(m_SIndexBufferNums[i] >= iMaxPoolCount)
{
SafeRelease(lpBuffer);
return;
}
break;
}
}
}
CD3DBufferObj *pObj = new CD3DBufferObj;
pObj->CreateBuffer(iType,IndexBufferDesc.Size,IndexBufferDesc.Format,lpBuffer);
if(bDynamic)
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_DIndexBufferPools[i].push(pObj);
m_DIndexBufferNums[i]++;
return;
}
}
m_DCustomIndexBufferPools.push_back(pObj);
m_DIndexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
else // Static
{
for(int i = 0;i < D3DBUFFER_SIZENUM - 1; i++)
{
if(pObj->m_uiBufferSize <= ArrBufferSize[i])
{
m_SIndexBufferPools[i].push(pObj);
m_SIndexBufferNums[i]++;
return;
}
}
m_SCustomIndexBufferPools.push_back(pObj);
m_SIndexBufferNums[D3DBUFFER_SIZENUM - 1]++;
}
}
}
LPDIRECT3DRESOURCE8 CD3DBufferPools::CreateBuffer(bool bDynamic,unsigned int iType,int iSizeType,DWORD dwValue,unsigned int uiCustomSize)
{
unsigned int uiSize = 0;
if(iSizeType >= 0)
uiSize = ArrBufferSize[iSizeType];
else
uiSize = uiCustomSize;
if(iType == Scene::D3DBUFFEROBJ_VERTEX)
{
LPDIRECT3DVERTEXBUFFER8 lpVertex;
if(!bDynamic)
{
// if(Caldron::Failed(CSceneManager::GetDevice()->CreateVertexBuffer(uiSize,D3DUSAGE_WRITEONLY,dwValue,D3DPOOL_DEFAULT,&lpVertex)))
if(Caldron::Failed(CSceneManager::GetDevice()->CreateVertexBuffer(uiSize,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&lpVertex)))
{
MessageBox(NULL,"Buffer Create Faile(1)","Error",MB_OK);
}
}
else
{
if(Caldron::Failed(CSceneManager::GetDevice()->CreateVertexBuffer(uiSize,D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,0,D3DPOOL_DEFAULT,&lpVertex)))
{
MessageBox(NULL,"Buffer Create Faile(2)","Error",MB_OK);
}
}
return lpVertex;
}
else if(iType == Scene::D3DBUFFEROBJ_INDEX)
{
LPDIRECT3DINDEXBUFFER8 lpIndex;
if(!bDynamic)
{
if(Caldron::Failed(CSceneManager::GetDevice()->CreateIndexBuffer(uiSize,D3DUSAGE_WRITEONLY,(D3DFORMAT)dwValue,D3DPOOL_MANAGED,&lpIndex)))
// if(Caldron::Failed(CSceneManager::GetDevice()->CreateIndexBuffer(uiSize,D3DUSAGE_WRITEONLY,(D3DFORMAT)dwValue,D3DPOOL_DEFAULT,&lpIndex)))
{
MessageBox(NULL,"Buffer Create Faile(3)","Error",MB_OK);
}
}
else
{
if(Caldron::Failed(CSceneManager::GetDevice()->CreateIndexBuffer(uiSize,D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,(D3DFORMAT)dwValue,D3DPOOL_DEFAULT ,&lpIndex)))
{
MessageBox(NULL,"Buffer Create Faile(4)","Error",MB_OK);
}
}
return lpIndex;
}
return NULL;
}
void CD3DBufferPools::InitBuffer()
{
int i,j;
for( i = 0; i < 8; i++ )
{
LPDIRECT3DVERTEXBUFFER8 lpVertexBuffer[80];
LPDIRECT3DINDEXBUFFER8 lpIndexBuffer[80];
for( j = 0;j < 80; j++ )
{
if(j < 15)
{
lpVertexBuffer[j] = GetVertexBuffer(ArrBufferSize[i] - 10,0,false);
lpIndexBuffer[j] = GetIndexBuffer(ArrBufferSize[i] - 10,D3DFMT_INDEX16,false);
}
else
{
lpVertexBuffer[j] = GetVertexBuffer(ArrBufferSize[i] - 10,0,true);
lpIndexBuffer[j] = GetIndexBuffer(ArrBufferSize[i] - 10,D3DFMT_INDEX16,true);
}
}
for(j = 0;j < 80; j++ )
{
UnRef(D3DBUFFEROBJ_VERTEX,lpVertexBuffer[j]);
UnRef(D3DBUFFEROBJ_INDEX,lpIndexBuffer[j]);
lpVertexBuffer[j] = NULL;
lpIndexBuffer[j] = NULL;
}
}
for(i = 0; i < 5; i++ )
{
LPDIRECT3DVERTEXBUFFER8 lpCustomBuffer[5];
lpCustomBuffer[0] = GetVertexBuffer(150000,0,true);
lpCustomBuffer[1] = GetVertexBuffer(100000,0,true);
lpCustomBuffer[2] = GetVertexBuffer(50000,0,true);
lpCustomBuffer[3] = GetVertexBuffer(50000,0,true);
lpCustomBuffer[4] = GetVertexBuffer(150000,0,true);
for(j = 0; j < 5; j++ )
{
UnRef(D3DBUFFEROBJ_VERTEX,lpCustomBuffer[j]);
lpCustomBuffer[j] = NULL;
}
}
}

View File

@@ -0,0 +1,90 @@
#pragma once
#include "../../include/Caldron.h"
namespace Caldron {
namespace Scene {
enum D3DBUFFFEROBJ_TYPE
{
D3DBUFFEROBJ_VERTEX = 0,
D3DBUFFEROBJ_INDEX,
D3DBUFFEROBJ_TYPENUM,
};
enum D3DBUFFER_SIZE
{
D3DBUFFER_SIZE1 = 0, // 100
D3DBUFFER_SIZE2 = 1, // 250
D3DBUFFER_SIZE3 = 2, // 500
D3DBUFFER_SIZE4 = 3, // 1000
D3DBUFFER_SIZE5 = 4, // 3000
D3DBUFFER_SIZE6 = 5, // 7000
D3DBUFFER_SIZE7 = 6, // 10000
D3DBUFFER_SIZE8 = 7, // 20000
D3DBUFFER_SIZE9 = 8, // Custom Buffer
D3DBUFFER_SIZENUM = 9,
};
// edith 2010.01.29 D3D <20><><EFBFBD><EFBFBD> ũ<><C5A9> <20><><EFBFBD><EFBFBD>
const unsigned int ArrBufferSize[8] = {
100,
250,
500,
1000,
3000,
7000,
10000,
20000
};
class CD3DBufferObj
{
public:
int m_iBufferObjType;
LPDIRECT3DRESOURCE8 m_pBuffers;
unsigned int m_uiBufferSize;
DWORD m_dwValue;
CD3DBufferObj() : m_pBuffers(NULL),m_uiBufferSize(0),m_dwValue(0){}
~CD3DBufferObj()
{
//SafeRelease(m_pBuffers);
m_pBuffers = NULL;
}
void NullBuffer();
void CreateBuffer(int iType,unsigned int uiSize,DWORD dwDecl,LPDIRECT3DRESOURCE8 lpBuffer);
};
class CD3DBufferPools
{
public:
CD3DBufferPools(void);
~CD3DBufferPools(void);
void InitBuffer();
LPDIRECT3DVERTEXBUFFER8 GetVertexBuffer(unsigned int uiSize,DWORD dwDecl,bool bDynamic = false);
LPDIRECT3DINDEXBUFFER8 GetIndexBuffer(unsigned int uiSize,DWORD dwFormat,bool bDynamic = false);
void UnRef(unsigned int iType,LPDIRECT3DRESOURCE8 lpBuffer);
LPDIRECT3DRESOURCE8 CreateBuffer(bool bDynamic,unsigned int iType,int iSizeType,DWORD dwValue,unsigned int uiCustomSize = 0);
// Dynamic Buffer
std::queue<CD3DBufferObj *> m_DVertexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_DCustomVertexBufferPools;
unsigned int m_DVertexBufferNums[D3DBUFFER_SIZENUM];
std::queue<CD3DBufferObj *> m_DIndexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_DCustomIndexBufferPools;
unsigned int m_DIndexBufferNums[D3DBUFFER_SIZENUM];
// Static Buffer
std::queue<CD3DBufferObj *> m_SVertexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_SCustomVertexBufferPools;
unsigned int m_SVertexBufferNums[D3DBUFFER_SIZENUM];
std::queue<CD3DBufferObj *> m_SIndexBufferPools[D3DBUFFER_SIZENUM -1];
std::vector<CD3DBufferObj *> m_SCustomIndexBufferPools;
unsigned int m_SIndexBufferNums[D3DBUFFER_SIZENUM];
};
}}

View File

@@ -0,0 +1,408 @@
#include "DrawElement.h"
#include <algorithm>
namespace Caldron
{
namespace Scene
{
IDirect3DDevice8* CDrawElementMgr::ms_pDevice;
std::vector< DRAW_ELEMENT > CDrawElementMgr::ms_avecDynamicDrawElement[MAX_DRAW_ELEMENT_LAYER];
// std::vector< DRAW_ELEMENT > CDrawElementMgr::ms_avecStaticDrawElement[MAX_DRAW_ELEMENT_LAYER];
int CDrawElementMgr::ms_nDynamicVertexBufferCount;
DWORD CDrawElementMgr::ms_dwDynamicVertexBufferSize;
int CDrawElementMgr::ms_nDynamicIndexBufferCount;
DWORD CDrawElementMgr::ms_dwDynamicIndexBufferSize;
// int CDrawElementMgr::ms_nStaticVertexBufferCount;
// DWORD CDrawElementMgr::ms_dwStaticVertexBufferSize;
// int CDrawElementMgr::ms_nStaticIndexBufferCount;
// DWORD CDrawElementMgr::ms_dwStaticIndexBufferSize;
// IDirect3DVertexBuffer8** CDrawElementMgr::ms_apDynamicVertexBuffer;
// IDirect3DIndexBuffer8** CDrawElementMgr::ms_apDynaicIndexBuffer;
IDirect3DVertexBuffer8* CDrawElementMgr::ms_pDynamicVertexBuffer;
IDirect3DIndexBuffer8* CDrawElementMgr::ms_pDynamicIndexBuffer;
std::map< CBaseMesh*, UINT > CDrawElementMgr::ms_mapVBAllocationInfo;
std::map< CBaseMesh*, UINT > CDrawElementMgr::ms_mapIBAllocationInfo;
int CDrawElementMgr::ms_nVBUsedInByte;
int CDrawElementMgr::ms_nIBUsedInByte;
// IDirect3DVertexBuffer8** CDrawElementMgr::ms_apStaticVertexBuffer;
// IDirect3DIndexBuffer8** CDrawElementMgr::ms_apStaticIndexBuffer;
DRAW_ELEMENT CDrawElementMgr::ms_LastTimeDE;
bool CDrawElementMgr::_Init( IDirect3DDevice8* pDevice, DRAW_ELEMENT_MGR_INIT_PARAM* pInitParam )
{
ms_pDevice = pDevice;
HRESULT hr;
// dynamic VB <20>Ҵ<EFBFBD>
hr = pDevice->CreateVertexBuffer( pInitParam->dwDynamicVertexBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
0, D3DPOOL_DEFAULT, &ms_pDynamicVertexBuffer );
if( FAILED(hr) )
{
return false;
}
// dynamic IB <20>Ҵ<EFBFBD>
hr = pDevice->CreateIndexBuffer( pInitParam->dwDynamicIndexBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ms_pDynamicIndexBuffer );
if( FAILED(hr) )
{
return false;
}
// static VB <20>Ҵ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// static IB <20>Ҵ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ms_nDynamicVertexBufferCount = 1;//pInitParam->nDynamicVertexBufferCount;
ms_dwDynamicVertexBufferSize = pInitParam->dwDynamicVertexBufferSize;
ms_nDynamicIndexBufferCount = 1;//pInitParam->nDynamicIndexBufferCount;
ms_dwDynamicIndexBufferSize = pInitParam->dwDynamicIndexBufferSize;
// ms_nStaticVertexBufferCount = pInitParam->nStaticVertexBufferCount;
// ms_dwStaticVertexBufferSize = pInitParam->dwStaticVertexBufferSize;
// ms_nStaticIndexBufferCount = pInitParam->nStaticIndexBufferCount;
// ms_dwStaticIndexBufferSize = pInitParam->dwStaticIndexBufferSize;
ms_LastTimeDE.pMesh = NULL;
ms_LastTimeDE.pTM = NULL;
ms_LastTimeDE.pTextureTM = NULL;
ms_LastTimeDE.textureSlot.apTexture[0] = NULL;
ms_LastTimeDE.textureSlot.nUsed = 1;
ms_LastTimeDE.hVertexShader = NULL;
ms_LastTimeDE.hPixelShader = NULL;
ms_LastTimeDE.pStateSet = NULL;
return true;
}
bool CDrawElementMgr::_RegisterDrawElement( int nLayer, DRAW_ELEMENT& rDE )
{
if( nLayer >= MAX_DRAW_ELEMENT_LAYER )
{
return false;
}
if( false == rDE.ValidityCheck() )
{
return false;
}
// D/E <20><> <20><><EFBFBD>ҵ鿡 <20><><EFBFBD><EFBFBD> lock <20><> <20>ʿ<EFBFBD><CABF>ҵ<EFBFBD>.. <20>׷<EFBFBD><D7B7><EFBFBD> <20>̷<EFBFBD><CCB7><EFBFBD> <20>Ϸ<EFBFBD><CFB7><EFBFBD> <20><> <20><><EFBFBD>ҵ<EFBFBD> <20><><EFBFBD><EFBFBD> lockable <20><> <20><>ü<EFBFBD><C3BC> <20>ٲ<EFBFBD><D9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
rDE.pMesh->Lock();
ms_avecDynamicDrawElement[nLayer].push_back( rDE );
return true;
}
// bool CDrawElementMgr::_RegisterStaticDrawElement( int nLayer, DRAW_ELEMENT& rDE )
// {
// //
// // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> dynamic <20>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ٲ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
// //
//
// if( nLayer >= MAX_DRAW_ELEMENT_LAYER )
// {
// return false;
// }
//
// if( false ==rDE.ValidityCheck() )
// {
// return false;
// }
//
// // D/E <20><> <20><><EFBFBD>ҵ鿡 <20><><EFBFBD><EFBFBD> lock <20><> <20>ʿ<EFBFBD><CABF>ҵ<EFBFBD>.. <20>׷<EFBFBD><D7B7><EFBFBD> <20>̷<EFBFBD><CCB7><EFBFBD> <20>Ϸ<EFBFBD><CFB7><EFBFBD> <20><> <20><><EFBFBD>ҵ<EFBFBD> <20><><EFBFBD><EFBFBD> lockable <20><> <20><>ü<EFBFBD><C3BC> <20>ٲ<EFBFBD><D9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
//
// ms_avecDynamicDrawElement[nLayer].push_back( rDE );
//
// return true;
// }
void CDrawElementMgr::_Process()
{
VIB_PACKET packet;
// sort
_Sort();
// optimize
_Optimize();
for( int i = 0; i < MAX_DRAW_ELEMENT_LAYER; ++i )
{
// per-layer setting ( ex) Render Target Change )
// render target, view matrix, projection matrix <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
std::vector< DRAW_ELEMENT > & rvecDE = ms_avecDynamicDrawElement[i]; // shortcut to i-th layer of D/E vector
for( int j = 0; j < rvecDE.size(); ++j )
{
DRAW_ELEMENT &rCurrentDrawElement = rvecDE[j];
// mesh data uploading (to VB/IB )
_UploadMesh( rCurrentDrawElement, packet );
// draw primitive(include state setting)
_Render( rCurrentDrawElement, packet );
// unlock D/E related components
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> CMesh <20><> Lock/Unlock <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>
rCurrentDrawElement.pMesh->Unlock();
}
// flush D/E list 'cause this is DYNAMIC D/E list
rvecDE.clear();
}
ms_pDevice->SetStreamSource( 0, NULL, 0 );
ms_pDevice->SetIndices( NULL, 0 );
}
void CDrawElementMgr::_Close()
{
// VB/IB <20><><EFBFBD><EFBFBD>
SafeRelease( ms_pDynamicVertexBuffer );
SafeRelease( ms_pDynamicIndexBuffer );
}
// D/E sort comparison processor
bool DE_Ascend( DRAW_ELEMENT rDE1, DRAW_ELEMENT rDE2 )
{
if( rDE1.textureSlot.apTexture[0] > rDE2.textureSlot.apTexture[0] ) return false;
if( rDE1.pTM > rDE2.pTM ) return false;
if( rDE1.hVertexShader > rDE2.hVertexShader ) return false;
if( rDE1.hPixelShader > rDE2.hPixelShader ) return false;
if( rDE1.pStateSet > rDE2.pStateSet ) return false;
if( rDE1.pMesh > rDE2.pMesh ) return false;
return true;
}
void CDrawElementMgr::_Sort()
{
for( int i = 0; i < MAX_DRAW_ELEMENT_LAYER; ++i )
{
std::stable_sort( ms_avecDynamicDrawElement[i].begin(), ms_avecDynamicDrawElement[i].end(), DE_Ascend );
}
}
void CDrawElementMgr::_Optimize()
{
// nothing now..
}
void CDrawElementMgr::_UploadMesh( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket )
{
std::map< CBaseMesh*, UINT >::iterator it;
BYTE* pByteDataInBuffer = NULL;
UINT uSizeInByte; // <20>Ҵ<EFBFBD><D2B4><EFBFBD> mesh data <20><> byte <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
UINT uAllocOffset; // buffer <20><><EFBFBD><EFBFBD> upload <20><> <20><>ġ
UINT uRemain; // buffer <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
HRESULT hr;
// VB <20><><EFBFBD><EFBFBD> <20>̹<EFBFBD> upload <20>Ǿ<EFBFBD><C7BE>ִ<EFBFBD> mesh <20>ΰ<EFBFBD>?
it = ms_mapVBAllocationInfo.find( rDE.pMesh );
if( it != ms_mapVBAllocationInfo.end() )
{
// <20>׷<EFBFBD><D7B7>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VIB packet <20><> <20><><EFBFBD><EFBFBD>
rPacket.uPositionInVB = it->second;
}
else
{
// <20>ƴϸ<C6B4> <20>Ҵ<EFBFBD> <20><><EFBFBD><EFBFBD>
//////////////////////////////////////////////////////////////////////////
//
// DrawPrimitive <20><EFBFBD><E8BFAD> offset <20><><EFBFBD><EFBFBD> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD>͵<EFBFBD><CDB5><EFBFBD> vertex <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̹Ƿ<CCB9>
// mesh vertex data<74><61> upload <20><> <20><><EFBFBD><EFBFBD> <20><> <20><>ġ<EFBFBD><C4A1> vertex size<7A><65> <20>°<EFBFBD> align
// <20><> <20>ش<EFBFBD>.
//
uSizeInByte = rDE.pMesh->GetVertexCount() * rDE.pMesh->GetVertexSize();
UINT uUsedAlignFixed = (ms_nVBUsedInByte % rDE.pMesh->GetVertexSize() ) ?
( ( ms_nVBUsedInByte/rDE.pMesh->GetVertexSize() ) + 1 ) * rDE.pMesh->GetVertexSize() :
ms_nVBUsedInByte; // vertex size <20><><EFBFBD><20><><EFBFBD><EFBFBD> <20>ø<EFBFBD>
uRemain = ms_dwDynamicVertexBufferSize - uUsedAlignFixed;
// Lock VB
if( uRemain < uSizeInByte )
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> -> discard all & reset alloc info
uAllocOffset = 0;
hr = ms_pDynamicVertexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_DISCARD );
if( FAILED(hr) )
{
return; // Lock <20><><EFBFBD>н<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>..-_-
}
// VB flush, <20>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD><EFBFBD> clear
ms_mapVBAllocationInfo.clear();
ms_nVBUsedInByte = 0;
}
else
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> -> <20><> Lock
uAllocOffset = uUsedAlignFixed;
hr = ms_pDynamicVertexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_NOOVERWRITE );
if( FAILED(hr) )
{
return; // Lock <20><><EFBFBD>н<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>..-_-
}
}
// upload, <20>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
rDE.pMesh->UploadVertexData( pByteDataInBuffer );
ms_pDynamicVertexBuffer->Unlock();
ms_mapVBAllocationInfo[rDE.pMesh] = uAllocOffset;
ms_nVBUsedInByte = uUsedAlignFixed + uSizeInByte;
}
// indexed mesh <20><> <20>ƴϸ<C6B4> -> <20><><EFBFBD><EFBFBD>
if( !( rDE.pMesh->IsIndexed() ) )
{
return;
}
// IB <20><><EFBFBD><EFBFBD> VB <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ݺ<EFBFBD>
// IB <20><><EFBFBD><EFBFBD> <20>̹<EFBFBD> upload <20>Ǿ<EFBFBD><C7BE>ִ<EFBFBD> mesh <20>ΰ<EFBFBD>?
it = ms_mapIBAllocationInfo.find( rDE.pMesh );
if( it != ms_mapIBAllocationInfo.end() )
{
// <20>׷<EFBFBD><D7B7>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VIB packet <20><> <20><><EFBFBD><EFBFBD>
rPacket.uPositionInIB = it->second;
}
else
{
// <20>ƴϸ<C6B4> <20>Ҵ<EFBFBD> <20><><EFBFBD><EFBFBD>
uSizeInByte = rDE.pMesh->GetIndexCount() * sizeof(WORD);
uRemain = ms_dwDynamicIndexBufferSize - ms_nIBUsedInByte;
// Lock IB
if( uRemain < uSizeInByte )
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> -> discard all & reset alloc info
uAllocOffset = 0;
hr = ms_pDynamicIndexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_DISCARD );
if( FAILED(hr) )
{
return; // Lock <20><><EFBFBD>н<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>..-_-
}
// IB flush, <20>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD><EFBFBD> clear
ms_mapIBAllocationInfo.clear();
ms_nIBUsedInByte = 0;
}
else
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> -> <20><> Lock
uAllocOffset = ms_nIBUsedInByte;
hr = ms_pDynamicIndexBuffer->Lock( uAllocOffset, uSizeInByte, &pByteDataInBuffer, D3DLOCK_NOOVERWRITE );
if( FAILED(hr) )
{
return; // Lock <20><><EFBFBD>н<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>..-_-
}
}
// upload, <20>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
rDE.pMesh->UploadIndexData( pByteDataInBuffer );
ms_pDynamicIndexBuffer->Unlock();
ms_mapIBAllocationInfo[rDE.pMesh] = uAllocOffset;
ms_nIBUsedInByte += uSizeInByte;
}
}
void CDrawElementMgr::_Render( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket )
{
// <20>ӽ<EFBFBD><D3BD>ڵ<EFBFBD>
ms_pDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
ms_pDevice->LightEnable( 0, TRUE );
// ms_LastTimeDE <20><> rDE <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><> <20>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD>
// rPacket <20><> VB/IB <20><> last time <20><> <20>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD> stream source <20><> <20>ٲ<EFBFBD><D9B2><EFBFBD><EFBFBD><EFBFBD>..<2E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VB/IB <20><> <20>ϳ<EFBFBD><CFB3><EFBFBD><EFBFBD>̹Ƿ<CCB9> <20><><EFBFBD><EFBFBD>
// ...<2E>Ϸ<EFBFBD><CFB7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, SSS<53><53> stride <20><> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD>ͷ<EFBFBD> <20><><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20>Ź<EFBFBD> <20><><EFBFBD>ִ°<D6B4><C2B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>-_-;
ms_pDevice->SetStreamSource( 0, ms_pDynamicVertexBuffer, rDE.pMesh->GetVertexSize() );
ms_pDevice->SetTransform( D3DTS_WORLD, rDE.pTM );
if( NULL == rDE.hVertexShader )
{
DWORD dwFVF = rDE.pMesh->GetFVF();
ms_pDevice->SetVertexShader( dwFVF );
}
else
{
ms_pDevice->SetVertexShader( rDE.hVertexShader );
}
ms_pDevice->SetPixelShader( rDE.hPixelShader );
if( NULL == rDE.textureSlot.apTexture[0] )
{
ms_pDevice->SetTexture( 0, NULL );
}
else
{
ms_pDevice->SetTexture( 0, rDE.textureSlot.apTexture[0]->GetTexture() );
}
if( rDE.pMesh->IsIndexed() )
{
ms_pDevice->SetIndices( ms_pDynamicIndexBuffer, rPacket.uPositionInVB / rDE.pMesh->GetVertexSize() );
ms_pDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, rDE.pMesh->GetVertexCount(),
rPacket.uPositionInIB / sizeof(WORD), rDE.pMesh->GetIndexCount() / 3 );
}
else
{
ms_pDevice->DrawPrimitive( D3DPT_TRIANGLELIST, rPacket.uPositionInVB / rDE.pMesh->GetVertexSize(),
rDE.pMesh->GetVertexCount()/3 );
}
// last time <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
ms_LastTimeDE = rDE;
}
}
}

View File

@@ -0,0 +1,186 @@
#pragma once
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
#include "Mesh.h"
//#include "Texture.h"
#include "NTexture.h"
#include "StateSet.h"
#include <vector>
//////////////////////////////////////////////////////////////////////////
//
// 1<><31><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> dynamic buffer <20><>, VB/IB <20><> 1<><31><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>θ<EFBFBD> <20><><EFBFBD><EFBFBD>
//
namespace Caldron
{
namespace Scene
{
const int MAX_DRAW_ELEMENT_LAYER = 5;
const int MAX_TEXTURE_SLOT = 8;
struct TEXTURE_SLOT
{
//CTexture* apTexture[MAX_TEXTURE_SLOT];
CROSSM::CNTexture* apTexture[MAX_TEXTURE_SLOT];
int nUsed;
TEXTURE_SLOT()
{
apTexture[0] = NULL;
nUsed = 1;
}
/*
TEXTURE_SLOT( int n, CTexture pt0, CTexture pt1 = NULL, CTexture pt2 = NULL, CTexture pt3 = NULL )
{
apTexture[0] = pt0;
apTexture[1] = pt1;
apTexture[2] = pt2;
apTexture[3] = pt3;
nUsed = n;
}
*/
};
struct DRAW_ELEMENT
{
CBaseMesh* pMesh;
D3DMATRIX* pTM;
D3DMATRIX* pTextureTM;
TEXTURE_SLOT textureSlot;
DWORD hVertexShader;
DWORD hPixelShader;
CStateSet* pStateSet;
// VB/IB <20><> upload <20><> <20><>ġ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ͺκ<CDBA> <20>ʿ<EFBFBD>
DRAW_ELEMENT() {}
DRAW_ELEMENT( CBaseMesh* _pMesh, D3DMATRIX* _pTM, D3DMATRIX* _pTextureTM, TEXTURE_SLOT* _pTextureSlot, DWORD _hVertexShader, DWORD _hPixelShader, CStateSet* _pStateSet )
{
pMesh = _pMesh;
pTM = _pTM;
pTextureTM = _pTextureTM;
textureSlot = *_pTextureSlot;
hVertexShader = _hVertexShader;
hPixelShader = _hPixelShader ;
pStateSet = _pStateSet;
}
bool ValidityCheck()
{
if( NULL == pMesh ) return false;
//if( NULL == pTextureSlot ) return false;
// VS, PS <20><><EFBFBD><EFBFBD> null <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if( NULL == pStateSet ) return false;
return true;
}
};
struct DRAW_ELEMENT_MGR_INIT_PARAM
{
int nDynamicVertexBufferCount;
DWORD dwDynamicVertexBufferSize;
int nDynamicIndexBufferCount;
DWORD dwDynamicIndexBufferSize;
int nStaticVertexBufferCount;
DWORD dwStaticVertexBufferSize;
int nStaticIndexBufferCount;
DWORD dwStaticIndexBufferSize;
};
struct VIB_PACKET
{
//IDirect3DVertexBuffer8* pVB;
//IDirect3DIndexBuffer8* pIB;
UINT uPositionInVB;
UINT uPositionInIB;
VIB_PACKET()
{
uPositionInVB = 0;
uPositionInIB = 0;
}
};
class CDrawElementMgr
{
public:
// <20>ʱ<EFBFBD>ȭ( InitDevice <20><> <20>ʱ<EFBFBD>ȭ)
static bool _Init( IDirect3DDevice8* pDevice, DRAW_ELEMENT_MGR_INIT_PARAM* pInitParam );
// Draw Element <20><><EFBFBD><EFBFBD>
static bool _RegisterDrawElement( int nLayer, DRAW_ELEMENT& rDE );
// Static Draw Element <20><><EFBFBD><EFBFBD>
// static bool _RegisterStaticDrawElement( int nLayer, DRAW_ELEMENT& rDE );
// register <20><> D/E <20><><EFBFBD><EFBFBD> sort <20>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD>ȭ<EFBFBD><C8AD> <20><> DrawPrimitive ȣ<><C8A3>
static void _Process();
// <20><><EFBFBD><EFBFBD>( _Init <20><> pair )
static void _Close();
private:
static IDirect3DDevice8* ms_pDevice;
static std::vector< DRAW_ELEMENT > ms_avecDynamicDrawElement[MAX_DRAW_ELEMENT_LAYER];
// static std::vector< DRAW_ELEMENT > ms_avecStaticDrawElement[MAX_DRAW_ELEMENT_LAYER];
static int ms_nDynamicVertexBufferCount;
static DWORD ms_dwDynamicVertexBufferSize;
static int ms_nDynamicIndexBufferCount;
static DWORD ms_dwDynamicIndexBufferSize;
// static int ms_nStaticVertexBufferCount;
// static DWORD ms_dwStaticVertexBufferSize;
// static int ms_nStaticIndexBufferCount;
// static DWORD ms_dwStaticIndexBufferSize;
// static IDirect3DVertexBuffer8** ms_apDynamicVertexBuffer;
// static IDirect3DIndexBuffer8** ms_apDynaicIndexBuffer;
static IDirect3DVertexBuffer8* ms_pDynamicVertexBuffer;
static IDirect3DIndexBuffer8* ms_pDynamicIndexBuffer;
// static IDirect3DVertexBuffer8** ms_apStaticVertexBuffer;
// static IDirect3DIndexBuffer8** ms_apStaticIndexBuffer;
static std::map< CBaseMesh*, UINT > ms_mapVBAllocationInfo;
static std::map< CBaseMesh*, UINT > ms_mapIBAllocationInfo;
static int ms_nVBUsedInByte;
static int ms_nIBUsedInByte;
static DRAW_ELEMENT ms_LastTimeDE;
// Process <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE>
static void _Sort();
static void _Optimize();
static void _UploadMesh( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket );
static void _Render( DRAW_ELEMENT &rDE, VIB_PACKET &rPacket );
};
}
}

View File

@@ -0,0 +1,192 @@
#pragma once
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
namespace Caldron
{
namespace Scene
{
class CBaseMesh
{
public:
CBaseMesh()
{
m_nLockCount = 0;
}
virtual ~CBaseMesh()
{
// m_nLockCount <20><> 0<><30> <20>ƴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>޽<EFBFBD><DEBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD>.
}
void Lock()
{
// thread safe code <20>ʿ<EFBFBD><CABF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
++m_nLockCount;
}
void Unlock()
{
// thread safe code <20>ʿ<EFBFBD><CABF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
if( m_nLockCount > 0 )
{
// <20><><EFBFBD><EFBFBD> lock count <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>޽<EFBFBD><DEBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
--m_nLockCount;
}
}
bool IsLocked()
{
return (m_nLockCount>0);
}
// VB <20><> vertex <20><><EFBFBD><EFBFBD> upload <20><> <20><><EFBFBD><EFBFBD>
virtual void UploadVertexData( void* p ) = 0;
// IB <20><> index <20><><EFBFBD><EFBFBD> upload <20><> <20><><EFBFBD><EFBFBD>
virtual void UploadIndexData( void* p ) = 0;
//
virtual int GetVertexCount() = 0;
virtual int GetIndexCount() = 0;
virtual int GetVertexSize() = 0;
virtual DWORD GetFVF() = 0;
bool IsIndexed()
{
return m_bIndexed;
}
protected:
int m_nLockCount;
bool m_bIndexed;
};
template <class _T>
class CMesh : public CBaseMesh
{
public:
CMesh()
{
}
~CMesh()
{
}
// VB <20><> vertex <20><><EFBFBD><EFBFBD> upload <20><> <20><><EFBFBD><EFBFBD>
void UploadVertexData( void* p )
{
if( 0 == m_vecVertexData.size() )
{
return;
}
MoveMemory( p, &(m_vecVertexData[0]), sizeof(_T) * m_vecVertexData.size() );
}
// IB <20><> index <20><><EFBFBD><EFBFBD> upload <20><> <20><><EFBFBD><EFBFBD>
void UploadIndexData( void* p )
{
if( 0 == m_vecIndexData.size() )
{
return;
}
MoveMemory( p, &(m_vecIndexData[0]), sizeof(_T) * m_vecIndexData.size() );
}
//
int GetVertexCount()
{
return m_vecVertexData.size();
}
//
int GetIndexCount()
{
return m_vecIndexData.size();
}
int GetVertexSize()
{
return sizeof( _T );
}
DWORD GetFVF()
{
return _T::GetFVF();
}
// vertex <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD>Ȯ<EFBFBD><C8AE>)
void SetVertexCount( int n )
{
m_vecVertexData.resize( n );
}
// <20>ش<EFBFBD> index <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD> Ȯ<><C8AE>)
void SetIndexCount( int n )
{
m_vecIndexData.resize( n );
if( 0 == n )
{
m_bIndexed = false;
}
else
{
m_bIndexed = true;
}
}
//
_T* GetVertexWritePtr()
{
if( IsLocked() )
{
return NULL;
}
if( 0 == m_vecVertexData.size() )
{
return NULL;
}
return &(m_vecVertexData[0]);
}
WORD* GetIndexWritePtr()
{
if( IsLocked() )
{
return NULL;
}
if( 0 == m_vecIndexData.size() )
{
return NULL;
}
return &(m_vecIndexData[0]);
}
private:
std::vector< _T > m_vecVertexData;
std::vector< WORD > m_vecIndexData;
};
}
}

View File

@@ -0,0 +1,11 @@
#include "StateSet.h"
namespace Caldron
{
namespace Scene
{
}
}

View File

@@ -0,0 +1,37 @@
#pragma once
#pragma warning( disable : 4786 )
#include "../../include/Caldron.h"
#include "Mesh.h"
#include "Texture.h"
namespace Caldron
{
namespace Scene
{
class CStateSet
{
public:
};
class CStateSetMgr
{
public:
// <20>ʱ<EFBFBD>ȭ( InitDevice <20><> <20>ʱ<EFBFBD>ȭ)
static bool _Init( IDirect3DDevice8* pDevice );
// StateSet Manager <20>ܺο<DCBA><CEBF><EFBFBD> d3d device <20><> <20><><EFBFBD><EFBFBD> <20>õ<EFBFBD><C3B5><EFBFBD> state change <20><><EFBFBD><EFBFBD> <20>˻<EFBFBD><CBBB><EFBFBD> device <20><> StateSet Mgr <20><> state<74><65> <20><><EFBFBD><EFBFBD>ȭ
static void _GetCurrentDeviceState();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> StateSet <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> D3D Device <20><> <20><><EFBFBD><EFBFBD>
static void _ApplyStateSet( CStateSet* pStateSet );
private:
// <20><> state <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
};
}
}

256
Engine/CrossM/CrossM.vcproj Normal file
View File

@@ -0,0 +1,256 @@
<?xml version="1.0" encoding="ks_c_5601-1987"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="CrossM"
ProjectGUID="{540A7517-D29E-4835-8392-1922B8D53B7B}"
Keyword="Win32Proj">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="./Include"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/CrossM.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="./Include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/CrossM.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release_NoGD|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="./Include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/CrossM.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
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View File

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#pragma once
#include "./Vector3.h"
namespace CrossM{
namespace Scene{
class CCollisionEllipsoidHelper{
public:
CCollisionEllipsoidHelper();
~CCollisionEllipsoidHelper();
void SetEllipsoidRadius(const Math::VECTOR3& vRadius);
void SetHeightBias(float f);
// height bias <20><> <20><><EFBFBD>õ<EFBFBD> <20><>, <20><>ġ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ʒ<EFBFBD> <20><> <20><> <20>ƹ<EFBFBD><C6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>γ<EFBFBD> <20><> <20><> <20>ִ<EFBFBD>
void SetEllipsoidCenter(const Math::VECTOR3& vCenter);
void SetPosition(const Math::VECTOR3& vPos);
const Math::VECTOR3& GetEllipsoidRadius();
const Math::VECTOR3& GetEllipsoidCenter();
Math::VECTOR3 GetPosition(); // client <20><><EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ
private:
// <20>浹 Ÿ<><C5B8>ü<EFBFBD><C3BC> <20>߽ɰ<DFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Math::VECTOR3 m_vEllipoidCenter;
Math::VECTOR3 m_vEllipsoidRaius;
// client <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF>ϴ<EFBFBD> <20><EFBFBD><E6B5B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ÿ<><C5B8>ü <20>߽<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> bias<61><73>
float m_fHeightBias;
};
}}

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@@ -0,0 +1,9 @@
#pragma once
namespace CrossM{
namespace Math{
const float F_EPSILON = 1.0e-5f;
const float F_PI = 3.1415926535f;
}}

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@@ -0,0 +1,84 @@
#include "./MathConst.h"
#include "./Vector3.h"
#pragma once
namespace CrossM{
namespace Math{
inline bool IsEquivalent(const float f1, const float f2, const float fEpsilon = F_EPSILON)
{
float d = f1 - f2;
return (d < fEpsilon && d > -fEpsilon);
}
/*!
<09><> v <20><> boxMin, boxMax <20><> <20>ּ<EFBFBD>/<2F>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> AABB <20><> <20><><EFBFBD>ԵǴ<D4B5><C7B4><EFBFBD> <20><><EFBFBD>θ<EFBFBD> üũ
<09><><EFBFBD>Ե<EFBFBD> <20><><EFBFBD><EFBFBD> true, <20>׷<EFBFBD><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> false <20><>ȯ
*/
inline bool IsPointInAABB(const VECTOR3& vPoint, const VECTOR3& vAABBMin , const VECTOR3& vAABBMax)
{
if (vAABBMin.x <= vPoint.x && vPoint.x < vAABBMax.x &&
vAABBMin.y <= vPoint.y && vPoint.y < vAABBMax.y &&
vAABBMin.z <= vPoint.z && vPoint.z < vAABBMax.z)
{
return true;
}
return false;
}
/*
f1Min ~ f1Max <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> f2Min ~ f2Max <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> üũ
<09><>, <20>ݵ<EFBFBD><DDB5><EFBFBD> f1Min <= f1Max, f2Min <= f2Max <20><><EFBFBD><EFBFBD> <20>Ѵ<EFBFBD>
*/
inline bool IsRangeOverlap(float f1Min, float f1Max, float f2Min, float f2Max)
{
if (f1Min <= f2Max && f2Min <= f1Max)
{
return true;
}
return false;
}
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> AABB <20>ȿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5><C7B4><EFBFBD> <20><><EFBFBD>θ<EFBFBD> Ȯ<><C8AE>
bool IsTriangleInAabb(const VECTOR3& vAabbMin, const VECTOR3& vAabbMax, const VECTOR3& vTri0, const VECTOR3& vTri1, const VECTOR3& vTri2);
// AABB <20><> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> intersection <20>׽<EFBFBD>Ʈ
bool CheckAabbTriangleIntersection(const VECTOR3& vAabbMin, const VECTOR3& vAabbMax, const VECTOR3& vTri0, const VECTOR3& vTri1, const VECTOR3& vTri2);
// AABB <20><> AABB <20><> intersection <20>׽<EFBFBD>Ʈ
bool CheckAabbAabbIntersection(const VECTOR3& vAabb1Min, const VECTOR3& vAabb1Max, const VECTOR3& vAabb2Min, const VECTOR3& vAabb2Max);
// <20><EFBFBD><EFB0A2>/Sweeping Sphere <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ü
struct TriangSweepingSphere
{
Math::VECTOR3 m_vTri0;
Math::VECTOR3 m_vTri1;
Math::VECTOR3 m_vTri2;
Math::VECTOR3 m_vSphereSweepStart;
Math::VECTOR3 m_vSphereSweepPath;
float m_fSphereRadius;
};
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> sweeping sphere <20><> <20><20>׽<EFBFBD>Ʈ. <20><EFBFBD><E6B5B9> <20><><EFBFBD><EFBFBD> <20><EFBFBD><E6B5B9> <20>Ͼ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȯ<EFBFBD>Ѵ<EFBFBD>
bool CheckTriangleSweepingSphereCollision(float &fOutT, VECTOR3& vOutContactPoint, bool& bOutContactInsideTriangle, const TriangSweepingSphere& triAndSphere);
// <20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǾ<D4B5><C7BE>ִ<EFBFBD><D6B4><EFBFBD> Ȯ<><C8AE>
bool IsPointInTriangle(const VECTOR3& vPoint, const VECTOR3& vTri0, const VECTOR3& vTri1, const VECTOR3& vTri2);
}}
// <20>ӽÿ<D3BD> vector3 <20><EFBFBD><E8BFAD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
template<class _T>
void ConvVector3(CrossM::Math::VECTOR3& v, const _T& vOld)
{
v.SetValue(vOld.x, vOld.y, vOld.z);
}

View File

@@ -0,0 +1,137 @@
/*
Collision detection + response <20><> ó<><C3B3><EFBFBD>ϴ<EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD>
<20><20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> culling <20><> octree <20><> <20>̿<EFBFBD>
collision detection <20><> response <20>˰<EFBFBD><CBB0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Kasper Fauerby <20><>
'Improved Collision detection and Response' <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ڵ<EFBFBD><DAB5>̴<EFBFBD>
*/
#pragma once
#include "./Vector3.h"
#include <vector>
// forward decl.
struct IDirect3DDevice8;
namespace CrossM{
namespace Scene{
struct CollisionTriangleInfo
{
Math::VECTOR3 m_avVertex[3];
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20><><EFBFBD><EFBFBD>..<2E≯<EFBFBD><CCB8>׸<EFBFBD> <20><> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> id <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20>׷<EFBFBD><D7B7><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF>ҵ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Ŭ<><C5AC><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD>/<2F>Ͽ콺/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ)+<2B><> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƮID(<28><> <20>Ͽ콺<CFBF><ECBDBA> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȣ)
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڷ<EFBFBD><DAB7><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
Math::VECTOR3 m_vFaceNormal;
};
// octree <20><> node. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ϶<C6B4> <20>ٱ<EFBFBD> <20><><EFBFBD><20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD>.
// <20>ٿ<EFBFBD><D9BF><EFBFBD> <20>ڽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2> <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD>ϵȴ<CFB5>.
// (<28><><EFBFBD><20><>ġ<EFBFBD><C4A1> <20><> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD>ϵ<EFBFBD>)
class COctreeCollisionNode
{
public:
COctreeCollisionNode();
~COctreeCollisionNode();
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void ReleaseSubNode();
// leaf node <20><><EFBFBD><EFBFBD> üũ
bool IsLeafNode();
// <20>ڽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD>, <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><20><><EFBFBD>Ե<EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>л<EFBFBD><D0BB><EFBFBD>Ų<EFBFBD><C5B2>.
// <20>ڱ<EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><EFBFBD><E5BFA1> <20>ٿ<EFBFBD><D9BF><EFBFBD><EFBFBD>ڽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>õ<EFBFBD> <20><><EFBFBD>¿<EFBFBD><C2BF><EFBFBD> <20>Ѵ<EFBFBD>.
void BuildSubNode(
const std::vector< CollisionTriangleInfo >& vecTriangle,
const size_t nMaximumRecursion, const size_t nMinPolyCount,
size_t nCurrentRecursionLevel);
// <20><20><>ü<EFBFBD><C3BC> swept volume <20><> <20>ɸ<EFBFBD><C9B8><EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> vecCollidableNode <20><> <20><><EFBFBD><EFBFBD>
void CollectCollidableNodes(
const Math::VECTOR3& vSweptVolumeMin, const Math::VECTOR3& vSweptVolumeMax,
std::vector< COctreeCollisionNode* >& vecCollidableNode);
Math::VECTOR3 m_vBoundingMin;
Math::VECTOR3 m_vBoundingMax;
std::vector< size_t > m_vecTriangleIndex;
COctreeCollisionNode* m_apSubNode[8];
};
class COctreeCollider
{
public:
COctreeCollider();
~COctreeCollider();
//////////////////////////////////////////////////////////////////////////
//
// Octree Build <20><><EFBFBD><EFBFBD> <20>޼ҵ<DEBC>
/*
<09><20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
<09><20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҵ<EFBFBD><D2B4>ǰ<EFBFBD>, octree <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1>ȴ<EFBFBD>.
BuildOctree() <20><> ȣ<><C8A3><EFBFBD>DZ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> COctreeCollider <20><> <20><><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD><DBB5><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>
*/
void SetTriangleCount(unsigned int uiTriangleCount);
/*
<09><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>͸<EFBFBD> <20><>ȯ.
<09><> <20>޼ҵ带 ȣ<><C8A3><EFBFBD>ϸ<EFBFBD> <20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ȱ<EFBFBD><C8B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, octree <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1>ȴ<EFBFBD>.
BuildOctree() <20><> ȣ<><C8A3><EFBFBD>DZ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> COctreeCollider <20><> <20><><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD><DBB5><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>
*/
void GetTriangleDataPtr(CollisionTriangleInfo*& pTriangleData);
// <20><><EFBFBD>õ<EFBFBD> <20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ʷ<EFBFBD> octree <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool BuildOctree(const size_t nMaximumRecursion, const size_t nMinPolyCount);
//////////////////////////////////////////////////////////////////////////
//
// <20><EFBFBD><E6B5B9><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>޼ҵ<DEBC>
/*
<09>־<EFBFBD><D6BE><EFBFBD> Ÿ<><C5B8>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD> <20><>ġ(prevPos)<29><> <20>̵<EFBFBD><CCB5><EFBFBD> <20><>ġ(nextPos) <20><> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD>ͷ<EFBFBD> <20>ѱ<EFBFBD><D1B1><EFBFBD>,
<09><EFBFBD><E6B5B9> üũ<C3BC>ϰ<EFBFBD> <20><EFBFBD><E6B5B9> <20>Ͼ<CFBE><EEB3B5> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><>ȯ<EFBFBD>Ѵ<EFBFBD>.
*/
void GetCollisionRespondingPosition(
Math::VECTOR3& vRespondingPos,
const Math::VECTOR3& vPrevPos, const Math::VECTOR3& vNewPos,
const Math::VECTOR3& vEllipsoidRadius,
const unsigned int nRecursionLevel = 1);
// <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>޼ҵ<DEBC>, <20><EFBFBD><E6B5B9> <20>Ͼ <20><> <20>ִ°<D6B4><C2B0><EFBFBD><EFBFBD><EFBFBD> Ȯ<>ε<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void RenderCollidableNodeTriangles(IDirect3DDevice8* pDevice);
private:
std::vector< CollisionTriangleInfo > m_vecCollisionTriangle;
Math::VECTOR3 m_vCollisionBoundingMin;
Math::VECTOR3 m_vCollisionBoundingMax;
COctreeCollisionNode m_octreeRootNode;
// <20>ӽÿ<D3BD>, <20><EFBFBD><E6B5B9> <20>Ͼ <20><> <20>ִ°<D6B4><C2B0><EFBFBD><EFBFBD><EFBFBD> Ȯ<>ε<EFBFBD> leaf <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
std::vector< COctreeCollisionNode* > m_vecpCollidableNode;
// <20>ӽÿ<D3BD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ؽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
std::vector< Math::VECTOR3 > m_vecRenderVertex;
// <20>ӽÿ<D3BD>. <20><EFBFBD><E6B5B9> <20>Ͼ <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD>
size_t m_nColTriIndex;
};
}}

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@@ -0,0 +1,216 @@
#pragma once
#include "./MathConst.h"
#include <math.h>
namespace CrossM{
namespace Math{
struct VECTOR3
{
VECTOR3() {}
~VECTOR3() {}
VECTOR3(const float _x, const float _y, const float _z) : x(_x), y(_y), z(_z) {}
VECTOR3(const VECTOR3& v) : x(v.x), y(v.y), z(v.z) {}
void SetValue(const float _x, const float _y, const float _z)
{
x = _x;
y = _y;
z = _z;
}
float x, y, z;
};
//////////////////////////////////////////////////////////////////////////
inline VECTOR3& SetZeroVector(VECTOR3& v)
{
v.x = v.y = v.z = 0.0f;
return v;
}
// <20><><EFBFBD>Ϳ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
inline VECTOR3& SetValue(VECTOR3& vOut, const float x, const float y, const float z)
{
vOut.x = x;
vOut.y = y;
vOut.z = z;
return vOut;
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD>
inline float GetLength(const VECTOR3& v)
{
return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
inline float GetSquaredLength(const VECTOR3& v)
{
return v.x*v.x + v.y*v.y + v.z*v.z;
}
// Normalize
inline VECTOR3& Normalize(VECTOR3& vOut, const VECTOR3& vIn)
{
float fLen = GetLength(vIn);
if (fLen < F_EPSILON)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̰<EFBFBD> 0<><30> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD> x<><78><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E2BAA4>
SetValue(vOut, 1.0f, 0.0f, 0.0f);
return vOut;
}
float fInv = 1.0f / fLen;
vOut.x = vIn.x * fInv;
vOut.y = vIn.y * fInv;
vOut.z = vIn.z * fInv;
return vOut;
}
// vOut = -vIn;
inline VECTOR3& Negate(VECTOR3& vOut, const VECTOR3& vIn)
{
vOut.x = -vIn.x;
vOut.y = -vIn.y;
vOut.z = -vIn.z;
return vOut;
}
// vOut = fScale x vIn
inline VECTOR3& Scale(VECTOR3& vOut, const VECTOR3& vIn, const float fScale)
{
vOut.x = vIn.x * fScale;
vOut.y = vIn.y * fScale;
vOut.z = vIn.z * fScale;
return vOut;
}
// vOut = v1 + v2
inline VECTOR3& Add(VECTOR3& vOut, const VECTOR3& v1, const VECTOR3& v2)
{
vOut.x = v1.x + v2.x;
vOut.y = v1.y + v2.y;
vOut.z = v1.z + v2.z;
return vOut;
}
// vOut = v1 - v2
inline VECTOR3& Subtract(VECTOR3& vOut, const VECTOR3& v1, const VECTOR3& v2)
{
vOut.x = v1.x - v2.x;
vOut.y = v1.y - v2.y;
vOut.z = v1.z - v2.z;
return vOut;
}
// v1 <20><> v2 <20><> <20><><EFBFBD><EFBFBD>.
inline float DotProduct(const VECTOR3& v1, const VECTOR3& v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
// v1 <20><> v2 <20><> <20><><EFBFBD><EFBFBD>. vOut = v1 x v2
inline VECTOR3& CrossProduct(VECTOR3& vOut, const VECTOR3& v1, const VECTOR3& v2)
{
VECTOR3 vTmp; // vOut <20><> v1 <20>̳<EFBFBD> v2 <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ӽú<D3BD><C3BA><EFBFBD>
vTmp.x = v1.y*v2.z - v1.z*v2.y;
vTmp.y = v1.z*v2.x - v1.x*v2.z;
vTmp.z = v1.x*v2.y - v1.y*v2.x;
vOut = vTmp;
return vOut;
}
// v1 <20><><EFBFBD><EFBFBD> v2 <20><> <20><><EFBFBD><EFBFBD> f<><66>ŭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD> <20><><EFBFBD>͸<EFBFBD> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
inline VECTOR3& Lerp(VECTOR3& vOut, const VECTOR3& v1, const VECTOR3& v2, const float f)
{
float fRem = 1.0f - f;
vOut.x = v1.x*fRem + v2.x*f;
vOut.y = v1.y*fRem + v2.y*f;
vOut.z = v1.z*fRem + v2.z*f;
return vOut;
}
//////////////////////////////////////////////////////////////////////////
// <20><><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
inline VECTOR3 operator - (const VECTOR3& v)
{
VECTOR3 vRet;
return Negate(vRet, v);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
inline VECTOR3 operator + (const VECTOR3& v1, const VECTOR3& v2)
{
VECTOR3 vRet;
return Add(vRet, v1, v2);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
inline VECTOR3 operator - (const VECTOR3& v1, const VECTOR3& v2)
{
VECTOR3 vRet;
return Subtract(vRet, v1, v2);
}
// <20><><EFBFBD><EFBFBD> <20><>Į<EFBFBD><C4AE><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
inline VECTOR3 operator * (const float f, const VECTOR3& v)
{
VECTOR3 vRet;
return Scale(vRet, v, f);
}
// <20><><EFBFBD><EFBFBD> <20><>Į<EFBFBD><C4AE><EFBFBD><EFBFBD>(<28><><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>)
inline VECTOR3 operator * (const VECTOR3& v, const float f)
{
VECTOR3 vRet;
return Scale(vRet, v, f);
}
// <20><><EFBFBD><EFBFBD> <20><>Į<EFBFBD><C4AE><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
inline VECTOR3 operator / (const VECTOR3& v, const float& f)
{
VECTOR3 vRet;
return Scale(vRet, v, 1.0f/f);
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
inline float operator * (const VECTOR3& v1, const VECTOR3& v2)
{
return DotProduct(v1, v2);
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
inline VECTOR3 operator ^ (const VECTOR3& v1, const VECTOR3& v2)
{
VECTOR3 vRet;
return CrossProduct(vRet, v1, v2);
}
}}

21
Engine/CrossM/ReadMe.txt Normal file
View File

@@ -0,0 +1,21 @@
========================================================================
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>̺귯<CCBA><EAB7AF> : CrossM <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
========================================================================
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><> CrossM <20><><EFBFBD>̺귯<CCBA><EAB7AF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>.
CrossM.vcproj
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VC++ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD>Դϴ<D4B4>.
<20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Visual C++<2B><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD>
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ɿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////
<EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD>:
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> "TODO:" <20>ּ<EFBFBD><D6BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> <20>߰<EFBFBD><DFB0>ϰų<CFB0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20>ϴ<EFBFBD>
<EFBFBD>ҽ<EFBFBD> <20>ڵ<EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////

View File

@@ -0,0 +1,56 @@
#include "../Include/CollisionEllipsoidHelper.h"
namespace CrossM{
namespace Scene{
CCollisionEllipsoidHelper::CCollisionEllipsoidHelper()
{
m_vEllipoidCenter.SetValue(0,0,0);
m_vEllipsoidRaius.SetValue(1,1,1);
m_fHeightBias = 0.0f;
}
CCollisionEllipsoidHelper::~CCollisionEllipsoidHelper()
{
}
void CCollisionEllipsoidHelper::SetEllipsoidRadius(const Math::VECTOR3& vRadius)
{
m_vEllipsoidRaius = vRadius;
}
void CCollisionEllipsoidHelper::SetHeightBias(float f)
{
m_fHeightBias = f;
}
void CCollisionEllipsoidHelper::SetEllipsoidCenter(const Math::VECTOR3& vCenter)
{
m_vEllipoidCenter = vCenter;
}
void CCollisionEllipsoidHelper::SetPosition(const Math::VECTOR3& vPos)
{
m_vEllipoidCenter.SetValue(vPos.x, vPos.y-m_fHeightBias, vPos.z);
}
const Math::VECTOR3& CCollisionEllipsoidHelper::GetEllipsoidRadius()
{
return m_vEllipsoidRaius;
}
const Math::VECTOR3& CCollisionEllipsoidHelper::GetEllipsoidCenter()
{
return m_vEllipoidCenter;
}
Math::VECTOR3 CCollisionEllipsoidHelper::GetPosition()
{
return Math::VECTOR3(m_vEllipoidCenter.x, m_vEllipoidCenter.y+m_fHeightBias, m_vEllipoidCenter.z);
}
}}

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@@ -0,0 +1,419 @@
#include "../Include/MathUtil.h"
#include <algorithm>
namespace CrossM{
namespace Math{
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> AABB <20>ȿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5><C7B4><EFBFBD> <20>˻<EFBFBD>
bool IsTriangleInAabb(const VECTOR3& vAabbMin, const VECTOR3& vAabbMax, const VECTOR3& vTri0, const VECTOR3& vTri1, const VECTOR3& vTri2)
{
if (vAabbMin.x <= vTri0.x && vTri0.x <= vAabbMax.x &&
vAabbMin.y <= vTri0.y && vTri0.y <= vAabbMax.y &&
vAabbMin.z <= vTri0.z && vTri0.z <= vAabbMax.z &&
vAabbMin.x <= vTri1.x && vTri1.x <= vAabbMax.x &&
vAabbMin.y <= vTri1.y && vTri1.y <= vAabbMax.y &&
vAabbMin.z <= vTri1.z && vTri1.z <= vAabbMax.z &&
vAabbMin.x <= vTri2.x && vTri2.x <= vAabbMax.x &&
vAabbMin.y <= vTri2.y && vTri2.y <= vAabbMax.y &&
vAabbMin.z <= vTri2.z && vTri2.z <= vAabbMax.z)
{
return true;
}
return false;
}
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> AABB <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD>
bool CheckAabbTriangleIntersection(const VECTOR3& vAabbMin, const VECTOR3& vAabbMax, const VECTOR3& vTri0, const VECTOR3& vTri1, const VECTOR3& vTri2)
{
// Separation of Axes <20><> <20><><EFBFBD><EFBFBD> AABB - triangle intersection test <20><><EFBFBD><EFBFBD>
// 6 <20><20><><EFBFBD><EFBFBD> AABB <20><> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> projection <20><> <20><>, <20><><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> <20><><EFBFBD>θ<EFBFBD> Ȯ<><C8AE><EFBFBD>Ѵ<EFBFBD>
// <20><><EFBFBD><EFBFBD> <20><20><><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>°<EFBFBD><C2B0>̰<EFBFBD>, <20><> <20><20><><EFBFBD>ؼ<EFBFBD><D8BC><EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20>ʴ´ٸ<C2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ<EFBFBD> <20><><EFBFBD>̴<EFBFBD>
float fBoxProjectionMin, fBoxProjectionMax;
float fTriProjectionMin, fTriProjectionMax;
// AABB <20><> <20><> <20><20><><EFBFBD><EFBFBD> projection <20><> <20>˻<EFBFBD>
// X <20><>
fBoxProjectionMin = vAabbMin.x;
fBoxProjectionMax = vAabbMax.x;
fTriProjectionMin = std::min(vTri0.x, std::min(vTri1.x, vTri2.x));
fTriProjectionMax = std::max(vTri0.x, std::max(vTri1.x, vTri2.x));
if (false == IsRangeOverlap(fTriProjectionMin, fTriProjectionMax, fBoxProjectionMin, fBoxProjectionMax))
{
return false;
}
// Y <20><>
fBoxProjectionMin = vAabbMin.y;
fBoxProjectionMax = vAabbMax.y;
fTriProjectionMin = std::min(vTri0.y, std::min(vTri1.y, vTri2.y));
fTriProjectionMax = std::max(vTri0.y, std::max(vTri1.y, vTri2.y));
if (false == IsRangeOverlap(fTriProjectionMin, fTriProjectionMax, fBoxProjectionMin, fBoxProjectionMax))
{
return false;
}
// Z <20><>
fBoxProjectionMin = vAabbMin.z;
fBoxProjectionMax = vAabbMax.z;
fTriProjectionMin = std::min(vTri0.z, std::min(vTri1.z, vTri2.z));
fTriProjectionMax = std::max(vTri0.z, std::max(vTri1.z, vTri2.z));
if (false == IsRangeOverlap(fTriProjectionMin, fTriProjectionMax, fBoxProjectionMin, fBoxProjectionMax))
{
return false;
}
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><> <20><> <20><20><><EFBFBD><EFBFBD> projection <20><> <20>˻<EFBFBD>
VECTOR3 avAxis[3]; // <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><> <20>𼭸<EFBFBD>
Math::Subtract(avAxis[0], vTri1, vTri0);
Math::Subtract(avAxis[1], vTri2, vTri0);
Math::Subtract(avAxis[2], vTri2, vTri1);
// <20><EFBFBD><EFB0A2> <20><> <20><><EFBFBD><EFBFBD> <20>࿡ projection <20><> <20><>
float fProjectionTri0, fProjectionTri1, fProjectionTri2;
for (int i = 0; i < 3; ++i)
{
VECTOR3& vAxis = avAxis[i];
// AABB <20><> max/min <20><><EFBFBD><EFBFBD> xyz <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>/<2F>ּҰ<D6BC><D2B0>̹Ƿ<CCB9>,
// axis <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ밪<D6B4><EBB0AA> <20><><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD>
// x,y,z <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ū <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ϸ<EFBFBD> <20>ȴ<EFBFBD>.
// (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> AABB <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> xyz <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>/<2F>ּҰ<D6BC><D2B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̹Ƿ<CCB9>,
// x,y,z <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ƿ<EFBFBD> <20>ִ<EFBFBD>/<2F>ּҸ<D6BC> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD> <20>ص<EFBFBD> <20><><EFBFBD>h <20><> <20>ȿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5> <20><><EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD>.)
fBoxProjectionMin =
((vAxis.x > 0) ? vAabbMin.x : vAabbMax.x) * vAxis.x +
((vAxis.y > 0) ? vAabbMin.y : vAabbMax.y) * vAxis.y +
((vAxis.z > 0) ? vAabbMin.z : vAabbMax.z) * vAxis.z;
fBoxProjectionMax =
((vAxis.x > 0) ? vAabbMax.x : vAabbMin.x) * vAxis.x +
((vAxis.y > 0) ? vAabbMax.y : vAabbMin.y) * vAxis.y +
((vAxis.z > 0) ? vAabbMax.z : vAabbMin.z) * vAxis.z;
fProjectionTri0 = Math::DotProduct(vTri0, vAxis);
fProjectionTri1 = Math::DotProduct(vTri1, vAxis);
fProjectionTri2 = Math::DotProduct(vTri2, vAxis);
fTriProjectionMin = std::min(fProjectionTri0, std::min(fProjectionTri1, fProjectionTri2));
fTriProjectionMax = std::max(fProjectionTri0, std::max(fProjectionTri1, fProjectionTri2));
if (false == IsRangeOverlap(fTriProjectionMin, fTriProjectionMax, fBoxProjectionMin, fBoxProjectionMax))
{
return false;
}
}
return true;
}
// <20><> AABB <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD>
bool CheckAabbAabbIntersection(const VECTOR3& vAabb1Min, const VECTOR3& vAabb1Max, const VECTOR3& vAabb2Min, const VECTOR3& vAabb2Max)
{
if (false ==IsRangeOverlap(vAabb1Min.x, vAabb1Max.x, vAabb2Min.x, vAabb2Max.x)) return false;
if (false ==IsRangeOverlap(vAabb1Min.y, vAabb1Max.y, vAabb2Min.y, vAabb2Max.y)) return false;
if (false ==IsRangeOverlap(vAabb1Min.z, vAabb1Max.z, vAabb2Min.z, vAabb2Max.z)) return false;
return true;
}
// CheckTriangleSweepingSphereCollision <20><> <20>μ<EFBFBD> <20>Լ<EFBFBD>.
// ax^2 + bx + c <20><> <20><> <20><> min~max <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ظ<EFBFBD> <20><>ȯ<EFBFBD>Ѵ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ذ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false <20><>ȯ
static bool GetLowestRootInRange(const float a, const float b, const float c, const float fMinRoot, const float fMaxRoot, float& fRoot)
{
// <20>Ǽ<EFBFBD><C7BC>ذ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><CFB4><EFBFBD> <20>Ǻ<EFBFBD><C7BA><EFBFBD> <20><><EFBFBD><EFBFBD>
float fDeterminant = b*b - 4.0f*a*c;
// <20>Ǽ<EFBFBD><C7BC>ذ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
if (fDeterminant < 0.0f) return false;
// <20>ΰ<EFBFBD><CEB0><EFBFBD> <20>ظ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>
float fSqrtD = sqrtf(fDeterminant);
float r1 = (-b - fSqrtD) / (2*a);
float r2 = (-b + fSqrtD) / (2*a);
// r1 < r2 <20><> ũ<><20>ǵ<EFBFBD><C7B5><EFBFBD> <20><><EFBFBD><EFBFBD>
if (r1 > r2) std::swap(r1, r2);
// <20><><EFBFBD><EFBFBD><EFBFBD>ʺ<EFBFBD><CABA><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǻ<EFBFBD><C7BA><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><CFB0><EFBFBD> <20>طμ<D8B7> <20><><EFBFBD><EFBFBD>
if (r1 > fMinRoot && r1 < fMaxRoot)
{
fRoot = r1;
return true;
}
// <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, ū <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD><CBBB>Ѵ<EFBFBD>
if (r2 > fMinRoot && r2 < fMaxRoot)
{
fRoot = r2;
return true;
}
return false;
}
bool CheckTriangleSweepingSphereCollision(float &fOutT, VECTOR3& vOutContactPoint, bool& bOutContactInsideTriangle, const TriangSweepingSphere& triAndSphere)
{
// <20><EFBFBD><E0B0A3> alias
const Math::VECTOR3 &vBasePoint = triAndSphere.m_vSphereSweepStart;
const Math::VECTOR3 &vTri0 = triAndSphere.m_vTri0;
const Math::VECTOR3 &vTri1 = triAndSphere.m_vTri1;
const Math::VECTOR3 &vTri2 = triAndSphere.m_vTri2;
const Math::VECTOR3 &vPath = triAndSphere.m_vSphereSweepPath;
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><> <20>𼭸<EFBFBD>
Math::VECTOR3 vTriEdge01, vTriEdge02, vTriEdge12;
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD> plane Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><>
Math::VECTOR3 vTriPlaneNormal;
float fTriPlaneConstant;
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><> <20>𼭸<EFBFBD> <20><><EFBFBD>͸<EFBFBD> <20><><EFBFBD>ϰ<EFBFBD>..
Math::Subtract(vTriEdge01, vTri1, vTri0);
Math::Subtract(vTriEdge02, vTri2, vTri0);
Math::Subtract(vTriEdge12, vTri2, vTri1);
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD>Ե<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD>͵<EFBFBD><CDB5><EFBFBD> <20><><EFBFBD><EFBFBD>
Math::CrossProduct(vTriPlaneNormal, vTriEdge01, vTriEdge02);
Math::Normalize(vTriPlaneNormal, vTriPlaneNormal);
fTriPlaneConstant = -Math::DotProduct(vTriPlaneNormal, vTri0);
// sweeping path <20><> <20><EFBFBD><E6B5B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float fNormalDotPath = Math::DotProduct(vTriPlaneNormal, vPath);
// sphere <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> üũ<C3BC><C5A9><EFBFBD><EFBFBD>
if (fNormalDotPath > 0.0f)
{
return false;
}
float t0, t1;
bool bEmbededInPlane = false;
float fSignedDistBaseToTriPlane = Math::DotProduct(vTriPlaneNormal, vBasePoint) + fTriPlaneConstant;
if (0.0f == fNormalDotPath)
{
// sphere <20><> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD>
if (fabs(fSignedDistBaseToTriPlane) >= triAndSphere.m_fSphereRadius)
{
return false; // <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD><E9BFA1> <20>ָ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̵<EFBFBD><CCB5><EFBFBD>
}
else
{
bEmbededInPlane = true;
t0 = 0.0f;
t1 = 1.0f;
}
}
else
{
t0 = (-triAndSphere.m_fSphereRadius-fSignedDistBaseToTriPlane)/fNormalDotPath;
t1 = (triAndSphere.m_fSphereRadius-fSignedDistBaseToTriPlane)/fNormalDotPath;
// t0 < t1 <20><><EFBFBD><EFBFBD> <20><>Ʈ
if (t0 > t1)
{
std::swap(t0, t1);
}
// t <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> sphere <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʴ<EFBFBD>
if (t0 > 1.0f || t1 <0.0f)
{
return false;
}
// t <20><><EFBFBD><EFBFBD> 0~1 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD>
t0 = std::max(t0, 0.0f);
t1 = std::min(t1, 1.0f);
}
VECTOR3 vContactPoint;
bool bFoundCollision = false;
float t = 1.0f;
// <20><EFBFBD><EFB0A2> <20><><EFBFBD>ο<EFBFBD> üũ
if (!bEmbededInPlane)
{
vContactPoint = vBasePoint + (vPath*t0) - vTriPlaneNormal;
if (IsPointInTriangle(vContactPoint, vTri0, vTri1, vTri2))
{
bFoundCollision = true;
t = t0;
}
}
// <20><><EFBFBD><EFBFBD> <20><EFBFBD><E6B5B9><EFBFBD><EFBFBD> ã<><C3A3> <20><><EFBFBD>ߴٸ<DFB4> <20>𼭸<EFBFBD><F0BCADB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ؾ<EFBFBD><D8BE>Ѵ<EFBFBD>
if (!bFoundCollision)
{
float fSQuaredPathLength = GetSquaredLength(vPath);
float a, b, c;
float newT;
float fSquaredRadius = triAndSphere.m_fSphereRadius*triAndSphere.m_fSphereRadius;
a = fSQuaredPathLength;
// vTri0
b = 2.0f * (DotProduct(vPath, vBasePoint - vTri0));
c = (Math::GetSquaredLength(vTri0 - vBasePoint) - fSquaredRadius);
if (GetLowestRootInRange(a, b, c, 0.0f, t, newT))
{
t = newT;
bFoundCollision = true;
vContactPoint = vTri0;
}
// vTri1
if (bFoundCollision)
{
b = 2.0f * (DotProduct(vPath, vBasePoint - vTri1));
c = (Math::GetSquaredLength(vTri1 - vBasePoint) - fSquaredRadius);
if (GetLowestRootInRange(a, b, c, 0.0f, t, newT))
{
t = newT;
bFoundCollision = true;
vContactPoint = vTri1;
}
}
// vTri2
if (bFoundCollision)
{
b = 2.0f * (DotProduct(vPath, vBasePoint - vTri2));
c = (Math::GetSquaredLength(vTri2 - vBasePoint) - fSquaredRadius);
if (GetLowestRootInRange(a, b, c, 0.0f, t, newT))
{
t = newT;
bFoundCollision = true;
vContactPoint = vTri0;
}
}
// <20>𼭸<EFBFBD><F0BCADB8><EFBFBD> <20><><EFBFBD><EFBFBD> <20>׽<EFBFBD>Ʈ
VECTOR3 vBaseToVertex;
float fEdgeSquaredLength;
float fEdgeDotPath;
float fEdgeDotBaseToVertex;
// vTri0 ~ vTri1
vBaseToVertex = vTri0 - vBasePoint;
fEdgeSquaredLength = GetSquaredLength(vTriEdge01);
fEdgeDotPath = DotProduct(vTriEdge01, vPath);
fEdgeDotBaseToVertex = DotProduct(vTriEdge01, vBaseToVertex);
a = fEdgeSquaredLength* -fSQuaredPathLength +
fEdgeDotPath*fEdgeDotPath;
b = fEdgeSquaredLength* (2.0f*Math::DotProduct(vPath, vBaseToVertex)) -
2.0f*fEdgeDotPath*fEdgeDotBaseToVertex;
c = (fEdgeSquaredLength* (1.0f - Math::GetSquaredLength(vBaseToVertex)) +
fEdgeDotBaseToVertex*fEdgeDotBaseToVertex);
if (GetLowestRootInRange(a, b, c, 0.0f, t, newT))
{
float f = (fEdgeDotPath*t - fEdgeDotBaseToVertex) / fEdgeSquaredLength;
if (f >= 0.0f && f <= 1.0f)
{
t = newT;
bFoundCollision = true;
vContactPoint = vTri0 + vTriEdge01*f;
}
}
// vTri0 ~ vTri2
vBaseToVertex = vTri0 - vBasePoint;
fEdgeSquaredLength = GetSquaredLength(vTriEdge02);
fEdgeDotPath = DotProduct(vTriEdge02, vPath);
fEdgeDotBaseToVertex = DotProduct(vTriEdge02, vBaseToVertex);
a = fEdgeSquaredLength* -fSQuaredPathLength +
fEdgeDotPath*fEdgeDotPath;
b = fEdgeSquaredLength* (2.0f*Math::DotProduct(vPath, vBaseToVertex)) -
2.0f*fEdgeDotPath*fEdgeDotBaseToVertex;
c = (fEdgeSquaredLength* (1.0f - Math::GetSquaredLength(vBaseToVertex)) +
fEdgeDotBaseToVertex*fEdgeDotBaseToVertex);
if (GetLowestRootInRange(a, b, c, 0.0f, t, newT))
{
float f = (fEdgeDotPath*t - fEdgeDotBaseToVertex) / fEdgeSquaredLength;
if (f >= 0.0f && f <= 1.0f)
{
t = newT;
bFoundCollision = true;
vContactPoint = vTri0 + vTriEdge02*f;
}
}
// vTri1 ~ vTri2
vBaseToVertex = vTri1 - vBasePoint;
fEdgeSquaredLength = GetSquaredLength(vTriEdge12);
fEdgeDotPath = DotProduct(vTriEdge12, vPath);
fEdgeDotBaseToVertex = DotProduct(vTriEdge12, vBaseToVertex);
a = fEdgeSquaredLength* -fSQuaredPathLength +
fEdgeDotPath*fEdgeDotPath;
b = fEdgeSquaredLength* (2.0f*Math::DotProduct(vPath, vBaseToVertex)) -
2.0f*fEdgeDotPath*fEdgeDotBaseToVertex;
c = (fEdgeSquaredLength* (1.0f - Math::GetSquaredLength(vBaseToVertex)) +
fEdgeDotBaseToVertex*fEdgeDotBaseToVertex);
if (GetLowestRootInRange(a, b, c, 0.0f, t, newT))
{
float f = (fEdgeDotPath*t - fEdgeDotBaseToVertex) / fEdgeSquaredLength;
if (f >= 0.0f && f <= 1.0f)
{
t = newT;
bFoundCollision = true;
vContactPoint = vTri1 + vTriEdge12*f;
}
}
}
if (bFoundCollision)
{
fOutT = t;
vOutContactPoint = vContactPoint;
return true;
}
return false;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5><C7B4><EFBFBD> Ȯ<><C8AE><EFBFBD>ϴ<EFBFBD> <20>ڵ<EFBFBD>
// Fauerby <20><> <20>ۿ<EFBFBD> Keidy <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ƾ<EFBFBD>̶<EFBFBD><CCB6><EFBFBD> <20>Ѵ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.. <20>𸣰ڴ<F0B8A3B0>-_- <20>ϴ<EFBFBD> <20>̿<EFBFBD>
bool IsPointInTriangle(const VECTOR3& p, const VECTOR3& vTri0, const VECTOR3& vTri1, const VECTOR3& vTri2)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><EFBFBD><EFB0A2> <20>𼭸<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> p <20><> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD>
VECTOR3 vEdge1, vEdge2, pTri;
Math::Subtract(vEdge1, vTri1, vTri0);
Math::Subtract(vEdge2, vTri2, vTri0);
Math::Subtract(pTri, p, vTri0);
float a = Math::DotProduct(vEdge1, vEdge1);
float b = Math::DotProduct(vEdge1, vEdge2);
float c = Math::DotProduct(vEdge2, vEdge2);
float d = Math::DotProduct(pTri, vEdge1);
float e = Math::DotProduct(pTri, vEdge2);
float x = d*c - e*b;
float y = e*a - d*b;
float z = x + y - (a*c - b*b);
return ( ((unsigned int&)z) & ~ ( ((unsigned int&)x) | ((unsigned int&)y) ) & 0x80000000) != 0 ? true : false;
}
}}

View File

@@ -0,0 +1,541 @@
#include "../Include/OctreeCollider.h"
#include "../Include/MathUtil.h"
#include <algorithm>
#include <windows.h>
#include <d3d8.h>
#include <d3dx8.h>
namespace CrossM{
namespace Scene{
COctreeCollisionNode::COctreeCollisionNode()
{
for (int i = 0; i < 8; ++i)
{
m_apSubNode[i] = NULL;
}
m_vBoundingMin.SetValue(0,0,0);
m_vBoundingMax.SetValue(0,0,0);
}
COctreeCollisionNode::~COctreeCollisionNode()
{
ReleaseSubNode();
}
void COctreeCollisionNode::ReleaseSubNode()
{
for (int i = 0; i < 8; ++i)
{
if (NULL != m_apSubNode[i])
{
delete m_apSubNode[i];
m_apSubNode[i] = NULL;
}
}
}
// <20>ڽij<DABD><C4B3><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool COctreeCollisionNode::IsLeafNode()
{
for (int i = 0; i < 8; ++i)
{
if (NULL != m_apSubNode[i])
{
return false;
}
}
return true;
}
void COctreeCollisionNode::BuildSubNode(
const std::vector< CollisionTriangleInfo >& vecTriangle,
const size_t nMaximumRecursion, const size_t nMinPolyCount,
size_t nCurrentRecursionLevel)
{
static size_t nProcessedTri = 0;
unsigned int i, j;
// recursion level <20><> <20>ʹ<EFBFBD> <20><><EFBFBD>ų<EFBFBD>, <20><><EFBFBD>Ե<EFBFBD> face <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͺ<EFBFBD><CDBA><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD>̻<EFBFBD> sub node <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
if (nCurrentRecursionLevel >= nMaximumRecursion ||
m_vecTriangleIndex.size() <= nMinPolyCount)
{
nProcessedTri += m_vecTriangleIndex.size();
printf("\r%d / %d", nProcessedTri, vecTriangle.size());
return;
}
// <20>ڽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> bounding box min/max
Math::VECTOR3 aSubNodeBoundingMin[8];
Math::VECTOR3 aSubNodeBoundingMax[8];
Math::VECTOR3 vMedian = (m_vBoundingMin + m_vBoundingMax)/2.0f;
// <20>ٿ<EFBFBD><D9BF><EFBFBD> <20>ڽ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
for (i = 0; i < 8; ++i)
{
if (0 == (i & 1))
{
aSubNodeBoundingMin[i].x = m_vBoundingMin.x;
aSubNodeBoundingMax[i].x = vMedian.x;
}
else
{
aSubNodeBoundingMin[i].x = vMedian.x;
aSubNodeBoundingMax[i].x = m_vBoundingMax.x;
}
if (0 == (i & 2))
{
aSubNodeBoundingMin[i].y = m_vBoundingMin.y;
aSubNodeBoundingMax[i].y = vMedian.y;
}
else
{
aSubNodeBoundingMin[i].y = vMedian.y;
aSubNodeBoundingMax[i].y = m_vBoundingMax.y;
}
if (0 == (i & 4))
{
aSubNodeBoundingMin[i].z = m_vBoundingMin.z;
aSubNodeBoundingMax[i].z = vMedian.z;
}
else
{
aSubNodeBoundingMin[i].z = vMedian.z;
aSubNodeBoundingMax[i].z = m_vBoundingMax.z;
}
}
// <20>Ѱܹ<D1B0><DCB9><EFBFBD> <20><EFBFBD><EFB0A2> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ϻ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD><CDB5><EFBFBD> <20><> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>ɰ͵<C9B0><CDB5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>س<EFBFBD><D8B3><EFBFBD>
for (j = 0; j < m_vecTriangleIndex.size(); ++j)
{
// <20><EFBFBD><EFB0A2> <20><> <20><> <20><><EFBFBD><EFBFBD>
const CollisionTriangleInfo &tri = vecTriangle[ m_vecTriangleIndex[j] ];
const Math::VECTOR3 &vTri0 = tri.m_avVertex[0];
const Math::VECTOR3 &vTri1 = tri.m_avVertex[1];
const Math::VECTOR3 &vTri2 = tri.m_avVertex[2];
// <20><> <20>ڽij<DABD><C4B3><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5><C7B4><EFBFBD> üũ<C3BC>Ѵ<EFBFBD>
bool bIncludedInSubNode = false; // <20>ڽ<EFBFBD> <20><><EFBFBD><20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5><C7B4><EFBFBD> <20><><EFBFBD>θ<EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
for (i = 0; i < 8; ++i)
{
if (Math::IsTriangleInAabb(aSubNodeBoundingMin[i], aSubNodeBoundingMax[i], vTri0, vTri1, vTri2))
{
// <20><><EFBFBD><20>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD><EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD> <20>Ҵ<EFBFBD>
COctreeCollisionNode* &pNode = m_apSubNode[i];
if (NULL == pNode)
{
pNode = new COctreeCollisionNode;
pNode->m_vBoundingMin = aSubNodeBoundingMin[i];
pNode->m_vBoundingMax = aSubNodeBoundingMax[i];
}
// <20>ڽij<DABD><C4B3><20>Ѱ<EFBFBD><D1B0><EFBFBD> <20><EFBFBD><EFB0A2> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
pNode->m_vecTriangleIndex.push_back(m_vecTriangleIndex[j]);
bIncludedInSubNode = true;
break;
}
}
if (!bIncludedInSubNode)
{
// <20><> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ°<C7B4><C2B0><EFBFBD> <20>ƴ϶<C6B4> <20>ټ<EFBFBD> <20><><EFBFBD><EFBFBD><E5B0A3> <20><>ġ<EFBFBD><C4A1> <20><EFBFBD><EFB0A2><EFBFBD>̹Ƿ<CCB9>,
// triangle - AABB intersection <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>Ѵ<EFBFBD>
for (i = 0; i < 8; ++i)
{
if (Math::CheckAabbTriangleIntersection(aSubNodeBoundingMin[i], aSubNodeBoundingMax[i], vTri0, vTri1, vTri2))
{
// <20><><EFBFBD><20>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD><EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD> <20>Ҵ<EFBFBD>
COctreeCollisionNode* &pNode = m_apSubNode[i];
if (NULL == pNode)
{
pNode = new COctreeCollisionNode;
pNode->m_vBoundingMin = aSubNodeBoundingMin[i];
pNode->m_vBoundingMax = aSubNodeBoundingMax[i];
}
// <20>ڽij<DABD><C4B3><20>Ѱ<EFBFBD><D1B0><EFBFBD> <20><EFBFBD><EFB0A2> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
pNode->m_vecTriangleIndex.push_back(m_vecTriangleIndex[j]);
}
}
}
}
// <20><EFBFBD><EFB0A2> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD> <20>Ѱ<EFBFBD><D1B0>־<EFBFBD><D6BE><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20><> <20>̻<EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʿ䰡 <20><><EFBFBD><EFBFBD>
m_vecTriangleIndex.clear();
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20>ڽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BuildSubNode <20><> ȣ<><C8A3><EFBFBD>Ѵ<EFBFBD>
for (i = 0; i < 8; ++i)
{
if (NULL != m_apSubNode[i])
{
m_apSubNode[i]->BuildSubNode(vecTriangle, nMaximumRecursion, nMinPolyCount, nCurrentRecursionLevel+1);
}
}
}
void COctreeCollisionNode::CollectCollidableNodes(
const Math::VECTOR3& vSweptVolumeMin, const Math::VECTOR3& vSweptVolumeMax,
std::vector< COctreeCollisionNode* >& vecCollidableNode)
{
if(!Math::CheckAabbAabbIntersection(vSweptVolumeMin, vSweptVolumeMax, m_vBoundingMin, m_vBoundingMax))
{
return;
}
if (IsLeafNode())
{
vecCollidableNode.push_back(this);
}
else
{
for (int i = 0; i < 8; ++i)
{
if (NULL != m_apSubNode[i])
{
m_apSubNode[i]->CollectCollidableNodes(vSweptVolumeMin, vSweptVolumeMax, vecCollidableNode);
}
}
}
}
//////////////////////////////////////////////////////////////////////////
COctreeCollider::COctreeCollider()
{
m_nColTriIndex = 0;
}
COctreeCollider::~COctreeCollider()
{
}
void COctreeCollider::SetTriangleCount(unsigned int uiTriangleCount)
{
m_vecCollisionTriangle.resize(uiTriangleCount);
}
void COctreeCollider::GetTriangleDataPtr(CollisionTriangleInfo*& pTriangleData)
{
if (m_vecCollisionTriangle.size() > 0)
{
pTriangleData = &(m_vecCollisionTriangle[0]);
}
else
{
pTriangleData = NULL;
}
}
bool COctreeCollider::BuildOctree(const size_t nMaximumRecursion, const size_t nMinPolyCount)
{
unsigned int i, j;
if (0 == m_vecCollisionTriangle.size())
{
m_vCollisionBoundingMin.SetValue(0,0,0);
m_vCollisionBoundingMax.SetValue(0,0,0);
return true; // <20>޽<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>־ <20>ϴ<EFBFBD><CFB4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>..
}
// <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
m_octreeRootNode.ReleaseSubNode();
// bounding min/max <20><><EFBFBD>ϱ<EFBFBD>
m_vCollisionBoundingMin = m_vecCollisionTriangle[0].m_avVertex[0];
m_vCollisionBoundingMax = m_vecCollisionTriangle[0].m_avVertex[0];
for (i = 0; i < m_vecCollisionTriangle.size(); ++i)
{
for (j = 0; j < 3; ++j)
{
CrossM::Math::VECTOR3& v = m_vecCollisionTriangle[i].m_avVertex[j];
if (v.x < m_vCollisionBoundingMin.x) m_vCollisionBoundingMin.x = v.x;
if (v.y < m_vCollisionBoundingMin.y) m_vCollisionBoundingMin.y = v.y;
if (v.z < m_vCollisionBoundingMin.z) m_vCollisionBoundingMin.z = v.z;
if (v.x > m_vCollisionBoundingMax.x) m_vCollisionBoundingMax.x = v.x;
if (v.y > m_vCollisionBoundingMax.y) m_vCollisionBoundingMax.y = v.y;
if (v.z > m_vCollisionBoundingMax.z) m_vCollisionBoundingMax.z = v.z;
}
}
// octree root node <20><> <20>ٿ<EFBFBD><D9BF><EFBFBD> <20>ڽ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
m_octreeRootNode.m_vBoundingMin = m_vCollisionBoundingMin;
m_octreeRootNode.m_vBoundingMax = m_vCollisionBoundingMax;
// octree root node <20><> <20><><EFBFBD>Ե<EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD>(<28><>ü)<29><> <20><><EFBFBD><EFBFBD>
m_octreeRootNode.m_vecTriangleIndex.resize(m_vecCollisionTriangle.size());
for (i = 0; i < m_octreeRootNode.m_vecTriangleIndex.size(); ++i)
{
m_octreeRootNode.m_vecTriangleIndex[i] = i;
}
// DWORD dwTime = timeGetTime();
// for (i = 0; i < m_vecCollisionTriangle.size(); ++i)
// {
// CollisionTriangleInfo& tri = m_vecCollisionTriangle[i];
// Math::VECTOR3& vTri0 = m_vecCollisionVertex[ tri.m_lIndex[0] ];
// Math::VECTOR3& vTri1 = m_vecCollisionVertex[ tri.m_lIndex[1] ];
// Math::VECTOR3& vTri2 = m_vecCollisionVertex[ tri.m_lIndex[2] ];
//
// Math::CheckAabbTriangleIntersection(m_vCollisionBoundingMin, m_vCollisionBoundingMax, vTri0, vTri1, vTri2);
// }
// DWORD dwElapsed = timeGetTime() - dwTime;
//
// dwTime = timeGetTime();
// for (i = 0; i < m_vecCollisionTriangle.size(); ++i)
// {
// CollisionTriangleInfo& tri = m_vecCollisionTriangle[i];
// Math::VECTOR3& vTri0 = m_vecCollisionVertex[ tri.m_lIndex[0] ];
// Math::VECTOR3& vTri1 = m_vecCollisionVertex[ tri.m_lIndex[1] ];
// Math::VECTOR3& vTri2 = m_vecCollisionVertex[ tri.m_lIndex[2] ];
//
// Math::IsTriangleInAabb(m_vCollisionBoundingMin, m_vCollisionBoundingMax, vTri0, vTri1, vTri2);
// }
// DWORD dwElapsed2 = timeGetTime() - dwTime;
// <20>Ϻ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
m_octreeRootNode.BuildSubNode(m_vecCollisionTriangle, nMaximumRecursion, nMinPolyCount, 0);
return true;
}
void COctreeCollider::GetCollisionRespondingPosition(
Math::VECTOR3& vOutRespondingPos,
const Math::VECTOR3& vPrevPos, const Math::VECTOR3& vNewPos,
const Math::VECTOR3& vEllipsoidRadius,
const unsigned int nRecursionLevel)
{
size_t i, j, nMinCollisionTriangleIndex;
// ellipsoid <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŀ<><C4BF><EFBFBD>ϴ<EFBFBD> <20><EFBFBD><E7B0A2>(AABB)<29><> min/max <20><>
Math::VECTOR3 vSweptVolumeMin, vSweptVolumeMax;
vSweptVolumeMin.x = min(vPrevPos.x, vNewPos.x) - vEllipsoidRadius.x;
vSweptVolumeMax.x = max(vPrevPos.x, vNewPos.x) + vEllipsoidRadius.x;
vSweptVolumeMin.y = min(vPrevPos.y, vNewPos.y) - vEllipsoidRadius.y;
vSweptVolumeMax.y = max(vPrevPos.y, vNewPos.y) + vEllipsoidRadius.y;
vSweptVolumeMin.z = min(vPrevPos.z, vNewPos.z) - vEllipsoidRadius.z;
vSweptVolumeMax.z = max(vPrevPos.z, vNewPos.z) + vEllipsoidRadius.z;
m_vecpCollidableNode.clear();
m_octreeRootNode.CollectCollidableNodes(vSweptVolumeMin, vSweptVolumeMax, m_vecpCollidableNode);
if (0 == m_vecpCollidableNode.size())
{
// <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
vOutRespondingPos = vNewPos;
return;
}
// ellipsoid <20><>ǥ<EFBFBD><C7A5> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. sweep <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> sweep <20><><EFBFBD><EFBFBD><E2BAA4>, sweep <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
Math::VECTOR3 vESweepStart, vESweepEnd, vESweepPath;
float fESweepLength;
vESweepStart.SetValue(vPrevPos.x/vEllipsoidRadius.x, vPrevPos.y/vEllipsoidRadius.y, vPrevPos.z/vEllipsoidRadius.z);
vESweepEnd.SetValue(vNewPos.x/vEllipsoidRadius.x, vNewPos.y/vEllipsoidRadius.y, vNewPos.z/vEllipsoidRadius.z);
Math::Subtract(vESweepPath, vESweepEnd, vESweepStart);
fESweepLength = Math::GetLength(vESweepPath);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if (fESweepLength < Math::F_EPSILON)
{
vOutRespondingPos = vPrevPos;
return;
}
// sweeping sphere <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
Math::TriangSweepingSphere triAndSphere;
triAndSphere.m_vSphereSweepStart = vESweepStart;
triAndSphere.m_vSphereSweepPath = vESweepPath;
triAndSphere.m_fSphereRadius = 1.0f; // ellipsoid <20><>ǥ<EFBFBD><C7A5><EFBFBD>̹Ƿ<CCB9> <20>浹Ÿ<E6B5B9><C5B8>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD> <20><>ü<EFBFBD><C3BC> <20><>ȯ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
bool bCollision = false; // <20><><EFBFBD>õ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E9BFA1> <20><EFBFBD><E6B5B9> <20>Ͼ <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> <20><><EFBFBD>θ<EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
float fMinCollisionDistFactor = 9999.0f;// collision <20><> <20>Ͼ <20><><EFBFBD><EFBFBD> sweeping path <20><> <20><><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 0 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, 1 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Math::VECTOR3 vMinContactPoint; // fMinCollisionDistFactor <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ. ellipsoid <20><>ǥ<EFBFBD><C7A5><EFBFBD><EFBFBD>
bool bMinContactInsideTriangle; // fMinCollisionDistFactor <20><><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28>𼭸<EFBFBD><F0BCADB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ<EFBFBD>) <20><>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
for (i = 0; i < m_vecpCollidableNode.size(); ++i)
{
COctreeCollisionNode& node = *(m_vecpCollidableNode[i]);
for (j = 0; j < node.m_vecTriangleIndex.size(); ++j)
{
CollisionTriangleInfo& tri = m_vecCollisionTriangle[ node.m_vecTriangleIndex[j] ];
// <20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
Math::VECTOR3& vTri0 = tri.m_avVertex[0];
Math::VECTOR3& vTri1 = tri.m_avVertex[1];
Math::VECTOR3& vTri2 = tri.m_avVertex[2];
// <20><EFBFBD><EFB0A2> <20><><EFBFBD><EFBFBD> ellipsoid <20><>ǥ<EFBFBD><C7A5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>-<2D><>-
triAndSphere.m_vTri0.SetValue(vTri0.x/vEllipsoidRadius.x, vTri0.y/vEllipsoidRadius.y, vTri0.z/vEllipsoidRadius.z);
triAndSphere.m_vTri1.SetValue(vTri1.x/vEllipsoidRadius.x, vTri1.y/vEllipsoidRadius.y, vTri1.z/vEllipsoidRadius.z);
triAndSphere.m_vTri2.SetValue(vTri2.x/vEllipsoidRadius.x, vTri2.y/vEllipsoidRadius.y, vTri2.z/vEllipsoidRadius.z);
float fCollisionDistFactor;
Math::VECTOR3 vContactPoint;
bool bContactInside;
// <20><EFBFBD><EFB0A2> - sweeping sphere <20><20>˻<EFBFBD>
if (Math::CheckTriangleSweepingSphereCollision(fCollisionDistFactor, vContactPoint, bContactInside, triAndSphere))
{
// <20><EFBFBD≯<EFBFBD>
bCollision = true;
if(fCollisionDistFactor < fMinCollisionDistFactor)
{
vMinContactPoint = vContactPoint;
fMinCollisionDistFactor = fCollisionDistFactor;
nMinCollisionTriangleIndex = node.m_vecTriangleIndex[j];
bMinContactInsideTriangle = bContactInside;
}
}
}
}
if (!bCollision)
{
// <20><20><><EFBFBD><EFBFBD>
vOutRespondingPos = vNewPos;
return;
}
m_nColTriIndex = nMinCollisionTriangleIndex;
// collision response phase
Math::VECTOR3 vMovedPos; // <20>ϴ<EFBFBD> <20><EFBFBD><E6B5B9> <20>Ͼ<CFBE><EEB3AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5><EFBFBD> <20><>ġ
Math::Lerp(vMovedPos, vPrevPos, vNewPos, fMinCollisionDistFactor); // <20>ϴ<EFBFBD> <20>̵<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20>Űܳ<C5B0><DCB3><EFBFBD> <20><>..
// <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5>Ϸ<EFBFBD><CFB7><EFBFBD> <20>Ÿ<EFBFBD><C5B8><EFBFBD> 90% <20>̻<EFBFBD><CCBB><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>߰ų<DFB0>, recursion <20><> 4<><34> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
if (fMinCollisionDistFactor > 0.9f || nRecursionLevel >= 4)
{
vOutRespondingPos = vMovedPos;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ<EFBFBD><C7A5> ellipsoid <20><>ǥ<EFBFBD><EFBFBD><E8BFA1> <20><><EFBFBD><EFBFBD> <20><>ǥ<EFBFBD><C7A5><EFBFBD><EFBFBD> ȯ<><C8AF>
vMinContactPoint.x *= vEllipsoidRadius.x;
vMinContactPoint.y *= vEllipsoidRadius.y;
vMinContactPoint.z *= vEllipsoidRadius.z;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
Math::VECTOR3 vTangentPlaneNormal;
if (bMinContactInsideTriangle)
{
// <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><EFBFBD><E6B5B9> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> normal <20><> <20>״<EFBFBD><D7B4><EFBFBD> <20>̿<EFBFBD><CCBF>Ѵ<EFBFBD>
CollisionTriangleInfo& colTriInfo = m_vecCollisionTriangle[nMinCollisionTriangleIndex];
Math::VECTOR3& vCollTri0 = colTriInfo.m_avVertex[0];
Math::VECTOR3& vCollTri1 = colTriInfo.m_avVertex[1];
Math::VECTOR3& vCollTri2 = colTriInfo.m_avVertex[2];
vTangentPlaneNormal = ((vCollTri1 - vCollTri0) ^ (vCollTri2 - vCollTri0));
}
else
{
// <20>𼭸<EFBFBD><F0BCADB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E6B5B9> <20><><EFBFBD><EFBFBD>, Ÿ<><C5B8>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> normal <20><> <20><><EFBFBD>Ѵ<EFBFBD>
Math::Subtract(vTangentPlaneNormal, vMovedPos, vMinContactPoint);
vTangentPlaneNormal.x /= (vEllipsoidRadius.x*vEllipsoidRadius.x);
vTangentPlaneNormal.y /= (vEllipsoidRadius.y*vEllipsoidRadius.y);
vTangentPlaneNormal.z /= (vEllipsoidRadius.z*vEllipsoidRadius.z);
Math::Normalize(vTangentPlaneNormal, vTangentPlaneNormal);
}
Math::Normalize(vTangentPlaneNormal, vTangentPlaneNormal);
// <20><EFBFBD><E6B5B9> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>͸<EFBFBD> <20><><EFBFBD><EFBFBD>
Math::VECTOR3 vRemainder;
Math::Subtract(vRemainder, vNewPos, vMovedPos);
// <20><EFBFBD><E6B5B9> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float fVanishingComponentFactor = Math::DotProduct(vTangentPlaneNormal, vRemainder);
Math::VECTOR3 vVanishingComponent;
Math::Scale(vVanishingComponent, vTangentPlaneNormal, fVanishingComponentFactor);
// <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>п<EFBFBD><D0BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
Math::Subtract(vRemainder, vRemainder, vVanishingComponent);
// <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD>͸<EFBFBD>ŭ<EFBFBD><C5AD> <20>̵<EFBFBD><CCB5><EFBFBD> <20><><EFBFBD><EFBFBD> <20>浹üũ <20><><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3>
GetCollisionRespondingPosition(vOutRespondingPos, vMovedPos, vMovedPos+vRemainder, vEllipsoidRadius, nRecursionLevel+1);
}
void COctreeCollider::RenderCollidableNodeTriangles(IDirect3DDevice8* pDevice)
{
size_t nRenderTriCount; //j, i, nTriFilled;
if (0 == m_vecpCollidableNode.size())
{
return;
}
// // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><EFB0A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// nRenderTriCount = 0;
// for (i = 0; i < m_vecpCollidableNode.size(); ++i)
// {
// nRenderTriCount += m_vecpCollidableNode[i]->m_vecTriangleIndex.size();
// }
//
// // <20><><EFBFBD>ؽ<EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
// m_vecRenderVertex.resize(nRenderTriCount*3);
//
// nTriFilled = 0;
// for (i = 0; i < m_vecpCollidableNode.size(); ++i)
// {
// COctreeCollisionNode& node = *(m_vecpCollidableNode[i]);
//
// for (j = 0; j < node.m_vecTriangleIndex.size(); ++j)
// {
// size_t nTriIndex = node.m_vecTriangleIndex[j];
// CollisionTriangleInfo& tri = m_vecCollisionTriangle[nTriIndex];
//
// m_vecRenderVertex[nTriFilled*3] = tri.m_avVertex[0];
// m_vecRenderVertex[nTriFilled*3 + 1] = tri.m_avVertex[1];
// m_vecRenderVertex[nTriFilled*3 + 2] = tri.m_avVertex[2];
// ++nTriFilled;
// }
// }
nRenderTriCount = 1; // <20><EFBFBD><EFBFBD><EFB0A2> 1<><31><EFBFBD><EFBFBD>
m_vecRenderVertex.resize(nRenderTriCount*3);
CollisionTriangleInfo& tri = m_vecCollisionTriangle[m_nColTriIndex];
m_vecRenderVertex[0] = tri.m_avVertex[0];
m_vecRenderVertex[1] = tri.m_avVertex[1];
m_vecRenderVertex[2] = tri.m_avVertex[2];
D3DXMATRIX mTmp;
D3DXMatrixIdentity(&mTmp);
pDevice->SetTransform(D3DTS_WORLD, &mTmp);
DWORD dwFillMode, dwZFunc;
pDevice->GetRenderState(D3DRS_FILLMODE, &dwFillMode);
pDevice->GetRenderState(D3DRS_ZFUNC, &dwZFunc);
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
pDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
pDevice->SetVertexShader(D3DFVF_XYZ);
pDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, (UINT)nRenderTriCount, &(m_vecRenderVertex[0]), sizeof(Math::VECTOR3));
pDevice->SetRenderState(D3DRS_FILLMODE, dwFillMode);
pDevice->SetRenderState(D3DRS_ZFUNC, dwZFunc);
}
}}

7065
Engine/Effect/CEffscript.cpp Normal file

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1282
Engine/Effect/CEffscript.h Normal file

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#ifndef __EFFSCRIPTDEFINE_H__
#define __EFFSCRIPTDEFINE_H__
#define ESBUF_SIZE 256
#define ESEMPTY -1
#define ESSTART "INDEX"
#define ESEND "FIN:"
#define ESLIST "LIST:"
#define ESLOOP "LOOP:"
#define ESPLAY "PLAY:"
#define ESSNAP "SNAP:"
#define ESFADEOUT "OUT:"
#define ESFADEIN "IN:"
#define ESSHAKE "SHAKE:"
#define ESSOUND "SOUND:"
#define ESSUB "SUB:"
#define ESCLIGHT "CLIGHT:"
#define ESHIT "HIT:"
#define ESSLIDE "SLIDE:"
#define ESEXT5 "EXT5:"
#define ESLIGHTN "LIGHTNING:"
#define ESLIGHTN2 "LIGHTNING2:"
#define ESLIGHTN3 "LIGHTNING3:"
#define ESWHEEL "WHEEL:"
#define ESWEAPON "WEAPON:"
#define ESBEZIERM "GHOST:"
#define ESLIGHT "LIGHT:"
#define ESPLAYT "PLAYTIME:"
#define ESCHAR "CHARACTER:"
#define ESWEAPONL "WEAPONLINE:"
#define ESPI 3.14159f
#define ESHALF_PI (ESPI/2)
#define ESGRAVITY 9.806650f
#define ESEXTLINESIZE 8.0f //line size
//m_TickFrame deault <20><>
#define DEFAULTESTICK 40
enum EZVALUE {
ESNORMAL, // normal effect
ESINTERFACE, // interface effect
};
enum EDIR{
EUP,
ELEFT,
ERIGHT,
EFRONT,
ERAND
};
enum ECURRENT{ // <20><><EFBFBD>Ͽ<EFBFBD><CFBF><EFBFBD> <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
ESS, //start
ESE, // end
EST, // list
ESL, //loop
ESP, //play
ESFO, //FADE out
ESFI, //FADE IN
ESSK, // camera shake
ESN, // snap
ESO, // sound
ESB, // Sub
ESCL, // CLight
ESH, // Hit
ESSL, // slide
ESE5, //ext5extension
ESLN, //lightning
ESLN2, //lightning2
ESLN3, //lightning3
ESW, // wheel
ESWP, // Weapon
ESBM, // Bezier Middle
ESLT, // Light
ESPT, // Play Time
ESCH, // Character
ESWL,
};
enum EVALUE { // <20><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>..
ED, // Delay frame
ES, // S effect
EM, // M effect
EE, // E effect
EN, //Snap effect
EF, //finish effect
};
enum EPIVOT { // extension4 <20><> pivot index
EHEAD,
ENECK,
ECHEST,
EWAIST,
EPELVIS,
ER_HAND,
ER_FOREARM,
ER_UPPERARM,
ER_THIGH,
ER_CALF,
ER_FOOT,
EL_HAND,
EL_FOREARM,
EL_UPPERARM,
EL_THIGH,
EL_CALF,
EL_FOOT,
};
#endif

2607
Engine/Effect/CGemRender.cpp Normal file

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Engine/Effect/CGemRender.h Normal file
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#ifndef __CGEMRENDER_H__
#define __CGEMRENDER_H__
#include <stdio.h>
#include "texture.h"
#include "BaseDataDefine.h"
#include <d3dx8.h>
#include <d3d8.h>
#define BUF_SIZE 256
#define VOT 1.0f
#define GEM_HEADER "GemDataFile\n"
class CGemRender {
public:
void SetClearBuffer(bool b);
bool m_bClearBuffer;
class GemTexture {
public:
CTexture *m_Tex;
int TexNum;
GemTexture() {
m_Tex = NULL;
TexNum = 0;
}
~GemTexture() {
if(m_Tex) {
/* if(TexNum >1)
delete[] m_Tex;
else*/
delete[] m_Tex;
}
}
};
class GemSubFace{
public:
int *sub;
int *sub_mat;
int sub_num;
GemSubFace() {
sub = NULL;
sub_mat = NULL;
sub_num = 0;
}
~GemSubFace() {
delete[] sub;
delete[] sub_mat;
}
};
class GemVertex{
public:
float x,y,z;
float nx,ny,nz;
float s,t;
GemVertex() {
x = y = z = 0.0f;
nx = ny = nz = 0.0f;
s = t = 0.0f;
}
~GemVertex() {}
};
class GemRotKey {
public:
int frame;
D3DXVECTOR4 rot;
GemRotKey() {
frame = 0;
rot.x = rot.y = rot.z = rot.w = 0.0f;
}
~GemRotKey(){
}
};
class GemPosKey{
public:
int frame;
bool bez;
D3DXVECTOR3 pos;
D3DXVECTOR3 intan;
D3DXVECTOR3 outtan;
GemPosKey() {
frame = 0;
bez = false;
pos.x = pos.y = pos.z = 0.0f;
intan.x = intan.y = intan.z = 0.0f;
outtan.x = outtan.y = outtan.z = 0.0f;
}
~GemPosKey(){
}
};
class GemScaleKey{
public:
int frame;
D3DXVECTOR3 scale;
GemScaleKey() {
frame = 0;
scale.x = scale.y = scale.z= 1.0f;
}
~GemScaleKey(){
}
};
class GemVisKey{
public:
int frame;
float vis;
GemVisKey(){
frame = 0;
vis = 1.0f;
}
~GemVisKey(){
}
};
class GemObject {
public:
char m_Name[BUF_SIZE];
char m_ParentName[BUF_SIZE];
bool m_bParent;
D3DXMATRIX m_TmMatrix;
// vertex info
D3DXVECTOR2 *m_Coord;
D3DXVECTOR3 *m_CoordFace;
D3DXVECTOR3 *m_Vert;
D3DXVECTOR4 *m_Face;
D3DXVECTOR3 *m_Fnormal;
D3DXVECTOR3 *m_Normal;
int m_MatId;
int m_Frame;
int m_CoordNum;
int m_VertexNum;
int m_iStartBufferIndex;
int m_FaceNum;
// anikey info
int m_RotKeyNum;
int m_PosKeyNum;
int m_ScaleKeyNum;
int m_VisKeyNum;
//morphing
int m_MorphNum;
// <20>߰<EFBFBD><DFB0><EFBFBD><EFBFBD><EFBFBD>
bool m_Bil1;
bool m_Bil2;
bool m_Bil3;
// multy uv ani
bool m_Multy;
bool m_TexAni;
bool m_RandAni;
bool m_RandStartTexAni; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٸ<EFBFBD> <20>ؽ<EFBFBD><D8BD><EFBFBD> <20>ִ<EFBFBD> flag
bool m_RandStartSetting; //start <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>
bool m_Zenable;
bool m_Opacity;
//<2F><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> texture <20><><EFBFBD><EFBFBD>
int m_AniTextureNum;
int m_CurrentAniTexture;
int m_BeforeAniTexture;
int m_Red;
int m_Green;
int m_Blue;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool m_bH;
// cullmode on flag
bool m_bCull;
float m_AniChangeFrame;
//tex ani start frame
float m_StartTexAniFrame;
bool m_Zbuffer;
bool m_bDecal;
GemObject *m_Morph;
GemVisKey *m_Vis;
GemScaleKey *m_Scale;
GemPosKey *m_Pos;
GemRotKey *m_Rot;
DWORD m_Color;
// vertex buffer <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> vert pointer
GemVertex *m_VertexBuffer;
bool m_bInterpol;
GemObject() {
m_Multy = false;
m_RotKeyNum = m_PosKeyNum = m_ScaleKeyNum = m_VisKeyNum = 0;
m_Vis = NULL;
m_Scale = NULL;
m_Pos = NULL;
m_Rot = NULL;
m_Red = m_Green = m_Blue = 255;
m_bH = false;
//morphing vertex
m_Morph = NULL;
m_MorphNum = 0;
m_StartTexAniFrame = 0.0f;
m_Zbuffer = false;
m_Zenable = false;
m_bCull = false;
m_Color = D3DCOLOR_ARGB(255,255,255,255);
m_MatId = -1;
m_Frame = -1;
m_VertexNum = 0;
m_FaceNum = 0;
m_CoordNum =0;
m_Coord = NULL;
m_CoordFace = NULL;
m_Vert = NULL;
m_Face = NULL;
m_Fnormal = NULL;
m_Normal = NULL;
m_bParent = false;
m_Bil1 = m_Bil2 = m_Bil3 = false;
m_TexAni = false;
m_RandAni = false;
m_RandStartTexAni = false;
m_RandStartSetting = false;
m_Opacity = false;
m_AniChangeFrame = 0.0f;
m_AniTextureNum = 0;
m_CurrentAniTexture = 0;
m_BeforeAniTexture = 0;
D3DXMatrixIdentity(&m_TmMatrix);
memset(m_Name,0,sizeof(char)*BUF_SIZE);
memset(m_ParentName,0,sizeof(char)*BUF_SIZE);
m_VertexBuffer = NULL;
m_bInterpol = true;
m_bDecal = false;
m_iStartBufferIndex = 0;
}
~GemObject() {
if(m_Scale != NULL)
delete[] m_Scale;
if(m_Vis != NULL)
delete[] m_Vis;
if(m_Vert != NULL)
delete[] m_Vert;
if(m_Face != NULL)
delete[] m_Face;
if(m_Coord != NULL)
delete[] m_Coord;
if(m_CoordFace != NULL)
delete[] m_CoordFace;
if(m_Fnormal != NULL)
delete[] m_Fnormal;
if(m_Normal != NULL)
delete[] m_Normal;
if(m_Rot)
delete[] m_Rot;
if(m_Pos)
delete[] m_Pos;
if(m_Morph)
delete[] m_Morph;
if(m_VertexBuffer)
delete[] m_VertexBuffer;
}
};
class GemMaterial {
public:
char m_TextureName[BUF_SIZE];
int m_SubNum;
GemMaterial *m_Sub;
GemMaterial() {
memset(m_TextureName,0,BUF_SIZE);
m_Sub = NULL;
m_SubNum = 0;
}
~GemMaterial() {
if(m_SubNum)
delete[] m_Sub;
}
};
CGemRender();
~CGemRender();
void SetTransMatrix(D3DXMATRIX m) {m_TrMatrix = m;}
bool CheckPosition(D3DXVECTOR3 center,D3DXVECTOR3 user);
void SetXrot(float rot) { m_Xrot = rot;}
void SetYrot(float rot) { m_Yrot = rot;}
void SetZrot(float rot) { m_Zrot = rot;}
void ScaleAni(int object_index,D3DXMATRIX &);
void PosAni(int object_index,D3DXMATRIX &);
void RotAni(int object_index,D3DXMATRIX &);
bool LoadGemFile(char *,LPDIRECT3DDEVICE8 ,bool bVisibility = true);
bool LoadUvFile(char *);
bool LoadMorph(int );
void MsgPrint(char *);
void SetInitBuffer();
void SetVertexBuffer(int index);
void SetDecalBuffer(int index); // Vertex Buffer <20><> <20><><EFBFBD><EFBFBD>
void SetDecalBufferInit(int index); // Decal Buffer Init
void SetStartFrame(float s);
void SetCash(bool b) { m_bCash = b;}
void Render();
void RenderObject(int object_index);
void Update();
void Update(D3DXVECTOR3 center,D3DXVECTOR3 user);
void UnUpdate();
bool VertexInterpolation(int index);
void LoadSubFace(int object_index);
void LoadTexture();
// set zbuffer cullface all object
void SetCullZbuffer(bool );
// my effect setting
void SetMine(bool t);
void LoadTexAni(int object_index);
bool VisAni(int object_index);
void CreateAniTm(int index,D3DXMATRIX &,D3DXMATRIX &);
void SetChangeAniFrame(int object_index,float f);
void SetStartTexAniFrame(int object_index,float f);
int GetMaxFrame() {return (m_EndF / m_UnitF);}
// effect scale setting func
void SetScale(float x,float y,float z);
void SetEffectPos(float x,float y,float z);
void SetEffectPos(D3DXVECTOR3 pos);
void SetCurrentFrame(float f);
void SetCurrentFrame(float f,int *,DWORD *,bool *,bool update = false);
void SetSrcBlend(DWORD s) {m_SrcBlend = s;}
void SetDstBlend(DWORD d) {m_DstBlend = d;}
void SetBlend(DWORD s,DWORD d) { m_SrcBlend = s; m_DstBlend = d;}
void SetColor(int object_index,int r,int g,int b);
void SetNullTexture(bool b) {m_bNullTexture = b;}
void SetPickObject(int index);
void SetVot(float v) {m_Vot = v;}
void SetLoop(bool b) {m_bLoop = b;}
int GetObjectNum() {return m_ObjectNum;}
void SetStartTexAni(bool b) {m_bTexAni = b;}
void SetAxis(D3DXMATRIX & );
void GetAxis(float ,float ,float ,float );
void GetAxis(D3DXQUATERNION tmp) {m_AxisSet = true; m_Axis = tmp;}
// ANI MESH USE
void SetRandAni(bool b) {m_RandAni = b;}
void SetRandAniMax(float s) {m_RandAniMax = s;}
void SetRandAniMin(float s) {m_RandAniMin = s;}
void SetSwitchAni(bool b) {m_SwitchAni = b;}
void SetAniRad(float r) {m_AniRad = r;}
// light <20><><EFBFBD><EFBFBD> mesh
void SetLight(bool b) {m_bLight = b;}
char *GetFileName() {return m_FileName;}
FILE *m_GemFile;
//multy uv
int m_bMulty;
int m_StartF;
int m_EndF;
int m_UnitF;
int m_ObjectNum;
int m_PickObject;
int m_MatNum;
bool m_bNullTexture;
bool m_bLoop;
bool m_bCash;
bool m_bTexAni;
bool m_Mine;
bool m_bDecal;
DWORD m_SrcBlend,m_DstBlend;
float m_CurrentF;
LPDIRECT3DDEVICE8 m_Device;
D3DXMATRIX m_Scale;
D3DXMATRIX m_TrMatrix;
D3DXVECTOR3 m_Pos;
D3DXQUATERNION global;
D3DXQUATERNION m_Axis;
bool m_AxisSet;
//ANI MESH
float m_Xrot,m_Yrot,m_Zrot;
bool m_RandAni;
float m_RandAniMax;
float m_RandAniMin;
float m_AniRad;
bool m_SwitchAni;
bool m_StartSwitch;
GemMaterial *m_Mtl;
GemObject *m_Object;
GemSubFace *m_Sub;
// LPDIRECT3DVERTEXBUFFER8 *m_ObjectVertex;
LPDIRECT3DVERTEXBUFFER8 m_lpVertexBuffer;
int m_iTotalVertexNums;
bool m_bDynamic;
VOID *m_VertexLockPtr;
GemTexture *m_Texture;
GemTexture *m_TexAni;
int m_TexNum;
float m_Vot;
//// vertex buffer <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> vert pointer
//GemVertex *m_Vert;
int VbufferNum;
// multy uv ani
CGemRender *m_Multy;
bool m_bLight;
char m_FileName[256];
};
#endif

1444
Engine/Effect/CLightning.cpp Normal file

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Engine/Effect/CLightning.h Normal file
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#ifndef __CLIGHTNING_H__
#define __CLIGHTNING_H__
#include <d3dx8.h>
#include <d3d8.h>
#include <time.h>
#include <vector>
#include "texture.h"
#include "BaseDataDefine.h"
#define LIGHTHALFWIDTH 10.0f
// lightning <20><> ǥ<><C7A5> <20>ϴ<EFBFBD> plane <20><><EFBFBD><EFBFBD>
enum PLANE {
LPLANE_ONE, // one plane
LPLANE_CROSS, //<2F><><EFBFBD><EFBFBD> plane
LPLANE_X, // X<><58> plane
};
enum LIGHTNINGVALUE { // <20><EFBFBD><EEB6B2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : 0 <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE>, <20><><EFBFBD><EFBFBD>, 1 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>
LV_LIGHTNING,
LV_BEZIER,
};
using namespace std;
class CLightning {
public:
class CLightVertex {
public:
float x,y,z;
DWORD color;
float s,t;
CLightVertex() {
x = y = z = 0.0f;
color = D3DCOLOR_ARGB(255,255,255,255);
s = t = 0.0f;
}
~CLightVertex() {}
};
class CBezierInfo { // Bezier Line <20><><EFBFBD><EFBFBD> Data
public:
float m_fControl;
float m_fControlHeight;
float m_fSpeed;
float m_fAccel;
float m_fStartEndLength;
float m_fFade;
float m_fLimitLength;
float m_ft;
int m_iAxis;
int m_iEndSpeed;
int m_iEndAccel;
int m_iUvMode;
CBezierInfo() {
m_fControl = 0.5;
m_fControlHeight = 30.0f;
m_fSpeed = 0.0f;
m_fAccel = 0.0f;
m_fStartEndLength = 0.0f;
m_fFade = 0.0f;
m_fLimitLength = 0.0f;
m_ft = 0.05f;
m_iAxis = 0;
m_iEndSpeed = 0;
m_iEndAccel = 0;
m_iUvMode = 0;
}
};
// Bezier Point List
vector<D3DXVECTOR3> m_BezierPointList;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
D3DXVECTOR3 *m_PointList;
int m_EndCount;
int m_PointNum;
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> width
float m_QuadHalfWidth;
// insert <20><> point
int m_InsertCount;
// render <20><> count
int m_RenderCount;
int m_MaxRenderCount;
LPDIRECT3DDEVICE8 m_Device;
//<2F><><EFBFBD><EFBFBD> <20>÷<EFBFBD>
LPDIRECT3DVERTEXBUFFER8 *m_Vert;
// <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD>
LPDIRECT3DVERTEXBUFFER8 *m_VerticalVert;
// <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD> 2
LPDIRECT3DVERTEXBUFFER8 *m_VerticalVert2;
int m_VertNum;
CTexture *m_Texture;
int m_TexNum;
//shake value <20>ּ<EFBFBD>ġ
float m_ShakeMin;
//shake value <20>ִ<EFBFBD>ġ
float m_ShakeMax;
DWORD m_Color;
float m_Alpha;
bool m_bFadeOut;
float m_FadeSpeed;
// uv ani <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ
float m_UvAni;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> uv <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float m_UnitUv;
// <20><><EFBFBD><EFBFBD>, 1<><31> <20>÷<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
int m_PlaneValue;
// <20><><EFBFBD><EFBFBD>Ʈ end setting
bool m_bSetEndEffect;
// <20>پ<EFBFBD><D9BE><EFBFBD><EFBFBD><EFBFBD> <20>ӵ<EFBFBD>
int m_EndUnit;
int m_LightningValue;
// Bezier Value
CBezierInfo m_Bezier;
bool m_bCrash; // <20><EFBFBD><E6B5B9> light beam <20>ΰ<EFBFBD>?
bool m_bEndInput;
int m_iAlpha; // <20><EFBFBD><E6B5B9> light beam alpha value
CLightVertex *tmp_Vertex;
CLightVertex *tmp_Vertex2;
CLightVertex *tmp_Vertex3;
CLightning(LPDIRECT3DDEVICE8 );
CLightning(int ,LPDIRECT3DDEVICE8 );
CLightning();
~CLightning();
//wheel<65><6C> <20><><EFBFBD>õǾ<C3B5> <20>ִ<EFBFBD> esf <20><><EFBFBD><EFBFBD> wheel <20><> <20><><EFBFBD>̻<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> setting
// render2<72><32> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
void SetEffectEnd(bool s,int end) {m_bSetEndEffect = s; m_EndUnit = end;}
void SetUnitUv(float s) {m_UnitUv = s;}
void SetSize(float s) {m_QuadHalfWidth = s;}
void SetDevice(LPDIRECT3DDEVICE8 device) {m_Device = device;}
void SetShakeValue(float smin,float smax) {m_ShakeMin = smin;
m_ShakeMax = smax;}
void CreateList(int );
void DeleteList();
void InsertPoint(float ,float ,float );
void InsertPoint(D3DXVECTOR3 );
void InsertEmptyPoint(float ,float ,float );
void SetStartPoint(float ,float ,float );
void SetVertNum(int n) {m_VertNum = n;}
void SetFadeStart(bool t) {m_bFadeOut = t;}
void SetFadeSpeed(float s) { m_FadeSpeed = s;}
bool GetEnd();
void SetEnd();
void SetEndPoint(float ,float ,float );
void SetRandPoint();
bool SetBezierPoint(); //Bezier Curve Point Setting
void SetColor(DWORD c) {m_Color = c;}
void SetColor();
void SetPlaneValue(int k) { m_PlaneValue = k;}
void CreateTexture(int );
void SetTexture(int ,char *);
void CreateVertexBuffer();
void SetVertexBuffer(int ,int wheelvalue = 0 );
void SetBezierBuffer(int ,int wheelvalue = 0 );
void Render(int blendmode);
void SetCrash(bool b) { m_bCrash = b;} // Crash Check Setting Func
// wheel (<28><><EFBFBD><EFBFBD> <20>׸<EFBFBD><D7B8><EFBFBD> <20><>ƾ)
void Render2(int blendmode);
bool UpdateLightning(D3DXVECTOR3 &pos,bool bCrash);
void SetLightningValue(int t) { m_LightningValue = t;}
void SetBezierControl(float control,float height,float speed,float accel,float length,
float fade,float limitlength,int axis,int endspeed,int endaccel,int uv);
D3DXVECTOR3 GetBezierLastPos();
};
#endif

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@@ -0,0 +1,65 @@
/************************
ase label define
**************************/
#ifndef __EFFASEDEFINE_H__
#define __EFFASEDEFINE_H__
#define OBJECT "*GEOMOBJECT" // An object tag for new objects
#define LIGHT_OBJECT "*LIGHTOBJECT"
#define NODE_NAME "*NODE_NAME"
#define NODE_PARENT "*NODE_PARENT"
#define NODE_TM "*NODE_TM"
#define TM_ROW0 "*TM_ROW0"
#define TM_ROW1 "*TM_ROW1"
#define TM_ROW2 "*TM_ROW2"
#define TM_ROW3 "*TM_ROW3"
#define TM_POS "*TM_POS"
#define TM_ROTAXIS "*TM_ROTAXIS"
#define TM_ROTANGLE "*TM_ROTANGLE"
#define TM_SCALE "*TM_SCALE"
#define TM_SCALEAXIS "*TM_SCALEAXIS"
#define TM_SCALEAXISANG "*TM_SCALEAXISANG"
#define BLOCK_START "{"
#define BLOCK_END "}"
#define NUM_VERTEX "*MESH_NUMVERTEX" // The number of vertices tag
#define NUM_FACES "*MESH_NUMFACES" // The number of faces tag
#define NUM_TVERTEX "*MESH_NUMTVERTEX" // The number of texture coordinates
#define VERTEX "*MESH_VERTEX" // The list of vertices tag
#define FACE "*MESH_FACE" // The list of faces tag
#define NORMALS "*MESH_NORMALS" // The list of normals tag (If you want)
#define FACE_NORMAL "*MESH_FACENORMAL" // The face normal for the current index
#define NVERTEX "*MESH_VERTEXNORMAL" // The list of vertex normals
#define TVERTEX "*MESH_TVERT" // The texture coordinate index tag
#define TFACE "*MESH_TFACE" // The vertex index tag
#define TEXTURE "*BITMAP" // The file name for the object's texture map
#define UTILE "*UVW_U_TILING" // The U tiling ratio tag
#define VTILE "*UVW_V_TILING" // The V tiling ratio tag
#define UOFFSET "*UVW_U_OFFSET" // The U tile offset tag
#define VOFFSET "*UVW_V_OFFSET" // The V tile offset tag
#define MATERIAL_ID "*MATERIAL_REF" // The material ID tag
#define MATERIAL_COUNT "*MATERIAL_COUNT" // The material count tag
#define MATERIAL "*MATERIAL" // The material tag
#define MATERIAL_NAME "*MATERIAL_NAME" // The material name tag
#define MATERIAL_COLOR "*MATERIAL_DIFFUSE" // The material color tag
#define TM_ANIMATION "*TM_ANIMATION"
#define CONTROL_ROT_TCB "*CONTROL_ROT_TCB"
#define CONTROL_TCB_ROT_KEY "*CONTROL_TCB_ROT_KEY"
#define CONTROL_POS_BEZIER "*CONTROL_POS_BEZIER"
#define CONTROL_BEZIER_POS_KEY "*CONTROL_BEZIER_POS_KEY"
#define CONTROL_SCALE_BEZIER "*CONTROL_SCALE_BEZIER"
#define CONTROL_BEZIER_SCALE_KEY "*CONTROL_BEZIER_SCALE_KEY"
///////////////////////////////////
// mesh ani value
//////////////////////////////////
#define MESH_ANIMATION "*MESH_ANIMATION"
// use check ani frame num.
#define MESH_TIMEVALUE "*TIMEVALUE"
#endif

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@@ -0,0 +1,9 @@
#include "EffDebugLog.h"
#include "GMMemory.h"
void WriteDebug(char *strErr) {
char *strDebugFile = "EffectErr.txt";
FILE *fp = fopen(strDebugFile,"at+");
fprintf(fp,"File Not Found : %s\n",strErr);
fclose(fp);
}

View File

@@ -0,0 +1,8 @@
#ifndef __EFFDEBUGLOG__H__
#define __EFFDEBUGLOG__H__
#include "stdio.h"
void WriteDebug(char *strErr);
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,232 @@
#ifndef __EFFECTMESH_H__
#define __EFFECTMESH_H__
#define BUF_SIZE 256
#include <vector>
#include "EffAseDefine.h"
#include "texture.h"
#include "BaseDataDefine.h"
#include <d3dx8.h>
#include <d3d8.h>
#define EFF_FILE "GEMDatafile"
#define VOT 1.0f
using namespace std;
class CEffectMesh {
public:
CEffectMesh();
~CEffectMesh();
bool LoadWadfile(char *filename,LPDIRECT3DDEVICE8 );
float Render(LPDIRECT3DDEVICE8 ,D3DXVECTOR3 );
D3DXMATRIX RotateObject(LPDIRECT3DDEVICE8 ,int object_index,float frame,D3DXMATRIX *w);
D3DXMATRIX TranslateObject(LPDIRECT3DDEVICE8 d_device,int object_index,float frame,D3DXMATRIX *w);
D3DXMATRIX ScaleObject(LPDIRECT3DDEVICE8 ,int object_index,float frame,D3DXMATRIX *w);
int vertex_interpolation(int object_index,float now_frame);
void Change_Vertexbuffer(int object_index);
void SetObjectColor(int obj_num,int r,int g,int b,int a);
void Create_Vertex(int i,LPDIRECT3DDEVICE8 );
void CreateTexture(LPDIRECT3DDEVICE8 device);
void CreateAniTexture(LPDIRECT3DDEVICE8 device,int obj_num);
void LoadSubface(int object_index);
void SetTexAniFrame(int object_index,float frame);
void SetStartTexAni(int object_index,float frame);
void StartTexAni(bool b) {m_texanistart = b;}
void SetPickColor(int object_index,int r,int g,int b,int a);
//picking <20>Ǿ<EFBFBD><C7BE>ִ<EFBFBD> object <20><> index
void SetPickNum(int n) {pick_index = n;}
void SetNullTexture(bool b) {m_NullTexture = b;}
float UpdateMesh();
void SetFrame(float f);
void SetColor(int r,int g,int b,int a) {Color = D3DCOLOR_ARGB(a,r,g,b);}
// alpha : 0~255
float GetMaxframe() {return max_frame;}
int GetObjectNum(){return Model.object_num;}
void SetAlpha(int );
void SetLoop(bool b) {m_Loop = b; }
void StartAni(bool b) {m_Start = b;}
void SetBlend(DWORD s,DWORD d) {SrcBlend = s; DstBlend = d;}
bool GetStart() {return m_Start;}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void SetVot(float n) {vot = n;}
//////////////////////////////////////////////////////////////////////////////////////////////////////
// in class
///////////////////////////////////////////////////////////////////////////////////////////////////////
class WadFace {
public:
vector<int> sub;
int sub_num;
};
class WadTexture {
public:
vector<LPDIRECT3DTEXTURE8 *> tex;
int tex_num;
};
class custom_vertex{
public:
float x,y,z;
float nx,ny,nz;
float s,t;
};
class custom_vertex2{
public:
float x,y,z;
};
class AseFace{
public:
int vertex_index[4];
int coord_index[3];
};
class AseMaterial{
public:
char texture_name[255];
char texture_file[255];
BYTE color[3];
// standard ot multy/sub
int mat_class;
AseMaterial *sub;
int sub_num;
float fcolor[3];
int tex_id;
float u_tile;
float v_tile;
float u_offset;
float v_offset;
};
class AseRotKey{
public:
int frame_num;
float x,y,z,w;
};
class AsePosKey{
public:
int frame_num;
float x,y,z;
};
class AseScaleKey{
public:
int frame_num;
float x,y,z;
};
class AseMorphObject{
public:
D3DXVECTOR3 *vertex;
D3DXVECTOR2 *texcoord;
D3DXVECTOR3 *normal;
AseFace *face;
int keynum;
};
class AseObject{
public:
int material_id;
int vertex_num;
int face_num;
int texcoord_num;
bool btexture;
bool bmorph;
//bilboard mesh
bool bBil;
// bilboard2 mesh
bool bBil2;
// texture change ani.
bool bTexani;
// morphing <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool bMorphStart;
// texture random change ani.
bool bRandTex;
//cull face
bool bCull;
// Ani texture num
int AniTexNum;
bool bZ;
// <20><><EFBFBD><EFBFBD> <20>ҷ<EFBFBD><D2B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> tex index
int current_tex;
char object_name[255];
char parent_name[255];
bool bparent;
D3DXVECTOR3 *vertex;
D3DXVECTOR2 *texcoord;
D3DXVECTOR3 *normal;
bool bnormal;
//object <20><> RGBA
DWORD ObjectColor;
DWORD ObjectPickColor;
// ani texture
CTexture *anitexture;
D3DXMATRIX matrix;
D3DXVECTOR3 pos;
D3DXVECTOR3 rot_axis;
float rot_angle;
vector<AseRotKey> rot_key;
vector<AseMorphObject> morph;
int morph_num;
vector<AsePosKey> pos_key;
int pos_keyNum;
//
vector<AseScaleKey> scale_key;
int scale_KeyNum;
int rot_keyNum;
D3DXVECTOR3 scale;
D3DXVECTOR3 scale_axis;
D3DXQUATERNION *rot_quatkey;
AseFace *face;
float texstart_frame;
float texchange_frame;
};
class AseModel {
public:
int object_num;
int material_num;
vector<AseObject> pobject;
vector<AseMaterial> pmaterial;
};
AseModel Model;
//////////////////////////////////////////////////////////////////////////////////////////////////////
private:
LPDIRECT3DVERTEXBUFFER8 *object;
CTexture *texture;
int pick_index;
int texture_count;
DWORD Color;
WadFace *object_sub;
custom_vertex *vert;
D3DXVECTOR3 *vert2;
float frame;
float max_frame;
DWORD SrcBlend,DstBlend;
int vot;
// ani loop <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD><C8B5><EFBFBD>
bool m_Loop;
// ani <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ<EFBFBD><C6B4><EFBFBD>..
bool m_Start;
bool m_texanistart;
bool m_NullTexture;
FILE *wadfile;
};
#endif

341
Engine/Effect/Effect.vcproj Normal file
View File

@@ -0,0 +1,341 @@
<?xml version="1.0" encoding="ks_c_5601-1987"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="Effect"
ProjectGUID="{AE5E7ECA-0D7F-4538-B80C-900B07AA00CE}"
Keyword="Win32Proj">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="../SoundLib;&quot;../Zalla3D Scene Class&quot;;&quot;../Zalla3D Base Class&quot;;../../Client/CharacterActionControl/;../Caldron;../../Client/GlobalScript;../../MemoryManager;../CrossM/Include"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/Effect.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="../SoundLib;&quot;../Zalla3D Scene Class&quot;;&quot;../Zalla3D Base Class&quot;;../../Client/CharacterActionControl/;../Caldron;../../Client/GlobalScript;../../MemoryManager;../CrossM/Include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/Effect.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release_NoGD|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="../SoundLib;&quot;../Zalla3D Scene Class&quot;;&quot;../Zalla3D Base Class&quot;;../../Client/CharacterActionControl/;../Caldron;../../Client/GlobalScript;../../MemoryManager;../CrossM/Include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/Effect.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release_MY|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="../SoundLib;&quot;../Zalla3D Scene Class&quot;;&quot;../Zalla3D Base Class&quot;;../../Client/CharacterActionControl/;../Caldron;../../Client/GlobalScript;../../MemoryManager;../CrossM/Include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/Effect.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Debug_MY|Win32"
OutputDirectory="../../Library/$(ConfigurationName)"
IntermediateDirectory="../../Intermediate/$(ProjectName)/$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="../SoundLib;&quot;../Zalla3D Scene Class&quot;;&quot;../Zalla3D Base Class&quot;;../../Client/CharacterActionControl/;../Caldron;../../Client/GlobalScript;../../MemoryManager;../CrossM/Include"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/Effect.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="<22>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD>"
Filter="cpp;c;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}">
<File
RelativePath=".\CEffscript.cpp">
</File>
<File
RelativePath=".\CGemRender.cpp">
</File>
<File
RelativePath=".\CLightning.cpp">
</File>
<File
RelativePath=".\EffDebugLog.cpp">
</File>
<File
RelativePath=".\MemoryPool.cpp">
</File>
<File
RelativePath=".\SMRHeader.cpp">
</File>
<File
RelativePath=".\SMRObj.cpp">
</File>
<File
RelativePath=".\X3DEffect.cpp">
</File>
<File
RelativePath=".\X3DEffectBase.cpp">
</File>
<File
RelativePath=".\X3DEffectBillboard.cpp">
</File>
<File
RelativePath=".\X3DEffectCylinder.cpp">
</File>
<File
RelativePath=".\X3DEffectManager.cpp">
</File>
<File
RelativePath=".\X3DEffectMesh.cpp">
</File>
<File
RelativePath=".\X3DEffectParticle.cpp">
</File>
<File
RelativePath=".\X3DEffectPlane.cpp">
</File>
<File
RelativePath=".\X3DEffectSphere.cpp">
</File>
</Filter>
<Filter
Name="<22><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}">
<File
RelativePath=".\CEffscript.h">
</File>
<File
RelativePath=".\CEffscriptDefine.h">
</File>
<File
RelativePath=".\CGemRender.h">
</File>
<File
RelativePath=".\CLightning.h">
</File>
<File
RelativePath=".\EffDebugLog.h">
</File>
<File
RelativePath=".\Key.h">
</File>
<File
RelativePath=".\MemoryPool.h">
</File>
<File
RelativePath=".\SMRHeader.h">
</File>
<File
RelativePath=".\SMRObj.h">
</File>
<File
RelativePath=".\X3DEffect.h">
</File>
<File
RelativePath=".\X3DEffectBase.h">
</File>
<File
RelativePath=".\X3DEffectBillboard.h">
</File>
<File
RelativePath=".\X3DEffectCylinder.h">
</File>
<File
RelativePath=".\X3DEffectManager.h">
</File>
<File
RelativePath=".\X3DEffectMesh.h">
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159
Engine/Effect/Key.h Normal file
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@@ -0,0 +1,159 @@
#if !defined(KEY_H)
#define KEY_H
#pragma warning(disable:4786) // don't warn about browse name overflow.
#include <map>
#include <vector.h>
#include <vertex.h>
#include <quaternion.h>
#include "z3dmath.h"
typedef std::map< unsigned long, vector3, std::less<unsigned long> > VectorKeyList;
typedef std::map< unsigned long, quaternion, std::less<unsigned long> > QuaternionKeyList;
typedef std::map< unsigned long, float, std::less<unsigned long> > FloatKeyList;
typedef std::map< unsigned long, color, std::less<unsigned long> > ColorKeyList;
template <typename KeyList> class CKeyList
{
protected:
KeyList m_lstKey;
typename KeyList::iterator Lower, Upper;
unsigned long dwLower, dwUpper;
public:
CKeyList(void) { }
~CKeyList(void) { }
typename KeyList::iterator Begin(void) { return m_lstKey.begin(); }
typename KeyList::iterator End(void) { return m_lstKey.end(); }
template <typename NewData> void SetKey(unsigned long dwFrame, NewData &Data) { m_lstKey[dwFrame] = Data; }
template <typename NewData> BOOL Find(unsigned long dwFrame, NewData &Data)
{
if(m_lstKey.empty()) return FALSE;
Lower = m_lstKey.find(dwFrame);
if(Lower == m_lstKey.end())
{
Lower = m_lstKey.lower_bound(dwFrame);
if(Lower != m_lstKey.begin()) { Lower--; }
Data = ((*Lower).second);
return FALSE;
}
Data = ((*Lower).second);
return TRUE;
}
BOOL Find(unsigned long dwFrame)
{
if(m_lstKey.empty()) return FALSE;
Lower = m_lstKey.find(dwFrame);
if(Lower == m_lstKey.end()) return FALSE; else return TRUE;
}
void Erase(unsigned long dwFrame)
{
Lower = m_lstKey.find(dwFrame);
m_lstKey.erase(Lower);
}
template <typename DataType> void Load(FILE *fp, DataType &Data)
{
unsigned short frame;
dwLower = 0;
fread(&dwLower, 2, 1, fp);
for(dwUpper = 0; dwUpper < dwLower; dwUpper++)
{
fread(&frame, 2, 1, fp);
fread(&Data, sizeof(Data), 1, fp);
m_lstKey[frame] = Data;
}
}
void Save(FILE *fp)
{
dwLower = m_lstKey.size();
fwrite(&dwLower, 2, 1, fp);
for(Lower = m_lstKey.begin(); Lower != m_lstKey.end(); Lower++)
{
fwrite(&((*Lower).first), 2, 1, fp);
fwrite(&((*Lower).second), sizeof((*Lower).second), 1, fp);
}
}
BOOL InterpolationQ(float fFrame, quaternion &Data)
{
quaternion rdLower, rdUpper;
if(m_lstKey.empty()) return FALSE;
Lower = Upper = m_lstKey.lower_bound(ceilf(fFrame));
if(Upper == m_lstKey.begin()) { Upper = Lower; Upper++; } else { Lower--; }
dwLower = (*Lower).first;
rdLower = (*Lower).second;
if(Upper != m_lstKey.end())
{
dwUpper = (*Upper).first;
rdUpper = (*Upper).second;
z3d::QuaternionSlerp(Data, rdLower, rdUpper, 1.0f / (dwUpper - dwLower) * (fFrame - dwLower));
} else
{
Data = rdLower;
}
return TRUE;
}
BOOL InterpolationC(float fFrame, color &Data)
{
color rdLower, rdUpper;
if(m_lstKey.empty()) return FALSE;
Lower = Upper = m_lstKey.lower_bound(ceilf(fFrame));
if(Upper == m_lstKey.begin()) { Upper = Lower; Upper++; } else { Lower--; }
dwLower = (*Lower).first;
rdLower = (*Lower).second;
if(Upper != m_lstKey.end())
{
dwUpper = (*Upper).first;
rdUpper = (*Upper).second;
Data = color::Interpolation(rdLower, rdUpper, 1.0f / (dwUpper - dwLower) * (fFrame - dwLower));
} else
{
Data = rdLower;
}
return TRUE;
}
template <typename RetData> BOOL Interpolation(float fFrame, RetData &Data)
{
RetData rdLower, rdUpper;
if(m_lstKey.empty()) return FALSE;
Lower = Upper = m_lstKey.lower_bound(ceilf(fFrame));
if(Upper == m_lstKey.begin()) { Upper = Lower; Upper++; } else { Lower--; }
dwLower = (*Lower).first;
rdLower = (*Lower).second;
if(Upper != m_lstKey.end())
{
dwUpper = (*Upper).first;
rdUpper = (*Upper).second;
Data = (((rdUpper - rdLower) / (dwUpper - dwLower)) * (fFrame - dwLower)) + rdLower;
} else
{
Data = rdLower;
}
return TRUE;
}
};
template <typename KeyList, class Data>
inline void SetKey(unsigned long dwFrame, KeyList &lstKey, Data NewData)
{
lstKey.SetKey(dwFrame, NewData);
}
#endif // !defined(KEY_H)

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@@ -0,0 +1,329 @@
#include "MemoryPool.h"
#include <winsock2.h>
#include <windows.h>
#include <new>
#include <iostream>
#include <fstream>
#include "GMMemory.h"
const char* const CFixedPool::ms_strErrLogFileName = "FixedMemoryPool_ErrLog.txt";
struct CFixedPool::ChunkNode
{
ChunkNode* m_pNext;
};
struct CFixedPool::AllocateInfo
{
AllocateInfo* m_pNext;
static const int ms_nPaddingSize;
static const char* ms_strAllocatedPadding;
static const char* ms_strDeallocatedPadding;
static const char* ms_strNotUsedPadding;
};
const char* CFixedPool::AllocateInfo::ms_strAllocatedPadding = "Aloc";
const char* CFixedPool::AllocateInfo::ms_strDeallocatedPadding = "Free";
const char* CFixedPool::AllocateInfo::ms_strNotUsedPadding = "Nuse";
#ifdef MEMPOOL_DBGMODE
const int CFixedPool::AllocateInfo::ms_nPaddingSize = 4;
#else
const int CFixedPool::AllocateInfo::ms_nPaddingSize = 0;
#endif
#include "GMUndefNew.h"
DEFINE_ALLOCATOR(CFixedPool)
{
if(nSize != m_nOriginalSize)
{
return operator new(nSize);
}
m_PoolLock.Lock();
if(NULL == m_pNodeHead)
{
if(!AllocateChunks())
{
return NULL;
}
}
AllocateInfo* pNode = m_pNodeHead;
m_pNodeHead = m_pNodeHead->m_pNext;
++m_nTotalInUse;
m_PoolLock.Unlock();
char* pResult = reinterpret_cast<char*>(pNode);
#ifdef MEMPOOL_DBGMODE
memcpy(pResult + m_nPerAllocateSize - AllocateInfo::ms_nPaddingSize,
AllocateInfo::ms_strAllocatedPadding, AllocateInfo::ms_nPaddingSize);
#endif
return pResult + sizeof(AllocateInfo);
}
DEFINE_DEALLOCATOR(CFixedPool)
{
if(NULL == pDelete)
{
return;
}
if(nSize != m_nOriginalSize)
{
operator delete(pDelete);
return;
}
char* pszDelete = reinterpret_cast<char*>(pDelete) - sizeof(AllocateInfo);
AllocateInfo* pNode = reinterpret_cast<AllocateInfo*>(pszDelete);
#ifdef MEMPOOL_DBGMODE
// <09><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>÷ο<C3B7> Ȥ<><C8A4> <20>޸𸮸<DEB8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
const char* pszPadding = pszDelete + m_nPerAllocateSize - AllocateInfo::ms_nPaddingSize;
if(0 != memcmp(pszPadding, AllocateInfo::ms_strAllocatedPadding, AllocateInfo::ms_nPaddingSize))
{
LogBufferOverflow(pszPadding);
}
#endif
m_PoolLock.Lock();
pNode->m_pNext = m_pNodeHead;
m_pNodeHead = pNode;
--m_nTotalInUse;
m_PoolLock.Unlock();
}
#include "GMRedefNew.h"
bool CFixedPool::AllocateChunks()
{
#include "GMUndefNew.h"
// Allocation and make list
ChunkNode* pChunkNode = reinterpret_cast<ChunkNode*>(
::operator new(sizeof(ChunkNode) + m_nPerAllocateSize * m_nPerAllocateNum));
#include "GMRedefNew.h"
if(0 == pChunkNode)
{
// Chunk <20>޸<EFBFBD><DEB8><EFBFBD> <20>Ҵ<EFBFBD> <20><><EFBFBD><EFBFBD>.
return false;
}
pChunkNode->m_pNext = m_pChunkHead;
m_pChunkHead = pChunkNode;
m_pNodeHead = reinterpret_cast<AllocateInfo*>(m_pChunkHead + 1);
m_nTotalAllocated += m_nPerAllocateNum; // <20><>ü <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
char* pMakeList = reinterpret_cast<char*>(m_pNodeHead);
size_t nAllocated = m_nPerAllocateNum - 1;
while(0 < nAllocated--)
{
reinterpret_cast<AllocateInfo*>(pMakeList)->m_pNext =
reinterpret_cast<AllocateInfo*>(pMakeList + m_nPerAllocateSize);
pMakeList += m_nPerAllocateSize;
#ifdef MEMPOOL_DBGMODE
// <09>޸𸮰<DEB8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD> <20>е<EFBFBD><D0B5><EFBFBD> <20><><EFBFBD><EFBFBD>.
memcpy(pMakeList - AllocateInfo::ms_nPaddingSize,
AllocateInfo::ms_strNotUsedPadding, AllocateInfo::ms_nPaddingSize);
#endif
}
reinterpret_cast<AllocateInfo*>(pMakeList)->m_pNext = 0;
return true;
}
CFixedPool::CFixedPool()
: m_pChunkHead(NULL), m_pNodeHead(NULL),
m_nOriginalSize(0), m_nPerAllocateNum(0), m_nPerAllocateSize(0),
m_nTotalAllocated(0), m_nTotalInUse(0)
{
}
CFixedPool::CFixedPool(size_t nPerAllocateSize, size_t nPerAllocateNum,
const char* strMaxPoolName, size_t nNameLen)
: m_pChunkHead(NULL), m_pNodeHead(NULL),
m_nOriginalSize(0), m_nPerAllocateNum(0), m_nPerAllocateSize(0),
m_nTotalAllocated(0), m_nTotalInUse(0)
{
Initialize(nPerAllocateSize, nPerAllocateNum, strMaxPoolName, nNameLen);
}
CFixedPool::~CFixedPool()
{
Destroy();
}
bool CFixedPool::Initialize(size_t nPerAllocateSize, size_t nPerAllocateNum,
const char* strMaxPoolName, size_t nNameLen)
{
Destroy();
m_nOriginalSize = nPerAllocateSize;
m_nPerAllocateNum = nPerAllocateNum;
m_nPerAllocateSize = nPerAllocateSize + GetLeastAllocateSize();
const size_t nLastPos = min(nNameLen, MAX_POOL_NAME - 1);
strncpy(m_pszPoolName, strMaxPoolName, nLastPos);
m_pszPoolName[nLastPos] = 0;
return true;
}
void CFixedPool::LogBufferOverflow(const char* lpBuffer)
{
FILE* pLogFile = fopen(ms_strErrLogFileName, "ab");
if(NULL != pLogFile)
{
SYSTEMTIME sysTime;
GetLocalTime(&sysTime);
__try
{
fprintf(pLogFile, "\n[%d-%d-%d %d:%d:%d] %s <20>޸<EFBFBD><DEB8><EFBFBD> Ǯ<><C7AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>÷ο<C3B7> <20>Ǵ<EFBFBD>, "
"<EFBFBD>޸<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD>ϴ<EFBFBD>. PerAllocateSize = %d(0x%08x)\n<",
sysTime.wYear, sysTime.wMonth, sysTime.wDay, sysTime.wHour, sysTime.wMinute, sysTime.wSecond, m_pszPoolName,
m_nPerAllocateSize, m_nPerAllocateSize);
fwrite(lpBuffer, m_nPerAllocateSize * 2, 1, pLogFile);
}
__finally
{
fprintf(pLogFile, ">");
fclose(pLogFile);
}
}
}
void CFixedPool::Destroy()
{
PoolLock::Syncronize sync(m_PoolLock);
if(0 != m_nTotalInUse)
{
// <09>޸<EFBFBD><DEB8><EFBFBD> <20><><EFBFBD><EFBFBD> <20>α׸<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. (Chunk<6E><6B> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>޸𸮸<DEB8> ã<>Ƴ<EFBFBD><C6B3><EFBFBD>.)
/*FILE* pLogFile = fopen(ms_strErrLogFileName, "ab");
if(NULL != pLogFile)
{
SYSTEMTIME sysTime;
GetLocalTime(&sysTime);
fprintf(pLogFile, "[%d-%d-%d %d:%d:%d] %s <20>޸<EFBFBD><DEB8><EFBFBD> Ǯ<><C7AE><EFBFBD><EFBFBD> %d<><64><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>. <20>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD>մϴ<D5B4>.\r\n",
sysTime.wYear, sysTime.wMonth, sysTime.wDay, sysTime.wHour, sysTime.wMinute, sysTime.wSecond,
m_pszPoolName, m_nTotalInUse);
fclose(pLogFile);
}*/
}
for(ChunkNode* pChunkNode = m_pChunkHead; NULL != pChunkNode;)
{
ChunkNode* pDelNode = pChunkNode;
pChunkNode = pChunkNode->m_pNext;
delete pDelNode;
}
m_nTotalAllocated = m_nTotalInUse = 0;
m_pChunkHead = NULL;
m_pNodeHead = NULL;
}
size_t CFixedPool::GetLeastAllocateSize()
{
return sizeof(AllocateInfo) + AllocateInfo::ms_nPaddingSize;
}
const char* CFixedPool::GetErrFileName()
{
return ms_strErrLogFileName;
}
void CFixedPoolTest::DoTest()
{
const char* const strErrLogFileName = CFixedPool::GetErrFileName();
//printf("%s Test Started.\n", __FUNCTION__);
remove(strErrLogFileName);
CFixedPool pool;
const char* pName = "<EFBFBD>׽<EFBFBD>ƮǮ";
const int nSize = 10;
const int nPerAllocate = 100;
const int MAX_ALLOC = nPerAllocate * 10;
void* pAlloc[MAX_ALLOC];
pool.Initialize(nSize, nPerAllocate, pName, strlen(pName));
for(int i = 0; i < MAX_ALLOC; ++i)
{
pAlloc[i] = pool.ALLOC(nSize);
}
for(int i = 0; i < MAX_ALLOC; ++i)
{
pool.FREE(pAlloc[i], nSize);
}
pool.Destroy();
FILE* pFile = fopen(strErrLogFileName, "rb");
if(NULL == pFile)
{
printf("\tTest Successed!\n");
}
else
{
fclose(pFile);
#ifdef WIN32
char szPath[MAX_PATH];
char szFileNameWithPath[MAX_PATH];
UINT nResult = GetWindowsDirectory(szPath, MAX_PATH);
if(0 != nResult && nResult <= MAX_PATH)
{
_snprintf(szFileNameWithPath, MAX_PATH, "%s\\NotePad.exe %s", szPath, strErrLogFileName);
WinExec(szFileNameWithPath, SW_SHOW);
}
#endif
printf("\tMemory Leak or Curruption Detected!\n\tPlease See %s File\n", strErrLogFileName);
}
//printf("%s Test Completed.\n\n");
}

View File

@@ -0,0 +1,93 @@
#ifndef _MEMORYPOOL_H_
#define _MEMORYPOOL_H_
#include <cstdlib>
#include <new>
#define MEMPOOL_DBGMODE
#define ALLOC(nSize) Allocate((nSize))
#define FREE(pDelete, nSize) Deallocate((pDelete), (nSize))
#define DECLARE_ALLOCATOR void* Allocate(size_t nSize)
#define DECLARE_DEALLOCATOR void Deallocate(void* pDelete, size_t nSize)
#define DEFINE_ALLOCATOR(className) void* className::Allocate(size_t nSize)
#define DEFINE_DEALLOCATOR(className) void className::Deallocate(void* pDelete, size_t nSize)
class CNullLock
{
public:
class Syncronize
{
public:
Syncronize(CNullLock& nullLock) { }
};
void Lock() { }
void Unlock() { }
};
class CFixedPool
{
public:
enum { MAX_POOL_NAME = 32 };
CFixedPool();
CFixedPool(size_t nPerAllocateSize, size_t nPerAllocateNum,
const char* strMaxPoolName, size_t nNameLen);
~CFixedPool();
bool Initialize(size_t nPerAllocateSize, size_t nPerAllocateNum,
const char* strMaxPoolName, size_t nNameLen);
void Destroy();
unsigned long GetTotalUse() const { return static_cast<unsigned long>(m_nTotalInUse); }
static size_t GetLeastAllocateSize();
static const char* GetErrFileName();
size_t m_nTotalInUse;
DECLARE_ALLOCATOR;
DECLARE_DEALLOCATOR;
private:
bool AllocateChunks();
void LogBufferOverflow(const char* lpBuffer);
typedef CNullLock PoolLock;
struct ChunkNode;
struct AllocateInfo;
PoolLock m_PoolLock;
ChunkNode* m_pChunkHead;
AllocateInfo* m_pNodeHead;
size_t m_nOriginalSize;
size_t m_nPerAllocateSize;
size_t m_nPerAllocateNum;
size_t m_nTotalAllocated;
char m_pszPoolName[MAX_POOL_NAME];
static const char* const ms_strErrLogFileName;
};
class CFixedPoolTest
{
public:
void DoTest();
};
#endif

21
Engine/Effect/ReadMe.txt Normal file
View File

@@ -0,0 +1,21 @@
========================================================================
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>̺귯<CCBA><EAB7AF> : Effect <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
========================================================================
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><> Effect <20><><EFBFBD>̺귯<CCBA><EAB7AF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>.
Effect.vcproj
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VC++ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD>Դϴ<D4B4>.
<20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Visual C++<2B><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD>
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ɿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////
<EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD>:
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> "TODO:" <20>ּ<EFBFBD><D6BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> <20>߰<EFBFBD><DFB0>ϰų<CFB0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20>ϴ<EFBFBD>
<EFBFBD>ҽ<EFBFBD> <20>ڵ<EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////

634
Engine/Effect/SMRHeader.cpp Normal file
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@@ -0,0 +1,634 @@
#include "./SMRHeader.h"
#include "GMMemory.h"
namespace SGEngine { namespace Core {
bool ISSameVertex(const D3DXVECTOR3 &vec1,const D3DXVECTOR3 &vec2)
{
D3DXVECTOR3 vecSub = vec1 - vec2;
if((fabs(vecSub.x) < 0.001f) &&
(fabs(vecSub.y) < 0.001f) &&
(fabs(vecSub.z) < 0.001f))
return true;
return false;
}
void CMeshCoreData::CMeshSMorphData::SetSmartMorphData(CExportMeshVertex *pSrc,CExportMeshVertex *pDest,const int &iVertices,const int &iModelIndex,char *strModelName)
{
std::vector<D3DXVECTOR3> ArrRelative;
std::vector<int> ArrRelativeIndex;
ArrRelative.clear();
ArrRelativeIndex.clear();
int i;
D3DXVECTOR3 vecRelative;
for(i = 0; i < iVertices; i++)
{
if(!ISSameVertex(pSrc[i].m_vecPos,pDest[i].m_vecPos))
{
ArrRelativeIndex.push_back(i);
vecRelative = pDest[i].m_vecPos - pSrc[i].m_vecPos;
ArrRelative.push_back(vecRelative);
}
}
m_iRelativeNum = (int)ArrRelative.size();
m_pRelativeVertices = new D3DXVECTOR3[ArrRelative.size()];
memcpy(m_pRelativeVertices,&ArrRelative[0],sizeof(D3DXVECTOR3) * ArrRelative.size());
m_pRelativeIndex = new int[ArrRelativeIndex.size()];
memcpy(m_pRelativeIndex,&ArrRelativeIndex[0],sizeof(int) * ArrRelativeIndex.size());
m_iModelID = iModelIndex;
if(strModelName)
{
strcpy(m_strName,strModelName);
}
}
void CMeshCoreData::SetSkinMeshData(const int &iVertex,D3DXMATRIX *matTm,D3DXMATRIX *matInvNodeTm) // rigid
{
if(iVertex < m_iVerticesNum)
{
D3DXMATRIX matSkinTm;
m_bUpdateData = true;
D3DXVECTOR3 *pPos = &(m_pDefaultVertices[iVertex].m_vecPos);
D3DXVECTOR3 *pDestPos = &(m_pVertices[iVertex].m_vecPos);
D3DXVECTOR4 vecTrans;
D3DXMatrixMultiply(&matSkinTm,matInvNodeTm,matTm);
D3DXVec3Transform(&vecTrans,pPos,&matSkinTm);
pDestPos->x = vecTrans.x;
pDestPos->y = vecTrans.y;
pDestPos->z = vecTrans.z;
}
}
void CMeshCoreData::SetSkinMeshData(const int &iVertex,CMeshSkinData::CMeshBlendData *pBlend,const int &iBlend)
{
int i;
if(iVertex < m_iVerticesNum)
{
D3DXMATRIX matWorldTm;
D3DXMATRIX matInvNodeTm;
D3DXMATRIX matSkinTm;
m_bUpdateData = true;
D3DXVECTOR3 *pPos = &(m_pDefaultVertices[iVertex].m_vecPos);
D3DXVECTOR3 *pDestPos = &(m_pVertices[iVertex].m_vecPos);
D3DXVECTOR4 vecTrans;
pDestPos->x = pDestPos->y = pDestPos->z = 0.0f;
for(i = 0; i < iBlend; i++ )
{
matWorldTm = pBlend[i].m_pNode->m_matNodeTm;
matWorldTm *= pBlend[i].m_fNodeWeight;
matInvNodeTm = pBlend[i].m_pNode->m_matInvNodeTm;
D3DXMatrixMultiply(&matSkinTm,&matInvNodeTm,&matWorldTm);
D3DXVec3Transform(&vecTrans,pPos,&matSkinTm);
pDestPos->x += vecTrans.x;
pDestPos->y += vecTrans.y;
pDestPos->z += vecTrans.z;
}
}
}
void CMeshCoreData::SetSmartMorphInterValue(const float &fValue,const int &iIndex)
{
if(m_bSMorph)
{
float fInter = fValue;
if(m_iSMorph > iIndex && m_pfSMorphInterValue)
{
/* if(fInter > 1.0f)
fInter = 1.0f;
if(fInter < 0.0f)
fInter = 0.0f;*/
m_pfSMorphInterValue[iIndex] = fInter;
}
}
}
void CMeshCoreData::UpdateMeshSmartMorph()
{
if(m_bSMorph && m_pVertices && m_pDefaultVertices)
{
int i,j;
m_bUpdateData = true;
memcpy(m_pVertices,m_pDefaultVertices,sizeof(CExportMeshVertex) * m_iVerticesNum);
for(i = 0; i < m_iSMorph; i++ )
{
if(fabs(m_pfSMorphInterValue[i]) > 0.00001f)
{
for(j = 0; j < m_pSMorph[i].m_iRelativeNum; j++ )
{
int iVertexIndex = m_pSMorph[i].m_pRelativeIndex[j];
m_pVertices[iVertexIndex].m_vecPos += (m_pSMorph[i].m_pRelativeVertices[j] * m_pfSMorphInterValue[i]);
}
}
}
}
}
void CMeshCoreData::UpdateMeshMorph(const float &fFrame)
{
if(m_bMorph && !m_bSMorph) // <20>ϴ<EFBFBD> smorph<70><68> <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ȵǰ<C8B5> <20>س<EFBFBD><D8B3>´<EFBFBD>.. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
{
int i;
int iSelect = 0;
int iCurrentFrame = (int)ceil(fFrame);
int iBeforeFrame = 0;
int iNextFrame = 0;
int iBeforeKey = 0;
int iNextKey = 0;
float fInterval = 0.0f;
CExportMeshVertex *pVertices = NULL;
for(i = 0; i < m_iMorph; i++ )
{
if(m_pMorphData[i].m_iFrame >= iCurrentFrame)
{
iSelect = i;
break;
}
}
if(m_iMorph == i)
{
iSelect = m_iMorph - 1;
pVertices = m_pMorphData[iSelect].m_pVertices;
memcpy(m_pVertices,pVertices,sizeof(CExportMeshVertex) * m_iVerticesNum);
m_bUpdateData = true;
}
else if(iSelect == 0)
{
pVertices = m_pMorphData[iSelect].m_pVertices;
memcpy(m_pVertices,pVertices,sizeof(CExportMeshVertex) * m_iVerticesNum);
m_bUpdateData = true;
}
else
{
m_bUpdateData = true;
iBeforeKey = iSelect - 1;
iBeforeFrame = m_pMorphData[iBeforeKey].m_iFrame;
iNextKey = iSelect;
iNextFrame = m_pMorphData[iNextKey].m_iFrame;
fInterval = (fFrame - iBeforeFrame) / (float)(iNextFrame - iBeforeFrame);
for(i = 0 ;i < m_iVerticesNum; i++ )
{
m_pVertices[i].m_vecPos = m_pMorphData[iNextKey].m_pVertices[i].m_vecPos - m_pMorphData[iBeforeKey].m_pVertices[i].m_vecPos;
m_pVertices[i].m_vecPos *= fInterval;
m_pVertices[i].m_vecPos += m_pMorphData[iBeforeKey].m_pVertices[i].m_vecPos;
m_pVertices[i].m_vecNormal = m_pMorphData[iNextKey].m_pVertices[i].m_vecNormal - m_pMorphData[iBeforeKey].m_pVertices[i].m_vecNormal;
m_pVertices[i].m_vecNormal *= fInterval;
m_pVertices[i].m_vecNormal += m_pMorphData[iBeforeKey].m_pVertices[i].m_vecNormal;
m_pVertices[i].m_vecTexcoord = m_pMorphData[iNextKey].m_pVertices[i].m_vecTexcoord - m_pMorphData[iBeforeKey].m_pVertices[i].m_vecTexcoord;
m_pVertices[i].m_vecTexcoord *= fInterval;
m_pVertices[i].m_vecTexcoord += m_pMorphData[iBeforeKey].m_pVertices[i].m_vecTexcoord;
}
}
}
}
// Linear interpolation.
void CMeshObjNode::UpdateTm(const float &fFrame,D3DXMATRIX *matParent)
{
int i;
int iSelect = 0;
D3DXVECTOR3 vecPos;
D3DXVECTOR3 vecScale;
D3DXQUATERNION qRot;
int iCurrentFrame = (int)ceil(fFrame);
int iBeforeFrame = 0;
int iNextFrame = 0;
int iBeforeKey = 0;
int iNextKey = 0;
float fInterval = 0.0f;
D3DXVECTOR3 vecInterval;
if(m_bAniNode)
{
if(m_pAniNode->m_bTmAni)
{
CNodeTMInfo CurrentTmInfo;
for(i = 0; i < m_pAniNode->m_iTmKeys; i++)
{
if(m_pAniNode->m_pTmKeys[i].m_iFrame >= iCurrentFrame)
{
iSelect = i;
break;
}
}
if(m_pAniNode->m_iTmKeys == i)
{
iSelect = m_pAniNode->m_iTmKeys - 1;
CurrentTmInfo = m_pAniNode->m_pTmKeys[iSelect].m_TmInfo;
}
else if(iSelect == 0)
{
CurrentTmInfo = m_pAniNode->m_pTmKeys[iSelect].m_TmInfo;
}
else
{
iBeforeKey = iSelect - 1;
iBeforeFrame = m_pAniNode->m_pTmKeys[iBeforeKey].m_iFrame;
iNextKey = iSelect;
iNextFrame = m_pAniNode->m_pTmKeys[iNextKey].m_iFrame;
fInterval = (fFrame - iBeforeFrame) / (float)(iNextFrame - iBeforeFrame);
D3DXVECTOR3 vecInterval;
// Trans
vecInterval.x = m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_vecTrans.x - m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecTrans.x;
vecInterval.y = m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_vecTrans.y - m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecTrans.y;
vecInterval.z = m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_vecTrans.z - m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecTrans.z;
vecInterval *= fInterval;
CurrentTmInfo.m_vecTrans.x = m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecTrans.x + vecInterval.x;
CurrentTmInfo.m_vecTrans.y = m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecTrans.y + vecInterval.y;
CurrentTmInfo.m_vecTrans.z = m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecTrans.z + vecInterval.z;
// Scale
vecInterval.x = m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_vecScale.x - m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecScale.x;
vecInterval.y = m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_vecScale.y - m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecScale.y;
vecInterval.z = m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_vecScale.z - m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecScale.z;
vecInterval *= fInterval;
CurrentTmInfo.m_vecScale.x = m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecScale.x + vecInterval.x;
CurrentTmInfo.m_vecScale.y = m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecScale.y + vecInterval.y;
CurrentTmInfo.m_vecScale.z = m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_vecScale.z + vecInterval.z;
// qrot
D3DXQuaternionSlerp(&CurrentTmInfo.m_qRot,
&(m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_qRot),
&(m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_qRot),
fInterval);
// qscaleaxis
D3DXQuaternionSlerp(&CurrentTmInfo.m_qScaleAxis,
&(m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_qScaleAxis),
&(m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_qScaleAxis),
fInterval);
// fDetermination
vecInterval.x = m_pAniNode->m_pTmKeys[iNextKey].m_TmInfo.m_fDetermination - m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_fDetermination;
vecInterval.x *= fInterval;
CurrentTmInfo.m_fDetermination = m_pAniNode->m_pTmKeys[iBeforeKey].m_TmInfo.m_fDetermination + vecInterval.x;
}
/* Convert matrix from affine value.
ptm = position component (t)
rtm = "essential" rotation (q)
srtm = "stretch" rotation (u)
stm = scale component (k)
ftm = the flip tm -> ScaleMatrix(Point3(ap.f,ap.f,ap.f));
Here's the correct way of reassembling the decomposed matrix:
Matrix3 srtm, rtm, ptm, stm, ftm;
ptm.IdentityMatrix();
ptm.SetTrans(ap.t);
ap.q.MakeMatrix(rtm);
ap.u.MakeMatrix(srtm);
stm = ScaleMatrix(ap.k);
mat = Inverse(srtm) * stm * srtm * rtm * ftm * ptm;
*/
D3DXMATRIX matR,matSA,matScale,matF,matP,matInvSA;
D3DXMatrixScaling(&matF,CurrentTmInfo.m_fDetermination,
CurrentTmInfo.m_fDetermination,
CurrentTmInfo.m_fDetermination);
D3DXMatrixIdentity(&matP);
D3DXMatrixTranslation(&matP,CurrentTmInfo.m_vecTrans.x,
CurrentTmInfo.m_vecTrans.y,
CurrentTmInfo.m_vecTrans.z);
D3DXMatrixRotationQuaternion(&matR,&CurrentTmInfo.m_qRot);
D3DXMatrixRotationQuaternion(&matSA,&CurrentTmInfo.m_qScaleAxis);
D3DXMatrixInverse(&matInvSA,NULL,&matSA);
D3DXMatrixScaling(&matScale,CurrentTmInfo.m_vecScale.x,
CurrentTmInfo.m_vecScale.y,
CurrentTmInfo.m_vecScale.z);
D3DXMatrixMultiply(&m_matNodeTm,&matInvSA,&matScale);
D3DXMatrixMultiply(&m_matNodeTm,&m_matNodeTm,&matSA);
D3DXMatrixMultiply(&m_matNodeTm,&m_matNodeTm,&matR);
D3DXMatrixMultiply(&m_matNodeTm,&m_matNodeTm,&matF);
D3DXMatrixMultiply(&m_matNodeTm,&m_matNodeTm,&matP);
}
else
{
if(m_pAniNode->m_bPosAni)
{
for(i = 0; i < m_pAniNode->m_iPosKeys; i++ )
{
if(m_pAniNode->m_pPosKeys[i].m_iFrame >= iCurrentFrame)
{
iSelect = i;
break;
}
}
if(m_pAniNode->m_iPosKeys == i)
{
iSelect = m_pAniNode->m_iPosKeys - 1;
vecPos = m_pAniNode->m_pPosKeys[iSelect].m_vecPos;
}
else if(iSelect == 0)
{
vecPos = m_pAniNode->m_pPosKeys[iSelect].m_vecPos;
}
else
{
iBeforeKey = iSelect - 1;
iBeforeFrame = m_pAniNode->m_pPosKeys[iBeforeKey].m_iFrame;
iNextKey = iSelect;
iNextFrame = m_pAniNode->m_pPosKeys[iNextKey].m_iFrame;
fInterval = (fFrame - iBeforeFrame) / (float)(iNextFrame - iBeforeFrame);
vecInterval.x = m_pAniNode->m_pPosKeys[iNextKey].m_vecPos.x - m_pAniNode->m_pPosKeys[iBeforeKey].m_vecPos.x;
vecInterval.y = m_pAniNode->m_pPosKeys[iNextKey].m_vecPos.y - m_pAniNode->m_pPosKeys[iBeforeKey].m_vecPos.y;
vecInterval.z = m_pAniNode->m_pPosKeys[iNextKey].m_vecPos.z - m_pAniNode->m_pPosKeys[iBeforeKey].m_vecPos.z;
vecInterval *= fInterval;
vecPos.x = m_pAniNode->m_pPosKeys[iBeforeKey].m_vecPos.x + vecInterval.x;
vecPos.y = m_pAniNode->m_pPosKeys[iBeforeKey].m_vecPos.y + vecInterval.y;
vecPos.z = m_pAniNode->m_pPosKeys[iBeforeKey].m_vecPos.z + vecInterval.z;
}
}
else
vecPos = m_DefaultNodeTm.m_vecTrans;
if(m_pAniNode->m_bScaleAni)
{
iSelect = 0;
for(i = 0; i < m_pAniNode->m_iScaleKeys; i++ )
{
if(m_pAniNode->m_pScaleKeys[i].m_iFrame >= iCurrentFrame)
{
iSelect = i;
break;
}
}
if(m_pAniNode->m_iScaleKeys == i)
{
iSelect = m_pAniNode->m_iScaleKeys - 1;
vecScale = m_pAniNode->m_pScaleKeys[iSelect].m_vecScale;
}
else if(iSelect == 0)
{
vecScale = m_pAniNode->m_pScaleKeys[iSelect].m_vecScale;
}
else
{
iBeforeKey = iSelect - 1;
iBeforeFrame = m_pAniNode->m_pScaleKeys[iBeforeKey].m_iFrame;
iNextKey = iSelect;
iNextFrame = m_pAniNode->m_pScaleKeys[iNextKey].m_iFrame;
fInterval = (fFrame - iBeforeFrame) / (float)(iNextFrame - iBeforeFrame);
vecInterval.x = m_pAniNode->m_pScaleKeys[iNextKey].m_vecScale.x - m_pAniNode->m_pScaleKeys[iBeforeKey].m_vecScale.x;
vecInterval.y = m_pAniNode->m_pScaleKeys[iNextKey].m_vecScale.y - m_pAniNode->m_pScaleKeys[iBeforeKey].m_vecScale.y;
vecInterval.z = m_pAniNode->m_pScaleKeys[iNextKey].m_vecScale.z - m_pAniNode->m_pScaleKeys[iBeforeKey].m_vecScale.z;
vecInterval *= fInterval;
vecScale.x = m_pAniNode->m_pScaleKeys[iBeforeKey].m_vecScale.x + vecInterval.x;
vecScale.y = m_pAniNode->m_pScaleKeys[iBeforeKey].m_vecScale.y + vecInterval.y;
vecScale.z = m_pAniNode->m_pScaleKeys[iBeforeKey].m_vecScale.z + vecInterval.z;
}
}
else
vecScale = m_DefaultNodeTm.m_vecScale;
if(m_pAniNode->m_bRotAni)
{
iSelect = 0;
for(i = 0; i < m_pAniNode->m_iRotKeys; i++ )
{
if(m_pAniNode->m_pRotKeys[i].m_iFrame >= iCurrentFrame)
{
iSelect = i;
break;
}
}
if(m_pAniNode->m_iRotKeys == i)
{
iSelect = m_pAniNode->m_iRotKeys - 1;
qRot = m_pAniNode->m_pRotKeys[iSelect].m_qRotKey;
}
else if(iSelect == 0)
{
qRot = m_pAniNode->m_pRotKeys[iSelect].m_qRotKey;
}
else
{
iBeforeKey = iSelect - 1;
iBeforeFrame = m_pAniNode->m_pRotKeys[iBeforeKey].m_iFrame;
iNextKey = iSelect;
iNextFrame = m_pAniNode->m_pRotKeys[iNextKey].m_iFrame;
fInterval = (fFrame - iBeforeFrame) / (float)(iNextFrame - iBeforeFrame);
D3DXQuaternionSlerp(&qRot,
&(m_pAniNode->m_pRotKeys[iBeforeKey].m_qRotKey),
&(m_pAniNode->m_pRotKeys[iNextKey].m_qRotKey),
fInterval);
}
}
else
qRot = m_DefaultNodeTm.m_qRot;
D3DXMatrixTransformation(&m_matNodeTm,
NULL,NULL,&vecScale,NULL,&qRot,&vecPos);
} // else
if(m_pAniNode->m_bVisAni)
{
float fVis = 1.0f;
float fInter = 0.0f;
for(i = 0; i < m_pAniNode->m_iVisKeys; i++ )
{
if(m_pAniNode->m_pVisKeys[i].m_iFrame >= iCurrentFrame)
{
iSelect = i;
break;
}
}
if(m_pAniNode->m_iVisKeys == i)
{
iSelect = m_pAniNode->m_iVisKeys - 1;
fVis = m_pAniNode->m_pVisKeys[iSelect].m_fVisibility;
}
else if(iSelect == 0)
{
fVis = m_pAniNode->m_pVisKeys[iSelect].m_fVisibility;
}
else
{
iBeforeKey = iSelect - 1;
iBeforeFrame = m_pAniNode->m_pVisKeys[iBeforeKey].m_iFrame;
iNextKey = iSelect;
iNextFrame = m_pAniNode->m_pVisKeys[iNextKey].m_iFrame;
fInterval = (fFrame - iBeforeFrame) / (float)(iNextFrame - iBeforeFrame);
fInter = m_pAniNode->m_pVisKeys[iNextKey].m_fVisibility - m_pAniNode->m_pVisKeys[iBeforeKey].m_fVisibility;
fInter *= fInterval;
fVis = m_pAniNode->m_pVisKeys[iBeforeKey].m_fVisibility + fInter;
}
m_fVisibility = fVis;
}
}
else{
/* vecPos = m_DefaultNodeTm.m_vecTrans;
qRot = m_DefaultNodeTm.m_qRot;
vecScale = m_DefaultNodeTm.m_vecScale;
D3DXMatrixTransformation(&m_matNodeTm,
NULL,NULL,&vecScale,NULL,&qRot,&vecPos);
*/
/* D3DXMATRIX mat;
D3DXMatrixInverse(&mat,NULL,&m_matInvNodeTm);
D3DXMatrixMultiply(&m_matNodeTm,&m_matNodeTm,&mat);
*/
D3DXMatrixInverse(&m_matNodeTm,NULL,&m_matInvNodeTm);
}
if(matParent)
{
if(m_bWorldTM)
{
D3DXMATRIX matInv;
D3DXMatrixInverse(&matInv,NULL,matParent); // exporter<65><72><EFBFBD><EFBFBD> (bipe <20><> ) ó<><C3B3> <20>ؾ<EFBFBD><D8BE><EFBFBD>.
D3DXMatrixMultiply(&m_matNodeTm,&m_matNodeTm,&matInv); // LocalTm = WorldTm * Parent InvTm
}
m_matLocalTm = m_matNodeTm;
D3DXMatrixMultiply(&m_matNodeTm,&m_matNodeTm,matParent); // WorldTm = LocalTm * ParentTm
}
}
void CMeshObjNode::UpdateSkinning()
{
int i;
D3DXMATRIX matWorldTm;
D3DXMATRIX matInvNodeTm;
int iVertexIndex;
int iMatIndex;
if(m_bSkinMorph && m_pSkinData)
{
for(i = 0; i < m_pSkinData->m_iRigid; i++)
{
matWorldTm = m_pSkinData->m_pRigid[i].m_pNode->m_matNodeTm;
matInvNodeTm = m_pSkinData->m_pRigid[i].m_pNode->m_matInvNodeTm;
iVertexIndex = m_pSkinData->m_pRigid[i].m_iVertexIndex;
iMatIndex = m_pSkinData->m_pRigid[i].m_iMatIndex;
SetSkinMeshData(iMatIndex,iVertexIndex,&matWorldTm,&matInvNodeTm);
}
for(i = 0; i < m_pSkinData->m_iBlend; i++ )
{
iVertexIndex = m_pSkinData->m_pBlend[i].m_iVertexIndex;
iMatIndex = m_pSkinData->m_pBlend[i].m_iMatIndex;
int iBlend = m_pSkinData->m_pBlend[i].m_iBlendData;
CMeshSkinData::CMeshBlendData *pBlend = m_pSkinData->m_pBlend[i].m_pArrBlendData;
SetSkinMeshData(iMatIndex,iVertexIndex,pBlend,iBlend);
}
}
}
}}

860
Engine/Effect/SMRHeader.h Normal file
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@@ -0,0 +1,860 @@
#include <d3dx8.h>
#include <d3d8.h>
#include <vector>
namespace SGEngine {
// template function <20><><EFBFBD><EFBFBD>
template<class _T>
inline void SafeDelete( _T ptr )
{
if( NULL != ptr )
{
delete (ptr);
ptr = NULL;
}
}
template<class _T>
inline void SafeDeleteA( _T ptr )
{
if( NULL != ptr )
{
delete[] (ptr);
ptr = NULL;
}
}
class CExportMeshVertex
{
public:
D3DXVECTOR3 m_vecPos;
D3DXVECTOR3 m_vecNormal;
D3DXVECTOR2 m_vecTexcoord;
CExportMeshVertex() : m_vecPos(0.0f,0.0f,0.0f),m_vecNormal(0.0f,0.0f,0.0f),m_vecTexcoord(0.0f,0.0f)
{}
~CExportMeshVertex(){}
};
enum MESHNODETYPE
{
MESHNODETYPE_DUMY = 0,
MESHNODETYPE_MATERIAL, // Material
MESHNODETYPE_MESHDATA, // Vertex, Index Data
MESHNODETYPE_ANINODE, // Ani Node
MESHNODETYPE_NUM,
};
enum SMRNODE
{
SMRNODE_NODE = 0,
SMRNODE_GROUP,
SMRNODE_NUM,
};
enum SMROBJTYPE
{
SMROBJ_MESH = 0,
SMROBJ_HELPER,
SMROBJ_BONE,
SMROBJ_NUM,
};
enum SMRMESHTYPE
{
SMRMESHTYPE_STATIC = 0,
SMRMESHTYPE_STATIC_WITHOUTLIGHTMAP,
SMRMESHTYPE_DYNAMIC,
SMRMESHTYPE_NUM,
};
enum SMRANICONTROLTYPE
{
SMRANICONTROL_BEZIER = 0,
SMRANICONTROL_LINEAR,
SMRANICONTROL_TCB,
SMRANICONTROL_SAMPLE,
SMRANICONTROL_NUM,
};
namespace Core {
class CMeshHeader
{
public:
CMeshHeader() : m_fVersion(1.0f),m_iNodes(0),m_iType(SMRMESHTYPE_STATIC)
{
memset(m_iExtension,0,sizeof(int)*10);
}
~CMeshHeader()
{}
float m_fVersion;
int m_iNodes;
int m_iType;
int m_iExtension[10]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>.
};
class CMeshObjNodeHeader
{
public:
CMeshObjNodeHeader() : m_iNodeType(MESHNODETYPE_DUMY), m_iNodeSize(0)
{}
~CMeshObjNodeHeader()
{}
int m_iNodeType;
unsigned long m_iNodeSize;
};
class CNodeTMInfo // MeshTM KeyInfo.
{
public:
D3DXVECTOR3 m_vecTrans; // Translation
D3DXVECTOR3 m_vecScale; // Scale
D3DXQUATERNION m_qRot; // Rot
D3DXQUATERNION m_qScaleAxis;
float m_fDetermination;
CNodeTMInfo() : m_vecTrans(0.0f,0.0f,0.0f),m_vecScale(1.0f,1.0f,1.0f),m_qRot(0.0f,0.0f,0.0f,1.0f),
m_qScaleAxis(0.0f,0.0f,0.0f,1.0f),m_fDetermination(0.0f)
{}
~CNodeTMInfo(){}
};
class CMeshKeyAniNode
{
public:
class CMeshKeyAniTm
{
public:
CMeshKeyAniTm() : m_iFrame(0)
{
}
~CMeshKeyAniTm()
{
}
int m_iFrame;
CNodeTMInfo m_TmInfo;
};
class CMeshKeyAniRot
{
public:
CMeshKeyAniRot() : m_qRotKey(0.0f,0.0f,0.0f,1.0f),m_iFrame(0)
{
}
~CMeshKeyAniRot()
{
}
D3DXQUATERNION m_qRotKey;
int m_iFrame;
};
class CMeshKeyAniPos
{
public:
CMeshKeyAniPos() : m_vecPos(0.0f,0.0f,0.0f),m_iFrame(0)
{
}
~CMeshKeyAniPos()
{
}
D3DXVECTOR3 m_vecPos;
int m_iFrame;
};
class CMeshKeyAniScale
{
public:
CMeshKeyAniScale() : m_iFrame(0),m_vecScale(1.0f,1.0f,1.0f)
{
}
~CMeshKeyAniScale()
{
}
D3DXVECTOR3 m_vecScale;
int m_iFrame;
};
class CMeshKeyAniVis
{
public:
CMeshKeyAniVis() : m_iFrame(0),m_fVisibility(1.0f)
{
}
~CMeshKeyAniVis()
{
}
float m_fVisibility;
int m_iFrame;
};
CMeshKeyAniNode() :m_iRotKeys(0),m_pRotKeys(NULL),m_bRotAni(false),m_iRotType(SMRANICONTROL_BEZIER),
m_iPosKeys(0),m_pPosKeys(NULL),m_bPosAni(false),m_iPosType(SMRANICONTROL_BEZIER),
m_iScaleKeys(0),m_pScaleKeys(NULL),m_bScaleAni(false),m_iScaleType(SMRANICONTROL_BEZIER),
m_iVisKeys(0),m_pVisKeys(NULL),m_bVisAni(false),m_iVisType(SMRANICONTROL_BEZIER),
m_bTmAni(false),m_iTmKeys(0),m_pTmKeys(NULL)
{
}
~CMeshKeyAniNode()
{
if(m_pRotKeys)
{
delete[] m_pRotKeys;
m_pRotKeys = NULL;
}
if(m_pPosKeys)
{
delete[] m_pPosKeys;
m_pPosKeys = NULL;
}
if(m_pScaleKeys)
{
delete[] m_pScaleKeys;
m_pScaleKeys = NULL;
}
if(m_pVisKeys)
{
delete[] m_pVisKeys;
m_pVisKeys = NULL;
}
if(m_pTmKeys)
{
delete[] m_pTmKeys;
m_pTmKeys = NULL;
}
}
bool m_bRotAni;
int m_iRotKeys;
CMeshKeyAniRot *m_pRotKeys;
int m_iRotType;
bool m_bPosAni;
int m_iPosKeys;
CMeshKeyAniPos *m_pPosKeys;
int m_iPosType;
bool m_bScaleAni;
int m_iScaleKeys;
CMeshKeyAniScale *m_pScaleKeys;
int m_iScaleType;
bool m_bVisAni;
int m_iVisKeys;
CMeshKeyAniVis *m_pVisKeys;
int m_iVisType;
bool m_bTmAni;
int m_iTmKeys;
CMeshKeyAniTm *m_pTmKeys;
};
class CMeshMaterialInfo
{
public:
CMeshMaterialInfo()
{
memset(m_strName,0,sizeof(char) * 256);
}
~CMeshMaterialInfo(){}
bool CheckString(const char *strName)
{
if(!strcmp(m_strName,strName))
return true;
return false;
}
char m_strName[256];
};
class CMeshObjNode;
class CMeshSkinData
{
public:
class CMeshSkinRigid
{
public:
int m_iMatIndex;
int m_iVertexIndex;
char m_strNodeName[256];
int m_iNodeIndex;
CMeshObjNode *m_pNode;
CMeshSkinRigid() : m_iVertexIndex(0), m_iMatIndex(0),m_pNode(NULL)
{
memset(m_strNodeName,0,sizeof(char) * 256);
m_iNodeIndex = 0;
}
~CMeshSkinRigid(){}
};
class CMeshBlendData
{
public:
char m_strNodeName[256];
int m_iNodeIndex;
float m_fNodeWeight;
CMeshObjNode *m_pNode;
CMeshBlendData() :m_fNodeWeight(0.0f) , m_pNode(NULL)
{
memset(m_strNodeName,0,sizeof(char) * 256);
m_iNodeIndex = 0;
}
~CMeshBlendData(){}
};
class CMeshSkinBlend
{
public:
int m_iMatIndex;
int m_iVertexIndex;
CMeshBlendData *m_pArrBlendData;
int m_iBlendData;
CMeshSkinBlend() : m_iVertexIndex(0),m_iMatIndex(0)
{
m_pArrBlendData = NULL;
m_iBlendData = 0;
}
~CMeshSkinBlend()
{
SafeDeleteA(m_pArrBlendData);
m_pArrBlendData = NULL;
}
};
CMeshSkinData() : m_iRigid(0),m_iBlend(0),m_pRigid(NULL),m_pBlend(NULL)
{
}
~CMeshSkinData()
{
SafeDeleteA(m_pRigid);
m_pRigid = NULL;
SafeDeleteA(m_pBlend);
m_pBlend = NULL;
}
void FindSkinRigidData(int iIndex,std::vector<CMeshSkinRigid *> *pArrRigid)
{
int i;
if(pArrRigid)
{
for(i = 0; i < m_iRigid; i++)
{
if(m_pRigid[i].m_iVertexIndex == iIndex)
{
pArrRigid->push_back(&(m_pRigid[i]));
}
}
}
}
void FindSkinBlendData(int iIndex,std::vector<CMeshSkinBlend *> *pArrBlend)
{
int i;
if(pArrBlend)
{
for(i = 0; i < m_iBlend; i++)
{
if(m_pBlend[i].m_iVertexIndex == iIndex)
{
pArrBlend->push_back(&(m_pBlend[i]));
}
}
}
}
int m_iRigid;
CMeshSkinRigid *m_pRigid;
int m_iBlend;
CMeshSkinBlend *m_pBlend;
};
class CMeshObjNode;
class CMeshCoreData
{
public:
class CMeshSMorphData // Smart Morphing
{
public:
int m_iModelID;
char m_strName[256];
D3DXVECTOR3 *m_pRelativeVertices;
int *m_pRelativeIndex;
int m_iRelativeNum;
CMeshSMorphData() : m_iModelID(-1),m_pRelativeVertices(NULL),m_pRelativeIndex(NULL),m_iRelativeNum(0)
{
memset(m_strName,0,sizeof(char) * 256);
}
~CMeshSMorphData()
{
SafeDeleteA(m_pRelativeVertices);
m_pRelativeVertices = NULL;
SafeDeleteA(m_pRelativeIndex);
m_pRelativeIndex = NULL;
}
void SetSmartMorphData(CExportMeshVertex *pSrc,CExportMeshVertex *pDest,const int &iVertices,const int &iModelIndex = -1,char *strModelName = NULL);
};
class CMeshMorphData
{
public:
CMeshMorphData() : m_iFrame(0), m_pVertices(NULL)
{}
~CMeshMorphData()
{
SafeDeleteA(m_pVertices);
m_pVertices = NULL;
}
int m_iFrame;
CExportMeshVertex *m_pVertices;
};
CMeshCoreData() : m_iType(SMRMESHTYPE_STATIC),m_iVerticesNum(0),m_iIndicesNum(0),
m_pVertices(NULL),m_pIndices(NULL),m_iMaterialIndex(0),m_pNode(NULL),m_bUpdateData(false),
m_bMorph(false),m_pMorphData(NULL),m_iMorph(0),
m_bSMorph(false),m_pSMorph(NULL),m_iSMorph(0),m_pfSMorphInterValue(NULL),
m_bCullOff(false),m_bZWriteOff(false),m_bZOff(false)
{
m_bTotalBilboard = false;
memset(m_strName,0,sizeof(char) * 256);
m_pDefaultVertices = NULL;
}
~CMeshCoreData()
{
SafeDeleteA(m_pVertices);
m_pVertices = NULL;
SafeDeleteA(m_pDefaultVertices);
m_pDefaultVertices = NULL;
SafeDeleteA(m_pIndices);
m_pIndices = NULL;
SafeDeleteA(m_pMorphData);
m_pMorphData = NULL;
SafeDeleteA(m_pSMorph);
m_pSMorph = NULL;
SafeDeleteA(m_pfSMorphInterValue);
m_pfSMorphInterValue = NULL;
}
void SetTotalBilboard(bool bValue) { m_bTotalBilboard = bValue;}
bool GetTotalBilboard() { return m_bTotalBilboard;}
void SetCullOffFlag(bool bValue) { m_bCullOff = bValue;}
bool GetCullOffFlag() { return m_bCullOff; }
void SetZWriteOffFlag(bool bValue) { m_bZWriteOff = bValue;}
bool GetZWriteOffFlag() { return m_bZWriteOff; }
void SetZOffFlag(bool bValue) { m_bZOff = bValue;}
bool GetZOffFlag() { return m_bZOff; }
void CreateBuffer()
{
if(m_iIndicesNum > 0)
{
SafeDeleteA(m_pIndices);
m_pIndices = NULL;
m_pIndices = new WORD[m_iIndicesNum];
}
if(m_iVerticesNum > 0)
{
SafeDeleteA(m_pVertices);
m_pVertices = NULL;
m_pVertices = new CExportMeshVertex[m_iVerticesNum];
}
}
void CreateDefaultBuffer()
{
if(m_pDefaultVertices == NULL)
{
if(m_iVerticesNum > 0)
{
m_pDefaultVertices = new CExportMeshVertex[m_iVerticesNum];
memcpy(m_pDefaultVertices,m_pVertices,sizeof(CExportMeshVertex) * m_iVerticesNum);
}
}
}
void CopyBuffer(CExportMeshVertex *pData,WORD *pData2)
{
if(pData != NULL && m_pVertices != NULL)
{
memcpy(m_pVertices,pData,sizeof(CExportMeshVertex) * m_iVerticesNum);
}
if(pData2 != NULL && m_pIndices != NULL)
{
memcpy(m_pIndices,pData2,sizeof(WORD) * m_iIndicesNum);
}
}
void AddBuffer(CExportMeshVertex *pData,int iData,WORD *pData2,int iData2)
{
int i;
int iIndexStart = m_iVerticesNum;
if(pData && m_pVertices)
{
CExportMeshVertex *pNewData = new CExportMeshVertex[m_iVerticesNum + iData];
memcpy(pNewData,m_pVertices,sizeof(CExportMeshVertex) * m_iVerticesNum);
for(i = 0; i < iData; i++ )
{
pNewData[m_iVerticesNum + i] = pData[i];
}
m_iVerticesNum += iData;
SafeDeleteA(m_pVertices);
m_pVertices = pNewData;
}
if(pData2 && m_pIndices)
{
WORD *pNewData2 = new WORD[iData2 + m_iIndicesNum];
memcpy(pNewData2,m_pIndices,sizeof(WORD) * m_iIndicesNum);
for(i = 0; i < iData2; i++ )
{
pData2[i] += iIndexStart;
pNewData2[m_iIndicesNum + i] = pData2[i];
}
m_iIndicesNum += iData2;
SafeDeleteA(m_pIndices);
m_pIndices = pNewData2;
}
}
void CreateMorphBuffer(int iMorphNums)
{
m_bMorph = true;
m_iMorph = iMorphNums;
m_pMorphData = new CMeshMorphData[m_iMorph];
}
void SetMorphBuffer(int iMorphIndex,int iFrame,int iVertices,CExportMeshVertex *pVertices)
{
if(pVertices && iMorphIndex < m_iMorph && m_pMorphData)
{
m_pMorphData[iMorphIndex].m_iFrame = iFrame;
m_pMorphData[iMorphIndex].m_pVertices = new CExportMeshVertex[iVertices];
memcpy(m_pMorphData[iMorphIndex].m_pVertices,pVertices,sizeof(CExportMeshVertex ) * iVertices);
}
}
void SetSkinMeshData(const int &iVertex,D3DXMATRIX *matTm,D3DXMATRIX *matInvNodeTm); // rigid
void SetSkinMeshData(const int &iVertex,CMeshSkinData::CMeshBlendData *pBlend,const int &iBlend);
void SetUpdateFlag(bool bFlag) { m_bUpdateData = bFlag;}
void UpdateMeshMorph(const float &fFrame);
void UpdateMeshSmartMorph();
void SetSmartMorphInterValue(const float &fValue,const int &iIndex);
int GetSmartMorphNum() { return m_iSMorph;}
CMeshObjNode *m_pNode;
char m_strName[256];
int m_iType;
int m_iVerticesNum;
int m_iIndicesNum;
int m_iMaterialIndex;
bool m_bUpdateData;
CExportMeshVertex *m_pVertices;
CExportMeshVertex *m_pDefaultVertices; //skinning <20><> <20><><EFBFBD><EFBFBD> default vertices.
WORD *m_pIndices;
bool m_bMorph;
CMeshMorphData *m_pMorphData;
int m_iMorph;
bool m_bSMorph;
CMeshSMorphData *m_pSMorph;
int m_iSMorph;
float *m_pfSMorphInterValue;
bool m_bTotalBilboard;
bool m_bCullOff;
bool m_bZWriteOff;
bool m_bZOff;
};
class CMeshObjNode
{
public:
CMeshObjNode() : m_pParent(0),m_pChild(0),m_iChild(0),m_iParentID(-1),m_iNodeID(-1),
m_iNodeType(SMRNODE_NODE),m_iObjectType(SMROBJ_MESH),m_iMeshType(SMRMESHTYPE_STATIC),m_pAniNode(NULL),
m_bSkinMorph(false),m_pSkinData(NULL)
{
memset(m_strName,0,sizeof(char) * 256);
m_iMeshData = 0;
m_pArrMeshData.clear();
m_bAniNode = false;
D3DXMatrixIdentity(&m_matNodeTm);
D3DXMatrixIdentity(&m_matInvNodeTm);
D3DXMatrixIdentity(&m_matLocalTm);
m_fVisibility = 1.0f;
m_bWorldTM = false;
}
~CMeshObjNode()
{
SafeDeleteA(m_pChild);
m_pChild = NULL;
SafeDelete(m_pAniNode);
m_pAniNode = NULL;
SafeDelete(m_pSkinData);
m_pSkinData = NULL;
}
void SetParentNode(CMeshObjNode *pNode,const int &iParentID)
{
m_pParent = pNode;
m_iParentID = iParentID;
}
CMeshObjNode *GetParentNode()
{
return m_pParent;
}
int GetParentNodeID()
{
return m_iParentID;
}
int GetChildNum()
{
return m_iChild;
}
CMeshObjNode *GetChildNode(int iNum)
{
if(iNum < m_iChild)
{
return &(m_pChild[iNum]);
}
return NULL;
}
void SetNodeName(const char *strName) { strcpy(m_strName,strName);}
bool IsNodeSameName(const char *strName)
{
if(!strcmp(m_strName,strName)) return true;
return false;
}
char *GetNodeName() { return m_strName;}
int GetNodeID() { return m_iNodeID;}
void SetNodeID(const int &iNodeID) { m_iNodeID = iNodeID;}
void SetType(const int &iNodeType,const int &iObjType,const int &iMeshType)
{
m_iNodeType = iNodeType;
m_iObjectType = iObjType;
m_iMeshType = iMeshType;
}
int GetNodeType() { return m_iNodeType;}
int GetObjectType() { return m_iObjectType;}
int GetMeshType() { return m_iMeshType;}
CMeshCoreData *GetMeshData(const int &iMat)
{
for(unsigned int i = 0; i < m_pArrMeshData.size(); i++ )
{
if(m_pArrMeshData[i]->m_iMaterialIndex == iMat)
return m_pArrMeshData[i];
}
return NULL;
}
void SetSkinMeshData(const int &iMat,const int &iVertex,CMeshSkinData::CMeshBlendData *pBlend,const int &iBlend)
{
for(unsigned int i = 0; i < m_pArrMeshData.size(); i++ )
{
if(m_pArrMeshData[i]->m_iMaterialIndex == iMat)
m_pArrMeshData[i]->SetSkinMeshData(iVertex,pBlend,iBlend);
}
}
void SetSkinMeshData(const int &iMat,const int &iVertex,D3DXMATRIX *matTm,D3DXMATRIX *matInvNodeTm)
{
for(unsigned int i = 0; i < m_pArrMeshData.size(); i++ )
{
if(m_pArrMeshData[i]->m_iMaterialIndex == iMat)
m_pArrMeshData[i]->SetSkinMeshData(iVertex,matTm,matInvNodeTm);
}
}
void AddMeshData(CMeshCoreData *pMesh)
{
m_pArrMeshData.push_back(pMesh);
pMesh->m_pNode = this;
m_iMeshData++;
}
void SetChildNum(const int &iNum) {
m_iChild = iNum;
SafeDeleteA(m_pChild);
if(iNum > 0)
{
m_pChild = new CMeshObjNode[m_iChild];
for(int i = 0; i <m_iChild; i++ )
{
m_pChild[i].SetParentNode(this,m_iNodeID);
}
}
}
void SetAniNode(CMeshKeyAniNode *pNode)
{
m_pAniNode = pNode;
m_bAniNode = true;
}
CMeshKeyAniNode *GetAniNode()
{
if(m_bAniNode)
return m_pAniNode;
return NULL;
}
bool ISAniNode()
{
return m_bAniNode;
}
void SetSkinData(CMeshSkinData *pData)
{
m_pSkinData = pData;
m_bSkinMorph =true;
}
CMeshSkinData *GetSkinData()
{
if(m_bSkinMorph)
return m_pSkinData;
return NULL;
}
bool ISSkinData()
{
return m_bSkinMorph;
}
void SetWorldTMFlag(bool bFlag) { m_bWorldTM = bFlag;}
bool GetWorldTMFlag() { return m_bWorldTM;}
void UpdateTm(const float &fFrame,D3DXMATRIX *matParent = NULL);
void UpdateSkinning();
CMeshObjNode * m_pParent;
int m_iParentID;
CMeshObjNode * m_pChild;
int m_iChild;
D3DXMATRIX m_matNodeTm;
D3DXMATRIX m_matInvNodeTm;
D3DXMATRIX m_matLocalTm;
CNodeTMInfo m_DefaultNodeTm;
float m_fVisibility;
protected:
char m_strName[256];
int m_iNodeID;
int m_iNodeType;
int m_iObjectType;
int m_iMeshType;
bool m_bWorldTM;
CMeshKeyAniNode *m_pAniNode;
bool m_bAniNode;
bool m_bSkinMorph;
CMeshSkinData *m_pSkinData;
std::vector<CMeshCoreData *> m_pArrMeshData; // loading <20>Ҷ<EFBFBD> ä<><C3A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
int m_iMeshData;
};
}
}

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Engine/Effect/SMRObj.cpp Normal file
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// SMRObj.cpp: implementation of the CSMRObj class.
//
//////////////////////////////////////////////////////////////////////
#include "SMRObj.h"
#include "SceneManager.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
const DWORD dwExportMeshVertex = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
void CSMRObj::GetAniNode(SGEngine::Core::CMeshObjNode *pNode,FILE *fp)
{
bool bAni = false;
bool bWorldTM = false;
bool bSkin = false;
int iNum[8];
int iAniNum[14];
fread(iNum,sizeof(int) * 8,1,fp);
pNode->SetNodeID(iNum[0]);
pNode->SetType(iNum[2],iNum[3],iNum[4]);
pNode->SetChildNum(iNum[1]);
bAni = (iNum[5] == 1) ? true : false;
bWorldTM = (iNum[6] == 1) ? true : false;
bSkin = (iNum[7] == 1) ? true : false;
pNode->SetWorldTMFlag(bWorldTM);
fread(pNode->GetNodeName(),sizeof(char) * 256,1,fp);
fread(&(pNode->m_DefaultNodeTm),sizeof(SGEngine::Core::CNodeTMInfo),1,fp);
fread(&(pNode->m_matNodeTm),sizeof(D3DXMATRIX),1,fp);
D3DXMatrixInverse(&(pNode->m_matInvNodeTm),NULL,&(pNode->m_matNodeTm));
if(bAni)
{
SGEngine::Core::CMeshKeyAniNode *pAniNode = new SGEngine::Core::CMeshKeyAniNode;
fread(iAniNum,sizeof(int) * 14,1,fp);
pAniNode->m_bPosAni = (iAniNum[0] == 1) ? true : false;
pAniNode->m_bRotAni = (iAniNum[1] == 1) ? true : false;
pAniNode->m_bScaleAni = (iAniNum[2] == 1) ? true : false;
pAniNode->m_bVisAni = (iAniNum[3] == 1) ? true : false;
pAniNode->m_iPosKeys = iAniNum[4];
pAniNode->m_iPosType = iAniNum[5];
pAniNode->m_iRotKeys = iAniNum[6];
pAniNode->m_iRotType = iAniNum[7];
pAniNode->m_iScaleKeys = iAniNum[8];
pAniNode->m_iScaleType = iAniNum[9];
pAniNode->m_iVisKeys = iAniNum[10];
pAniNode->m_iVisType = iAniNum[11];
pAniNode->m_bTmAni = (iAniNum[12] == 1) ? true : false;
pAniNode->m_iTmKeys = iAniNum[13];
if(pAniNode->m_iPosKeys > 0)
{
pAniNode->m_pPosKeys = new SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniPos[pAniNode->m_iPosKeys];
fread(pAniNode->m_pPosKeys,sizeof(SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniPos) * pAniNode->m_iPosKeys,1,fp);
}
if(pAniNode->m_iRotKeys > 0)
{
pAniNode->m_pRotKeys = new SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniRot[pAniNode->m_iRotKeys];
fread(pAniNode->m_pRotKeys,sizeof(SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniRot) *pAniNode->m_iRotKeys,1,fp);
}
if(pAniNode->m_iScaleKeys > 0)
{
pAniNode->m_pScaleKeys = new SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniScale[pAniNode->m_iScaleKeys ];
fread(pAniNode->m_pScaleKeys,sizeof(SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniScale) *pAniNode->m_iScaleKeys ,1,fp);
}
if(pAniNode->m_iVisKeys > 0)
{
pAniNode->m_pVisKeys = new SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniVis[pAniNode->m_iVisKeys];
fread(pAniNode->m_pVisKeys,sizeof(SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniVis) *pAniNode->m_iVisKeys,1,fp);
}
if(pAniNode->m_iTmKeys > 0)
{
pAniNode->m_pTmKeys = new SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniTm[pAniNode->m_iTmKeys];
fread(pAniNode->m_pTmKeys,sizeof(SGEngine::Core::CMeshKeyAniNode::CMeshKeyAniTm) * pAniNode->m_iTmKeys,1,fp);
}
pNode->SetAniNode(pAniNode);
}
if(bSkin)
{
SGEngine::Core::CMeshSkinData *pSkinData = new SGEngine::Core::CMeshSkinData;
int iSkinNum[2];
fread(iSkinNum,sizeof(int) * 2, 1,fp);
pSkinData->m_iRigid = iSkinNum[0];
pSkinData->m_iBlend = iSkinNum[1];
if(iSkinNum[0])
{
pSkinData->m_pRigid = new SGEngine::Core::CMeshSkinData::CMeshSkinRigid[iSkinNum[0]];
fread(pSkinData->m_pRigid,sizeof(SGEngine::Core::CMeshSkinData::CMeshSkinRigid) * iSkinNum[0],1,fp);
}
if(iSkinNum[1])
{
pSkinData->m_pBlend = new SGEngine::Core::CMeshSkinData::CMeshSkinBlend[iSkinNum[1]];
for(int iBlend = 0; iBlend < iSkinNum[1]; iBlend++)
{
int iBlendNum[3];
fread(iBlendNum,sizeof(int) * 3, 1,fp);
pSkinData->m_pBlend[iBlend].m_iMatIndex = iBlendNum[0];
pSkinData->m_pBlend[iBlend].m_iVertexIndex = iBlendNum[1];
pSkinData->m_pBlend[iBlend].m_iBlendData = iBlendNum[2];
if(iBlendNum[2])
{
pSkinData->m_pBlend[iBlend].m_pArrBlendData = new SGEngine::Core::CMeshSkinData::CMeshBlendData[iBlendNum[2]];
fread(pSkinData->m_pBlend[iBlend].m_pArrBlendData,sizeof(SGEngine::Core::CMeshSkinData::CMeshBlendData) * iBlendNum[2],1,fp);
}
}
}
pNode->SetSkinData(pSkinData);
}
for(int i= 0; i < pNode->GetChildNum(); i++)
GetAniNode(pNode->GetChildNode(i),fp);
}
void CSMRObj::AddMesh(SGEngine::Core::CMeshCoreData *pMesh,SGEngine::Core::CMeshObjNode *pNode)
{
if(pNode && pMesh)
{
if(!strcmp(pNode->GetNodeName() , pMesh->m_strName))
{
pNode->AddMeshData(pMesh);
if(pNode->ISSkinData())
{
pMesh->CreateDefaultBuffer();
}
return;
}
for(int i = 0; i < pNode->GetChildNum(); i++ )
{
AddMesh(pMesh,pNode->GetChildNode(i));
}
}
}
void CSMRObj::Load(const char *strFileName)
{
FILE *fp = fopen(strFileName,"rb");
int i = 0;
int j = 0;
if(fp)
{
fread(&m_MeshHeader,sizeof(SGEngine::Core::CMeshHeader),1,fp);
m_iFrameInfo[0] = m_MeshHeader.m_iExtension[0]; // Start Frame
m_iFrameInfo[1] = m_MeshHeader.m_iExtension[1]; // End Frame
m_iFrameInfo[2] = m_MeshHeader.m_iExtension[2]; // Frame Rate
m_iFrameInfo[3] = m_MeshHeader.m_iExtension[3]; // TickPerFrame
for(i = 0; i < m_MeshHeader.m_iNodes; i++ )
{
SGEngine::Core::CMeshObjNodeHeader ObjHeader;
fread(&ObjHeader,sizeof(SGEngine::Core::CMeshObjNodeHeader),1,fp);
if(ObjHeader.m_iNodeType == SGEngine::MESHNODETYPE_MATERIAL)
{
m_iMaterial = ObjHeader.m_iNodeSize;
if(m_iMaterial)
{
m_pMaterial = new SGEngine::Core::CMeshMaterialInfo[m_iMaterial];
fread(m_pMaterial,sizeof(SGEngine::Core::CMeshMaterialInfo) * m_iMaterial,1,fp);
CTexture *pTexture = NULL;
CTexture::SetPath(EFFECTTEXTUREPATH);
for(j = 0; j < m_iMaterial; j++ )
{
pTexture = new CTexture;
pTexture->Load(m_pMaterial[j].m_strName);
m_lstTexture.push_back(pTexture);
}
}
}
else if(ObjHeader.m_iNodeType == SGEngine::MESHNODETYPE_MESHDATA)
{
int iNum[6];
m_iMeshData = ObjHeader.m_iNodeSize;
m_pMeshData = new SGEngine::Core::CMeshCoreData[m_iMeshData];
m_pVertexBuffer = new LPDIRECT3DVERTEXBUFFER8[m_iMeshData];
m_pIndexBuffer= new LPDIRECT3DINDEXBUFFER8[m_iMeshData];
for(j = 0 ; j < (int)ObjHeader.m_iNodeSize; j++ )
{
fread(iNum,sizeof(int) * 6,1,fp);
m_pMeshData[j].m_iVerticesNum = iNum[2];
m_pMeshData[j].m_iIndicesNum = iNum[3];
m_pMeshData[j].m_iMaterialIndex = iNum[1];
m_pMeshData[j].m_iType = iNum[0];
m_pMeshData[j].m_bMorph = (iNum[4] == 1) ? true : false;
m_pMeshData[j].m_bSMorph = (iNum[5] == 1) ? true : false;
fread(m_pMeshData[j].m_strName,sizeof(char) * 256, 1,fp);
if(strchr(m_pMeshData[j].m_strName,'C'))
{
m_pMeshData[j].SetTotalBilboard(true);
}
if(strchr(m_pMeshData[j].m_strName,'Z'))
{
m_pMeshData[j].SetZWriteOffFlag(true);
}
if(strchr(m_pMeshData[j].m_strName,'W'))
{
m_pMeshData[j].SetCullOffFlag(true);
}
if(strchr(m_pMeshData[j].m_strName,'K'))
{
m_pMeshData[j].SetZOffFlag(true);
}
m_pMeshData[j].CreateBuffer();
fread(m_pMeshData[j].m_pIndices,sizeof(WORD) * m_pMeshData[j].m_iIndicesNum,1,fp);
fread(m_pMeshData[j].m_pVertices,sizeof(SGEngine::CExportMeshVertex) * m_pMeshData[j].m_iVerticesNum,1,fp);
if(m_pMeshData[j].m_bMorph)
{
fread(&m_pMeshData[j].m_iMorph,sizeof(int), 1,fp);
m_pMeshData[j].m_pMorphData = new SGEngine::Core::CMeshCoreData::CMeshMorphData[m_pMeshData[j].m_iMorph];
for(int iMorph= 0; iMorph < m_pMeshData[j].m_iMorph; iMorph++)
{
fread(&m_pMeshData[j].m_pMorphData[iMorph].m_iFrame,sizeof(int),1,fp);
m_pMeshData[j].m_pMorphData[iMorph].m_pVertices = new SGEngine::CExportMeshVertex[m_pMeshData[j].m_iVerticesNum];
fread(m_pMeshData[j].m_pMorphData[iMorph].m_pVertices,sizeof(SGEngine::CExportMeshVertex) * m_pMeshData[j].m_iVerticesNum,1,fp);
}
}
if(m_pMeshData[j].m_bSMorph)
{
m_pMeshData[j].CreateDefaultBuffer();
fread(&(m_pMeshData[j].m_iSMorph),sizeof(int),1,fp);
m_pMeshData[j].m_pSMorph = new SGEngine::Core::CMeshCoreData::CMeshSMorphData[m_pMeshData[j].m_iSMorph];
m_pMeshData[j].m_pfSMorphInterValue = new float[m_pMeshData[j].m_iSMorph];
for(int ism = 0;ism < m_pMeshData[j].m_iSMorph; ism++)
{
m_pMeshData[j].m_pfSMorphInterValue[ism] = 0.0f;
int iSMNum[2];
fread(m_pMeshData[j].m_pSMorph[ism].m_strName,sizeof(char) * 256, 1,fp);
fread(iSMNum,sizeof(int) * 2,1,fp);
m_pMeshData[j].m_pSMorph[ism].m_iModelID = iSMNum[0];
m_pMeshData[j].m_pSMorph[ism].m_iRelativeNum = iSMNum[1];
m_pMeshData[j].m_pSMorph[ism].m_pRelativeVertices = new D3DXVECTOR3[iSMNum[1]];
m_pMeshData[j].m_pSMorph[ism].m_pRelativeIndex = new int[iSMNum[1]];
fread(m_pMeshData[j].m_pSMorph[ism].m_pRelativeVertices,sizeof(D3DXVECTOR3) * iSMNum[1],1,fp);
fread(m_pMeshData[j].m_pSMorph[ism].m_pRelativeIndex,sizeof(int) * iSMNum[1],1,fp);
}
}
CSceneManager::GetDevice()->CreateVertexBuffer(m_pMeshData[j].m_iVerticesNum * sizeof(SGEngine::CExportMeshVertex),D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,
D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1,D3DPOOL_DEFAULT,&(m_pVertexBuffer[j]));
SGEngine::CExportMeshVertex *pVert = NULL;
m_pVertexBuffer[j]->Lock(0,0,(BYTE **) &pVert,0);
memcpy(pVert,m_pMeshData[j].m_pVertices,sizeof(SGEngine::CExportMeshVertex) * m_pMeshData[j].m_iVerticesNum);
m_pVertexBuffer[j]->Unlock();
CSceneManager::GetDevice()->CreateIndexBuffer(sizeof(WORD) * m_pMeshData[j].m_iIndicesNum,D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_DEFAULT,&m_pIndexBuffer[j]);
WORD *pWord = NULL;
m_pIndexBuffer[j]->Lock(0,0,(BYTE **)&pWord,0);
memcpy(pWord,m_pMeshData[j].m_pIndices,sizeof(WORD) * m_pMeshData[j].m_iIndicesNum);
m_pIndexBuffer[j]->Unlock();
}
}
else if(ObjHeader.m_iNodeType == SGEngine::MESHNODETYPE_ANINODE)
{
m_pRootNode = new SGEngine::Core::CMeshObjNode;
GetAniNode(m_pRootNode,fp);
}
}
fclose(fp);
for(i = 0; i < m_iMeshData; i++ )
{
AddMesh(&m_pMeshData[i],m_pRootNode);
}
SetSkinningLink(m_pRootNode);
}
}
SGEngine::Core::CMeshObjNode *CSMRObj::FindNode(const char *strName,SGEngine::Core::CMeshObjNode *pNode)
{
int i;
if(pNode)
{
if(pNode->IsNodeSameName(strName))
return pNode;
}
for(i = 0; i < pNode->GetChildNum(); i++ )
{
SGEngine::Core::CMeshObjNode * pN = NULL;
if((pN = FindNode(strName,pNode->GetChildNode(i))) != NULL)
return pN;
}
return NULL;
}
void CSMRObj::SetSkinningLink(SGEngine::Core::CMeshObjNode *pNode)
{
int i,j;
if(pNode->ISSkinData())
{
SGEngine::Core::CMeshSkinData *pSkinData = pNode->GetSkinData();
for(i = 0; i < pSkinData->m_iRigid; i++ )
{
pSkinData->m_pRigid[i].m_pNode = FindNode(pSkinData->m_pRigid[i].m_strNodeName,m_pRootNode);
}
for(i =0; i < pSkinData->m_iBlend; i++ )
{
for(j = 0; j < (pSkinData->m_pBlend->m_iBlendData); j++ )
{
pSkinData->m_pBlend[i].m_pArrBlendData[j].m_pNode =
FindNode(pSkinData->m_pBlend[i].m_pArrBlendData[j].m_strNodeName,m_pRootNode);
}
}
}
for(i = 0; i < pNode->GetChildNum(); i++ )
{
SetSkinningLink(pNode->GetChildNode(i));
}
}
void CSMRObj::UpdateSkinning(SGEngine::Core::CMeshObjNode *pNode)
{
if(pNode->ISSkinData())
{
pNode->UpdateSkinning();
}
for(int i = 0; i < pNode->GetChildNum(); i++ )
{
UpdateSkinning(pNode->GetChildNode(i));
}
}
void CSMRObj::UpdateBuffer(const float &fFrame)
{
int i;
SGEngine::CExportMeshVertex *pVert = NULL;
for(i = 0; i < m_iMeshData; i++ )
{
m_pMeshData[i].UpdateMeshMorph(fFrame);
m_pMeshData[i].UpdateMeshSmartMorph();
if(m_pMeshData[i].m_bUpdateData)
{
m_pMeshData[i].SetUpdateFlag(false);
pVert = NULL;
m_pVertexBuffer[i]->Lock(0,0,(BYTE **) &pVert,0);
memcpy(pVert,m_pMeshData[i].m_pVertices,sizeof(SGEngine::CExportMeshVertex) * m_pMeshData[i].m_iVerticesNum);
m_pVertexBuffer[i]->Unlock();
}
}
}
void CSMRObj::UpdateTm(SGEngine::Core::CMeshObjNode *pNode,const float &fFrame)
{
if(pNode->GetParentNode())
pNode->UpdateTm(fFrame,&(pNode->GetParentNode()->m_matNodeTm));
else
pNode->UpdateTm(fFrame,NULL);
for(int i = 0; i < pNode->GetChildNum(); i++ )
{
UpdateTm(pNode->GetChildNode(i),fFrame);
}
}
void CSMRObj::Render(LPDIRECT3DDEVICE8 lpDevice,D3DXVECTOR3 vecPos,D3DXVECTOR3 vecScale,D3DXQUATERNION quatRot,float fFrame)
{
int i = 0;
float iFrame = fFrame;
// Scale, Pos ,setting
// D3DXMATRIX matWorld;
// D3DXMatrixIdentity(&matWorld);
// matWorld._41 = vecPos.x;
// matWorld._42 = vecPos.y;
// matWorld._43 = vecPos.z;
// matWorld._11 = vecScale.x;
// matWorld._22 = vecScale.y;
// matWorld._33 = vecScale.z;
D3DXMATRIX matWorld, matScale, matRot;
D3DXMatrixScaling( &matScale, vecScale.x, vecScale.y, vecScale.z );
D3DXMatrixRotationQuaternion( &matRot, &quatRot );
D3DXMatrixMultiply( &matWorld, &matRot, &matScale );
matWorld._41 = vecPos.x;
matWorld._42 = vecPos.y;
matWorld._43 = vecPos.z;
/*m_pRootNode->m_matNodeTm._41 = vecPos.x;
m_pRootNode->m_matNodeTm._42 = vecPos.y;
m_pRootNode->m_matNodeTm._43 = vecPos.z;
m_pRootNode->m_matNodeTm._11 = vecScale.x;
m_pRootNode->m_matNodeTm._22 = vecScale.y;
m_pRootNode->m_matNodeTm._33 = vecScale.z;
*/
UpdateTm(m_pRootNode,iFrame);
UpdateSkinning(m_pRootNode); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD><D6BE><EFBFBD> <20>Ѵ<EFBFBD>.
UpdateBuffer(iFrame);
if(iFrame > (float)m_iFrameInfo[1])
{
iFrame = (float)m_iFrameInfo[0];
}
if(iFrame < (float)m_iFrameInfo[0])
iFrame = (float)m_iFrameInfo[1];
D3DXMATRIX matIdentity;
D3DXMatrixIdentity(&matIdentity);
lpDevice->SetPixelShader(NULL);
lpDevice->SetVertexShader(dwExportMeshVertex);
for(i = 0; i < m_iMeshData; i++ )
{
if(m_pMeshData[i].m_iVerticesNum && m_pMeshData[i].m_iIndicesNum)
{
if(m_pMeshData[i].m_pNode)
{
if(m_pMeshData[i].GetTotalBilboard())
{ // bilboard
D3DXMATRIX view;
D3DXMATRIX invers_view;
lpDevice->GetTransform(D3DTS_VIEW,&view);
view._41 = view._42 = view._43 =0.0;
D3DXMatrixInverse(&invers_view,NULL,&view);
D3DXMatrixMultiply(&(m_pMeshData[i].m_pNode->m_matNodeTm),&(m_pMeshData[i].m_pNode->m_matNodeTm),&invers_view);
}
D3DXMatrixMultiply(&(m_pMeshData[i].m_pNode->m_matNodeTm),&(m_pMeshData[i].m_pNode->m_matNodeTm),&matWorld);
if(m_pMeshData[i].m_pNode->ISSkinData())
{
lpDevice->SetTransform(D3DTS_WORLD,&matIdentity);
}
else{
lpDevice->SetTransform(D3DTS_WORLD,&(m_pMeshData[i].m_pNode->m_matNodeTm));
}
int iValue = (int)(m_pMeshData[i].m_pNode->m_fVisibility * 255.0f);
DWORD color = D3DCOLOR_ARGB(iValue,iValue,iValue,iValue);
lpDevice->SetRenderState(D3DRS_TEXTUREFACTOR,color);
}
else
{
DWORD color = D3DCOLOR_ARGB(255,255,255,255);
lpDevice->SetRenderState(D3DRS_TEXTUREFACTOR,color);
}
lpDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
lpDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
lpDevice->SetRenderState(D3DRS_ALPHATESTENABLE,FALSE);
lpDevice->SetRenderState(D3DRS_SRCBLEND,m_dwSrcBlend);
lpDevice->SetRenderState(D3DRS_DESTBLEND,m_dwDstBlend);
if(m_pMeshData[i].GetCullOffFlag())
lpDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
else
lpDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
if(m_pMeshData[i].GetZWriteOffFlag())
{
lpDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
}
else
{
lpDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
}
if(m_pMeshData[i].GetZOffFlag())
lpDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
else
lpDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
lpDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TFACTOR);
lpDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TEXTURE);
lpDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);
lpDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE);
lpDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TFACTOR);
lpDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_TEXTURE);
lpDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
lpDevice->SetTextureStageState(1,D3DTSS_COLOROP,D3DTOP_DISABLE);
lpDevice->SetTexture(0,m_lstTexture[m_pMeshData[i].m_iMaterialIndex]->GetTexture());
lpDevice->SetStreamSource(0,m_pVertexBuffer[i],sizeof(SGEngine::CExportMeshVertex));
lpDevice->SetIndices(m_pIndexBuffer[i],0);
lpDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,m_pMeshData[i].m_iVerticesNum,0,m_pMeshData[i].m_iIndicesNum/3);
lpDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
lpDevice->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_LESSEQUAL);
lpDevice->SetRenderState(D3DRS_ALPHATESTENABLE,FALSE);
lpDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CW);
lpDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
lpDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
}
}
}

140
Engine/Effect/SMRObj.h Normal file
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@@ -0,0 +1,140 @@
// SMRObj.h: interface for the CSMRObj class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SMROBJ_H__FD33169B_0305_4327_A366_EC1DB3AAD241__INCLUDED_)
#define AFX_SMROBJ_H__FD33169B_0305_4327_A366_EC1DB3AAD241__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "./SMRHeader.h"
#include "texture.h"
#include "BaseDataDefine.h"
class CSMRObj
{
public:
CSMRObj() :m_pMaterial(NULL),m_iMaterial(0),
m_pMeshData(NULL),m_iMeshData(0)
{
m_pVertexBuffer = NULL;
m_pIndexBuffer = NULL;
m_lstTexture.clear();
m_pRootNode = NULL;
memset(m_iFrameInfo,0,sizeof(int) * 4);
m_dwSrcBlend = D3DBLEND_SRCALPHA;
m_dwDstBlend = D3DBLEND_INVSRCALPHA;
}
~CSMRObj()
{
if(m_pMaterial)
{
delete[] m_pMaterial;
m_pMaterial = NULL;
}
if(m_pMeshData)
{
delete[] m_pMeshData;
m_pMeshData = NULL;
}
if(m_pVertexBuffer)
{
for(int i = 0; i < m_iMeshData; i++ )
{
if(m_pVertexBuffer[i])
m_pVertexBuffer[i]->Release();
}
delete[] m_pVertexBuffer;
}
if(m_pIndexBuffer)
{
for(int i = 0; i < m_iMeshData; i++ )
{
if(m_pIndexBuffer[i])
m_pIndexBuffer[i]->Release();
}
delete[] m_pIndexBuffer;
}
std::vector<CTexture* >::iterator itr = m_lstTexture.begin() ;
std::vector<CTexture* >::iterator end = m_lstTexture.end() ;
while ( itr != end )
{
if ( NULL != (*itr) )
{
delete (*itr) ;
(*itr) = NULL ;
}
++itr ;
}
m_lstTexture.clear();
if(m_pRootNode)
{
delete m_pRootNode;
m_pRootNode = NULL;
}
}
void Render(LPDIRECT3DDEVICE8 lpDevice,D3DXVECTOR3 vecPos,D3DXVECTOR3 vecScale,D3DXQUATERNION quatRot,float fFrame);
void UpdateTm(SGEngine::Core::CMeshObjNode *pNode,const float &fFrame);
void UpdateBuffer(const float &fFrame);
void UpdateSkinning(SGEngine::Core::CMeshObjNode *pNode);
void SetSkinningLink(SGEngine::Core::CMeshObjNode *pNode);
SGEngine::Core::CMeshObjNode *FindNode(const char *strName,SGEngine::Core::CMeshObjNode *pNode);
void Load(const char *strFileName);
void AddMesh(SGEngine::Core::CMeshCoreData *pMesh,SGEngine::Core::CMeshObjNode *pNode);
void GetAniNode(SGEngine::Core::CMeshObjNode *pNode,FILE *fp);
void SetSrcBlend(DWORD dwValue) { m_dwSrcBlend = dwValue;}
void SetDstBlend(DWORD dwValue) { m_dwDstBlend = dwValue;}
DWORD GetSrcBlend() { return m_dwSrcBlend;}
DWORD GetDstBlend() { return m_dwDstBlend;}
SGEngine::Core::CMeshHeader m_MeshHeader;
SGEngine::Core::CMeshMaterialInfo *m_pMaterial;
int m_iMaterial;
SGEngine::Core::CMeshCoreData *m_pMeshData;
SGEngine::Core::CMeshObjNode *m_pRootNode;
LPDIRECT3DVERTEXBUFFER8 *m_pVertexBuffer;
LPDIRECT3DINDEXBUFFER8 *m_pIndexBuffer;
std::vector<CTexture *> m_lstTexture;
int m_iMeshData;
int m_iFrameInfo[4];
DWORD m_dwSrcBlend;
DWORD m_dwDstBlend;
};
#endif // !defined(AFX_SMROBJ_H__FD33169B_0305_4327_A366_EC1DB3AAD241__INCLUDED_)

454
Engine/Effect/X3DEffect.cpp Normal file
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@@ -0,0 +1,454 @@
// X3DEffect.cpp: implementation of the CX3DEffect class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectParticle.h"
#include "X3DEffectBillboard.h"
#include "X3DEffectCylinder.h"
#include "X3DEffectPlane.h"
#include "X3DEffectSphere.h"
#include "X3DEffectMesh.h"
#include "EffDebugLog.h"
#include "GMMemory.h"
//#define __EFF_WCREATOR__
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffect::CX3DEffect()
{
m_dwMinFrame = 0.0f;
m_fFrame = 0.0f;
m_fBeforeFrame = 0.0f;
m_bImportCenter = FALSE;
m_lpCenter = NULL;
m_bImportAxis = FALSE;
m_lpAxis = NULL;
m_dwKindMove = 0;
m_dwCount = 0;
m_SectorX = -1;
m_SectorY = -1;
map_effect = false;
m_StartEffect = false;
m_dwFrameTick = 33;
m_MoveState = false;
m_Mine = true;
m_GemScale[0] = m_GemScale[1] = m_GemScale[2] = 1.0f;
m_bLight = false;
}
CX3DEffect::~CX3DEffect()
{
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
delete pEffect;
pEffect = NULL;
}
m_lstEffect.clear();
if(!m_bImportCenter) if(m_lpCenter) { delete m_lpCenter; m_lpCenter = NULL; }
if(m_lpAxis) { delete m_lpAxis; m_lpAxis = NULL; }
}
void CX3DEffect::SetScale(float x,float y,float z) {
m_GemScale[0] = x;m_GemScale[1] = y;m_GemScale[2] = z;
if(m_lstEffect.size() > 0) {
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
if(pEffect != NULL)
pEffect->SetEffectScale(x,y,z);
}
}
}
unsigned long CX3DEffect::AddEffect(CX3DEffectBase *pNewEffect)
{
pNewEffect->SetLocalDevice(m_lpD3DDevice);
pNewEffect->SetLocalView(m_lpViewMatrix);
pNewEffect->SetLocalEffect((void *)this);
pNewEffect->SetLocalCenter(m_lpCenter);
pNewEffect->SetLocalAxis(m_lpAxis);
m_lstEffect.push_back(pNewEffect);
return m_lstEffect.size() - 1;
}
BOOL CX3DEffect::Interpolation(unsigned long dwTick, float fFrame)
{
if((m_fFrame > m_dwMaxFrame) && !m_bLoop)
return FALSE;
switch(m_dwKindMove)
{
case 1:
if(m_dwCount == 30)
return FALSE;
m_lpCenter->x += m_vecPower.x;
m_lpCenter->y += m_vecPower.y;
m_lpCenter->z += m_vecPower.z;
m_dwCount++;
break;
case 2:
break;
}
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
if(-1.0f == fFrame)
{
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
if(!pEffect->Interpolation(m_fFrame))
return FALSE;
}
m_fBeforeFrame = m_fFrame;
m_fFrame += ((dwTick / m_dwFrameTick) * m_fIncFrame);
if(m_bLoop && (m_fFrame >= m_dwMaxFrame)) {
m_fFrame -= m_dwMaxFrame;
m_fFrame += m_dwMinFrame;
}
} else
{
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
if(!pEffect->Interpolation(fFrame))
return FALSE;
}
m_fBeforeFrame = m_fFrame;
m_fFrame = fFrame;
}
return TRUE;
}
void CX3DEffect::Render(void)
{
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
if(m_StartEffect) {
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->Render();
}
}
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
}
CX3DEffectBase *CX3DEffect::GetEffect(unsigned long dwEffectNumber)
{
list<CX3DEffectBase *>::iterator it;
unsigned long dwEffectCount = 0;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
if(dwEffectCount == dwEffectNumber) { return (CX3DEffectBase *)(*it); }
dwEffectCount++;
}
return NULL;
}
BOOL CX3DEffect::DeleteEffect(unsigned long dwEffectNumber)
{
list<CX3DEffectBase *>::iterator it;
unsigned long dwEffectCount = 0;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
if(dwEffectCount == dwEffectNumber)
{
pEffect = (CX3DEffectBase *)(*it);
m_lstEffect.erase(it);
delete pEffect;
pEffect = NULL;
return TRUE;
}
dwEffectCount++;
}
return FALSE;
}
void CX3DEffect::SetAxis(quaternion *pAxis) {
m_bImportAxis = TRUE;
if(!m_lpAxis) m_lpAxis = new quaternion;
m_lpAxis->x = pAxis->x;
m_lpAxis->y = pAxis->y;
m_lpAxis->z = pAxis->z;
m_lpAxis->w = pAxis->w;
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->SetAxis(*pAxis);
}
}
void CX3DEffect::SetAxis(float fAxisX, float fAxisY, float fAxisZ){
m_bImportAxis = TRUE;
if(!m_lpAxis) m_lpAxis = new quaternion;
m_lpAxis->Identity();
m_lpAxis->Pitch(FLOAT_DEG(fAxisX - (((unsigned long)(fAxisX / 360)) * 360.0f)));
m_lpAxis->Yaw(FLOAT_DEG(fAxisY - (((unsigned long)(fAxisY / 360)) * 360.0f)));
m_lpAxis->Roll(FLOAT_DEG(fAxisZ - (((unsigned long)(fAxisZ / 360)) * 360.0f)));
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->SetAxis(*m_lpAxis);
}
}
void CX3DEffect::SetEffectSetting(void)
{
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->SetLocalDevice(m_lpD3DDevice);
pEffect->SetLocalView(m_lpViewMatrix);
}
}
void CX3DEffect::SetMine(bool b) {
m_Mine = b;
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->SetMine(m_Mine);
}
}
void CX3DEffect::Load(const char *strFilePath, const char *strFileName,bool bLoad)
{
FILE *fp;
char strFile[MAX_PATH];
strcpy(strFile, strFilePath);
strcat(strFile, strFileName);
fp = fopen(strFile, "rb");
if(!fp) {
#ifdef __EFF_WCREATOR__
WriteDebug(strFile); // File Converting<6E><67> Log File Write <20><>ƾ
#endif
return;
}
CX3DEffectBase *lpEffect;
unsigned short Size, Kind;
unsigned long i, dwStartFrame, dwEndFrame;
unsigned char len;
char strTextureFile[MAX_PATH], strTemp[MAX_PATH];
fread(&m_dwMaxFrame, 4, 1, fp);
fread(&m_dwFrameTick, 4, 1, fp);
fread(&m_fIncFrame, 4, 1, fp);
fread(&Size, 2, 1, fp);
for(i = 0; i < Size; i++)
{
bool bParticle = false;
fread(&Kind, 2, 1, fp);
switch(Kind)
{
case EFFECT_PARTICLE:
lpEffect = new CX3DEffectParticle;
bParticle = true;
break;
case EFFECT_BILLBOARD:
lpEffect = new CX3DEffectBillboard;
break;
case EFFECT_CYLINDER:
lpEffect = new CX3DEffectCylinder;
break;
case EFFECT_PLANE:
lpEffect = new CX3DEffectPlane;
break;
case EFFECT_SPHERE:
lpEffect = new CX3DEffectSphere;
break;
case EFFECT_MESH:
lpEffect = new CX3DEffectMesh;
break;
default:
MessageBox(NULL, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>", MB_OK);
fclose(fp);
return;
}
fread(&len, 1, 1, fp);
if(len)
{
char *t_ptr = NULL;
fread(strTemp, len, 1, fp);
t_ptr = strrchr(strTemp,'\\');
if(t_ptr != NULL) {
t_ptr++;
strcpy(strTextureFile,t_ptr);
}
else {
strcpy(strTextureFile,strTemp);
}
//strcpy(strTextureFile, strFilePath);
//strcat(strTextureFile, strTemp);
} else
{
strcpy(strTextureFile, "");
}
AddEffect(lpEffect);
if(bLoad)
if(strTextureFile) lpEffect->LoadTexture(strTextureFile);
fread(&dwStartFrame, 4, 1, fp);
fread(&dwEndFrame, 4, 1, fp);
lpEffect->SetVisibility(bLoad);
lpEffect->Create(dwStartFrame, dwEndFrame);
lpEffect->SetEffectKind(Kind);
lpEffect->SetEffectScale(m_GemScale[0],m_GemScale[1],m_GemScale[2]);
lpEffect->SetLight(m_bLight);
lpEffect->Load(fp, strFilePath);
if(bLoad || bParticle)
lpEffect->CreateBuffer();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
}
fclose(fp);
}
void CX3DEffect::Save(const char *strFilePath, const char *strFileName)
{
FILE *fp;
char strFile[MAX_PATH];
strcpy(strFile, strFilePath);
strcat(strFile, strFileName);
fp = fopen(strFile, "wb");
if(!fp) return;
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
unsigned short Size = m_lstEffect.size(), Kind;
unsigned char len;
unsigned long StartFrame, EndFrame;
fwrite(&m_dwMaxFrame, 4, 1, fp);
fwrite(&m_dwFrameTick, 4, 1, fp);
fwrite(&m_fIncFrame, 4, 1, fp);
fwrite(&Size, 2, 1, fp);
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
Kind = (unsigned short)pEffect->GetEffectKind();
StartFrame = pEffect->GetStartFrame();
EndFrame = pEffect->GetEndFrame();
len = strlen(pEffect->GetTextureFileName()) + 1;
fwrite(&Kind, 2, 1, fp);
if(len == 1)
{
len = 0;
fwrite(&len, 1, 1, fp);
} else
{
fwrite(&len, 1, 1, fp);
fwrite(pEffect->GetTextureFileName(), len, 1, fp);
}
fwrite(&StartFrame, 4, 1, fp);
fwrite(&EndFrame, 4, 1, fp);
pEffect->Save(fp);
}
fclose(fp);
}
void CX3DEffect::SetDirectMove(vector3 &vecDest, vector3 &vecPower, vector3 &vecEForce)
{
m_dwKindMove = 1;
m_vecDest = vecDest;
m_vecPower = (m_vecDest - *m_lpCenter) / 30.0f;
m_vecEForce = vecEForce;
}
void CX3DEffect::SetLoop(BOOL bLoop) {
m_bLoop = bLoop;
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->SetGemClearBuffer(!bLoop); // clear buffer setting
}
}
void CX3DEffect::SetWorldEffect(bool t) {
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->SetWorldEffect(t);
}
}
void CX3DEffect::SetStopParticle(int t) {
list<CX3DEffectBase *>::iterator it;
CX3DEffectBase *pEffect;
for(it = m_lstEffect.begin(); it != m_lstEffect.end(); it++)
{
pEffect = (CX3DEffectBase *)(*it);
pEffect->SetStopParticle(t);
}
}

141
Engine/Effect/X3DEffect.h Normal file
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// X3DEffect.h: interface for the CX3DEffect class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECT_H__36D22C0B_3861_4B57_B539_4E4BFAD198C1__INCLUDED_)
#define AFX_X3DEFFECT_H__36D22C0B_3861_4B57_B539_4E4BFAD198C1__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#pragma warning(disable:4786) // don't warn about browse name overflow.
#include <list>
#include "z3dmath.h"
#include "X3DEffectBase.h"
using namespace std;
class CX3DEffect
{
protected:
list<CX3DEffectBase *> m_lstEffect;
LPDIRECT3DDEVICE8 m_lpD3DDevice;
matrix *m_lpViewMatrix;
unsigned long m_dwFrameTick;
float m_fFrame;
float m_fBeforeFrame;
float m_fIncFrame;
unsigned long m_dwMaxFrame;
unsigned long m_dwMinFrame;
// <20><><EFBFBD><EFBFBD>Ʈ <20>̵<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool m_MoveState;
BOOL m_bLoop;
unsigned long m_dwKindMove;
vector3 m_vecDest;
vector3 m_vecPower;
vector3 m_vecEForce;
unsigned long m_dwCount;
unsigned long m_dwOldTick;
BOOL m_bImportCenter;
vector3 *m_lpCenter;
BOOL m_bImportAxis;
quaternion *m_lpAxis;
color m_lFlash;
//scale value
float m_GemScale[3];
// effect<63><74> <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>
bool m_StartEffect;
bool m_Mine;
CKeyList<ColorKeyList> m_lstFlash;
bool m_bLight;
public:
bool map_effect;
int m_SectorX;
int m_SectorY;
CX3DEffect();
virtual ~CX3DEffect();
void SetMine(bool b);
void SetCenter(vector3 *pCenter) { m_bImportCenter = TRUE; m_lpCenter = pCenter; }
void SetCenter(float fX, float fY, float fZ)
{
m_bImportCenter = FALSE;
if(!m_lpCenter) m_lpCenter = new vector3;
m_lpCenter->x = fX;
m_lpCenter->y = fY;
m_lpCenter->z = fZ;
}
vector3 *GetCenter(void) { return m_lpCenter; }
void SetAxis(quaternion *pAxis);
void SetAxis(float fAxisX, float fAxisY, float fAxisZ);
quaternion *GetAxis(void) { return m_lpAxis; }
void SetFlash(unsigned long dwTick, color lColor)
{
SetKey(dwTick, m_lstFlash, lColor);
}
BOOL GetFlash(unsigned long dwTick, color &lColor)
{
return m_lstFlash.Find(dwTick, lColor);
}
void SetDevice(LPDIRECT3DDEVICE8 lpD3DDevice) { m_lpD3DDevice = lpD3DDevice; }
LPDIRECT3DDEVICE8 GetDevice(void) { return m_lpD3DDevice; }
void SetViewMatrix(matrix *pViewMatrix) { m_lpViewMatrix = pViewMatrix; }
matrix *GetViewMatrix(void) { return m_lpViewMatrix; }
void SetFrameTick(unsigned long dwFrameTick) { m_dwFrameTick = dwFrameTick; }
unsigned long GetFrameTick(void) { return m_dwFrameTick; }
void SetTick(unsigned long dwTick) { m_dwOldTick = dwTick; }
unsigned long GetTick(void) { return m_dwOldTick; }
void SetMaxFrame(unsigned long dwMaxFrame) { m_dwMaxFrame = dwMaxFrame - 1; }
void SetMinFrame(unsigned long dwMinFrame) {m_dwMinFrame = dwMinFrame;}
void SetStopParticle(int t);
unsigned long GetMaxFrame(void) { return m_dwMaxFrame; }
void SetFrame(float fFrame) { m_fBeforeFrame = m_fFrame; m_fFrame = fFrame; }
float GetBeforeFrame(void) { return m_fBeforeFrame;}
float GetFrame(void) { return m_fFrame; }
void SetIncFrame(float fIncFrame) { m_fIncFrame = fIncFrame; }
float GetIncFrame(void) { return m_fIncFrame; }
void SetLoop(BOOL bLoop);
BOOL GetLoop(void) { return m_bLoop; }
//effect <20><><EFBFBD><EFBFBD>
void SetEffectStart(bool t) {m_StartEffect = t;}
bool GetEffectStart() { return m_StartEffect;}
unsigned long AddEffect(CX3DEffectBase *pNewEffect);
CX3DEffectBase *GetEffect(unsigned long dwEffectNumber);
BOOL DeleteEffect(unsigned long dwEffectNumber);
void SetEffectSetting(void);
void SetFreezeMove(void) { m_dwKindMove = 0; }
void SetDirectMove(vector3 &vecDest, vector3 &vecPower, vector3 &vecEForce);
void SetMoveState(bool t){ m_MoveState = t;}
bool GetMoveState() {return m_MoveState;}
void SetScale(float x,float y,float z); //{m_GemScale[0] = x;m_GemScale[1] = y;m_GemScale[2] = z;}
void Render(void);
void SetWorldEffect(bool t);
void SetLight(bool b) { m_bLight = b;}
BOOL Interpolation(unsigned long dwTick, float fFrame = -1.0f);
void Load(const char *strFilePath, const char *strFileName,bool bLoad = true);
void Save(const char *strFilePath, const char *strFileName);
};
#endif // !defined(AFX_X3DEFFECT_H__36D22C0B_3861_4B57_B539_4E4BFAD198C1__INCLUDED_)

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// X3DEffectBase.cpp: implementation of the CX3DEffectBase class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffectBase.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectBase::CX3DEffectBase()
{
m_QuatSet = false;
m_lpTexture = NULL;
m_index=-1;
m_Scale[0] = m_Scale[1] = m_Scale[2] = 1.0f;
strcpy(m_strTextureFile, "");
m_bWorldEffect = false;
m_Mine = true;
m_StopParticleFrame = -1;
m_bLight = false;
m_bClearBuffer = true;
}
CX3DEffectBase::~CX3DEffectBase()
{
if(m_lpTexture) { delete m_lpTexture; m_lpTexture = NULL; }
}
void CX3DEffectBase::SetStopParticle(int t) {
m_StopParticleFrame = t;
}
int CX3DEffectBase::GetStopParticle() {
return m_StopParticleFrame;
}
void CX3DEffectBase::LoadTexture(const char *strFilename)
{
if(m_lpTexture) { delete m_lpTexture; m_lpTexture = NULL; }
m_lpTexture = new CTexture();
m_lpTexture->Init(m_lpD3DDevice);
m_lpTexture->SetPath(EFFECTTEXTUREPATH);
m_lpTexture->Load((char *)strFilename);
strcpy(m_strTextureFile, strFilename);
}
void CX3DEffectBase::SetGemClearBuffer(bool b)
{
m_bClearBuffer = b;
}

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// X3DEffectBase.h: interface for the CX3DEffectBase class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTBASE_H__C6A7B2C5_B699_4078_9690_00AF0121FFA9__INCLUDED_)
#define AFX_X3DEFFECTBASE_H__C6A7B2C5_B699_4078_9690_00AF0121FFA9__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "key.h"
#include "Texture.h"
#include "BaseDataDefine.h"
#define EFFECT_PARTICLE 0
#define EFFECT_BILLBOARD 1
#define EFFECT_CYLINDER 2
#define EFFECT_PLANE 3
#define EFFECT_SPHERE 4
#define EFFECT_MESH 5
class CX3DEffectBase
{
protected:
unsigned long m_dwEffectKind; // <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
// 0 : <20><>ƼŬ 1 : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// 2 : <20>Ǹ<EFBFBD><C7B8><EFBFBD> 3 : <20>÷<EFBFBD><C3B7><EFBFBD>
// 4 : <20><><EFBFBD>Ǿ<EFBFBD> 5 : <20>޽<EFBFBD>
LPDIRECT3DDEVICE8 m_lpD3DDevice;
CTexture *m_lpTexture;
char m_strTextureFile[256];
unsigned long m_dwStartFrame, m_dwEndFrame;
void *m_lpLocalEffect;
matrix *m_matLocalView;
vector3 *m_vecLocalCenter;
quaternion *m_quatLocalAxis;
quaternion m_quatAxis;
quaternion m_TmpQuat;
bool m_QuatSet;
vector3 m_vecCenter;
color m_lColor;
BOOL m_bTexAni;
bool m_Mine;
int m_index;
float m_Scale[3];
//world map effect <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool m_bWorldEffect;
int m_StopParticleFrame;
unsigned long m_dwSrcBlending;
unsigned long m_dwDestBlending;
bool m_bLight;
bool m_bVisibility;
public:
CKeyList<VectorKeyList> m_lstCenter;
CKeyList<QuaternionKeyList> m_lstAxis;
CKeyList<ColorKeyList> m_lstColor;
public:
bool m_bClearBuffer;
void SetGemClearBuffer(bool b);
CX3DEffectBase();
virtual ~CX3DEffectBase();
void LoadTexture(const char *strFilename);
LPDIRECT3DBASETEXTURE8 GetTexture(void) { return m_lpTexture->GetTexture(); }
char *GetTextureFileName(void) { return m_strTextureFile; }
void SetLocalEffect(void *lpLocalEffect) { m_lpLocalEffect = lpLocalEffect; }
void *GetLocalEffect(void) { return m_lpLocalEffect; }
void SetLocalCenter(vector3 *vecLocalCenter) { m_vecLocalCenter = vecLocalCenter; }
vector3 *GetLocalCenter(void) { return m_vecLocalCenter; }
void SetLocalAxis(quaternion *quatLocalAxis) { m_quatLocalAxis = quatLocalAxis; }
quaternion *GetLocalAxis(void) { return m_quatLocalAxis; }
void SetLocalView(matrix *matLocalView) { m_matLocalView = matLocalView; }
matrix *GetLocalView(void) { return m_matLocalView; }
void SetLocalDevice(LPDIRECT3DDEVICE8 lpD3DDevice) { m_lpD3DDevice = lpD3DDevice; }
LPDIRECT3DDEVICE8 GetLocalDevice(void) { return m_lpD3DDevice; }
// world map effect <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>Լ<EFBFBD>
void SetWorldEffect(bool b) {m_bWorldEffect = b;}
bool GetWorldEffect() { return m_bWorldEffect;}
void SetTexAni(BOOL bTexAni) { m_bTexAni = bTexAni; }
BOOL GetTexAni(void) { return m_bTexAni; }
void SetColor(color lColor) { m_lColor = lColor; }
color GetColor(void) { return m_lColor; }
void SetMine(bool t) { m_Mine = t;}
void SetAlpha(COLORVALUE cAlpha) { m_lColor.a = cAlpha; }
COLORVALUE GetAlpha(void) { return m_lColor.a; }
void SetRColor(COLORVALUE cRColor) { m_lColor.r = cRColor; }
COLORVALUE GetRColor(void) { return m_lColor.r; }
void SetGColor(COLORVALUE cGColor) { m_lColor.g = cGColor; }
COLORVALUE GetGColor(void) { return m_lColor.g; }
void SetBColor(COLORVALUE cBColor) { m_lColor.b = cBColor; }
COLORVALUE GetBColor(void) { return m_lColor.b; }
void SetSrcBlending(unsigned long dwSrcBlending) { m_dwSrcBlending = dwSrcBlending; }
unsigned long GetSrcBlending(void) { return m_dwSrcBlending; }
void SetDestBlending(unsigned long dwDestBlending) { m_dwDestBlending = dwDestBlending; }
unsigned long GetDestBlending(void) { return m_dwDestBlending; }
void SetStartFrame(unsigned long dwStartFrame) { m_dwStartFrame = dwStartFrame; }
unsigned long GetStartFrame(void) { return m_dwStartFrame; }
void SetEndFrame(unsigned long dwEndFrame) { m_dwEndFrame = dwEndFrame; }
unsigned long GetEndFrame(void) { return m_dwEndFrame; }
void SetEffectKind(unsigned long dwEffectKind) { m_dwEffectKind = dwEffectKind; }
unsigned long GetEffectKind(void) { return m_dwEffectKind; }
//scale set
void SetEffectScale(float x,float y,float z) { m_Scale[0] = x;m_Scale[1] = y;m_Scale[2] = z;}
void SetAxis(float fX, float fY, float fZ, float fW) { m_quatAxis.x = fX; m_quatAxis.y = fY; m_quatAxis.z = fZ; m_quatAxis.w = fW; }
void SetAxis(quaternion &quatAxis) {
m_QuatSet = true;
m_quatAxis = quatAxis;
m_TmpQuat = m_quatAxis;
}
quaternion GetAxis(void) { return m_quatAxis; }
void SetStopParticle(int t);
int GetStopParticle();
void SetCenter(float fX, float fY, float fZ) { m_vecCenter.x = fX; m_vecCenter.y = fY; m_vecCenter.z = fZ; }
void SetCenter(vector3 &vecCenter) { m_vecCenter = vecCenter; }
vector3 GetCenter(void) { return m_vecCenter; }
void SetLight(bool b) { m_bLight = b;}
void SetVisibility(bool b) { m_bVisibility = b;}
virtual void Create(unsigned long dwStartFrame, unsigned long dwEndFrame) = 0;
virtual BOOL CreateBuffer(void) = 0;
virtual void Render(void) = 0;
virtual BOOL Interpolation(float fFrame) = 0;
virtual void Load(FILE *fp, const char *strOriginalPath = NULL) = 0;
virtual void Save(FILE *fp, const char *strOriginalPath = NULL) = 0;
};
#endif // !defined(AFX_X3DEFFECTBASE_H__C6A7B2C5_B699_4078_9690_00AF0121FFA9__INCLUDED_)

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// X3DEffectBillboard.cpp: implementation of the CX3DEffectBillboard class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectBillboard.h"
#include "SceneManager.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectBillboard::CX3DEffectBillboard()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_lpVertices = NULL;
m_lpVerticesBlend = NULL;
}
CX3DEffectBillboard::~CX3DEffectBillboard()
{
if(m_lpVerticesBlend) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
else
m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
else
m_lpVertices->Release();
m_lpVertices = NULL;
}
// if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
// if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
}
void CX3DEffectBillboard::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
}
BOOL CX3DEffectBillboard::CreateBuffer(void)
{
// if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
// if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
if(m_lpVerticesBlend) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
//m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
// m_lpVertices->Release();
m_lpVertices = NULL;
}
// m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,true);
// m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,true);
m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,false);
m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,false);
/*
m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVertices );
m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVerticesBlend );
*/
return TRUE;
}
void CX3DEffectBillboard::Render(void)
{
if(!m_bVisibility)
return;
if(m_lpVertices == NULL) return;
matrix matWorld;
matWorld.MakeIdent();
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->SetTexture(0, GetTexture());
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
if(m_bTexAni)
{
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}/**/
}
BOOL CX3DEffectBillboard::Interpolation(float fFrame)
{
///////////////////////////////////////////////////////////////////////////////////
if(!m_lstCenter.Interpolation(fFrame, m_vecCenter)) return FALSE;
if(!m_lstAxis.InterpolationQ(fFrame, m_quatAxis)) return FALSE;
if(!m_lstWidth.Interpolation(fFrame, m_fWidth)) return FALSE;
if(!m_lstHeight.Interpolation(fFrame, m_fHeight)) return FALSE;
if(!m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_fWidth *=m_Scale[0];
m_fHeight *=m_Scale[0];
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(m_bTexAni)
{
if(!m_lstTexFrame.Interpolation(fFrame, m_fTexFrame)) return FALSE;
} else
{
if(!m_lstStartU.Interpolation(fFrame, m_fStartU)) return FALSE;
if(!m_lstStartV.Interpolation(fFrame, m_fStartV)) return FALSE;
if(!m_lstTileU.Interpolation(fFrame, m_fTileU)) return FALSE;
if(!m_lstTileV.Interpolation(fFrame, m_fTileV)) return FALSE;
}
if(m_bVisibility) {
///////////////////////////////////////////////////////////////////////////////////
{
///////////////////////////////////////////////////////////////////////////////////
LVertex *pVertices, *pVerticesBlend;
// if(FAILED( m_lpVertices->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) ) return FALSE;
// if(FAILED( m_lpVerticesBlend->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) ) return FALSE;
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0) ) ) return FALSE;
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0) ) ) return FALSE;
if(m_bAxisAligned)
{
m_vecAxisT = vector3(0.0f, (m_fHeight / 2), 0.0f);
m_vecEyeT = vector3(0.0f, 0.0f, -1.0f);
z3d::VectorRotate(m_vecAxisT, m_vecAxisT, m_quatAxis);
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis()) z3d::VectorRotate(m_vecAxisT, m_vecAxisT, (*((CX3DEffect *)m_lpLocalEffect)->GetAxis()));
m_vecEyeT = vector3(m_vecEyeT.x * m_matLocalView->_11 + m_vecEyeT.y * m_matLocalView->_12 + m_vecEyeT.z * m_matLocalView->_13,
m_vecEyeT.x * m_matLocalView->_21 + m_vecEyeT.y * m_matLocalView->_22 + m_vecEyeT.z * m_matLocalView->_23,
m_vecEyeT.x * m_matLocalView->_31 + m_vecEyeT.y * m_matLocalView->_32 + m_vecEyeT.z * m_matLocalView->_33);
m_vecWidthT = m_vecAxisT ^ m_vecEyeT;
m_vecWidthT.Normalize();
m_vecWidthT *= (m_fWidth / 2);
pVertices[0].v = m_vecAxisT + m_vecWidthT + m_vecCenter;
pVertices[1].v = m_vecAxisT - m_vecWidthT + m_vecCenter;
pVertices[2].v = -m_vecAxisT + m_vecWidthT + m_vecCenter;
pVertices[3].v = -m_vecAxisT - m_vecWidthT + m_vecCenter;
} else
{
matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
float w = m_fWidth / 2;
float h = m_fHeight / 2;
pVertices[0].v = vector3(-w, h, 0.0f);
pVertices[1].v = vector3(w, h, 0.0f);
pVertices[2].v = vector3(-w, -h, 0.0f);
pVertices[3].v = vector3(w, -h, 0.0f);
vector3 vecCenter;
z3d::VectorRotate(pVertices[0].v, pVertices[0].v, m_quatAxis);
z3d::VectorRotate(pVertices[1].v, pVertices[1].v, m_quatAxis);
z3d::VectorRotate(pVertices[2].v, pVertices[2].v, m_quatAxis);
z3d::VectorRotate(pVertices[3].v, pVertices[3].v, m_quatAxis);
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
{
z3d::VectorRotate(pVertices[0].v, pVertices[0].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVertices[1].v, pVertices[1].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVertices[2].v, pVertices[2].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVertices[3].v, pVertices[3].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(vecCenter, m_vecCenter, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
} else
{
vecCenter = m_vecCenter;
}
pVertices[0].v = vector3(pVertices[0].v.x * matView->_11 + pVertices[0].v.y * matView->_12, pVertices[0].v.x * matView->_21 + pVertices[0].v.y * matView->_22, pVertices[0].v.x * matView->_31 + pVertices[0].v.y * matView->_32);
pVertices[1].v = vector3(pVertices[1].v.x * matView->_11 + pVertices[1].v.y * matView->_12, pVertices[1].v.x * matView->_21 + pVertices[1].v.y * matView->_22, pVertices[1].v.x * matView->_31 + pVertices[1].v.y * matView->_32);
pVertices[2].v = vector3(pVertices[2].v.x * matView->_11 + pVertices[2].v.y * matView->_12, pVertices[2].v.x * matView->_21 + pVertices[2].v.y * matView->_22, pVertices[2].v.x * matView->_31 + pVertices[2].v.y * matView->_32);
pVertices[3].v = vector3(pVertices[3].v.x * matView->_11 + pVertices[3].v.y * matView->_12, pVertices[3].v.x * matView->_21 + pVertices[3].v.y * matView->_22, pVertices[3].v.x * matView->_31 + pVertices[3].v.y * matView->_32);
pVertices[0].v += vecCenter;
pVertices[1].v += vecCenter;
pVertices[2].v += vecCenter;
pVertices[3].v += vecCenter;
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter())
{
pVerticesBlend[0].v = pVertices[0].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
pVerticesBlend[1].v = pVertices[1].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
pVerticesBlend[2].v = pVertices[2].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
pVerticesBlend[3].v = pVertices[3].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
} else
{
pVerticesBlend[0].v = pVertices[0].v;
pVerticesBlend[1].v = pVertices[1].v;
pVerticesBlend[2].v = pVertices[2].v;
pVerticesBlend[3].v = pVertices[3].v;
}
///////////////////////////////////////////////////////////////////////////////////
float f1, f2;
float fStartU, fStartV, fEndU, fEndV;
float fStartBU, fStartBV, fEndBU, fEndBV;
if(m_bTexAni)
{
f1 = (((long)m_fTexFrame) % 4) * 0.25;
f2 = (((long)m_fTexFrame) / 4) * 0.25;
fStartU = f1;
fStartV = f2;
fEndU = f1 + 0.25f;
fEndV = f2 + 0.25f;
f1 = (((long)ceilf(m_fTexFrame)) % 4) * 0.25;
f2 = (((long)ceilf(m_fTexFrame)) / 4) * 0.25;
fStartBU = f1;
fStartBV = f2;
fEndBU = f1 + 0.25f;
fEndBV = f2 + 0.25f;
} else
{
fStartBU = fStartU = m_fStartU;
fStartBV = fStartV = m_fStartV;
fEndBU = fEndU = m_fTileU;
fEndBV = fEndV = m_fTileV;
}
pVertices[0].tu = fStartU; pVertices[0].tv = fStartV;
pVertices[1].tu = fEndU; pVertices[1].tv = fStartV;
pVertices[2].tu = fStartU; pVertices[2].tv = fEndV;
pVertices[3].tu = fEndU; pVertices[3].tv = fEndV;
pVerticesBlend[0].tu = fStartBU; pVerticesBlend[0].tv = fStartBV;
pVerticesBlend[1].tu = fEndBU; pVerticesBlend[1].tv = fStartBV;
pVerticesBlend[2].tu = fStartBU; pVerticesBlend[2].tv = fEndBV;
pVerticesBlend[3].tu = fEndBU; pVerticesBlend[3].tv = fEndBV;
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
pVertices[0].diff = pVertices[1].diff = pVertices[2].diff = pVertices[3].diff = m_lColor;
pVerticesBlend[0].diff = pVerticesBlend[1].diff = pVerticesBlend[2].diff = pVerticesBlend[3].diff = m_lColor;
if(m_bTexAni)
{
pVertices[3].diff.a *= (floorf(m_fTexFrame + 1.0f) - m_fTexFrame);
pVertices[0].diff.a = pVertices[1].diff.a = pVertices[2].diff.a = pVertices[3].diff.a;
pVerticesBlend[3].diff.a *= (m_fTexFrame - floorf(m_fTexFrame));
pVerticesBlend[0].diff.a = pVerticesBlend[1].diff.a = pVerticesBlend[2].diff.a = pVerticesBlend[3].diff.a;
}
pVertices[0].spec = pVertices[1].spec = pVertices[2].spec = pVertices[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
pVerticesBlend[0].spec = pVerticesBlend[1].spec = pVerticesBlend[2].spec = pVerticesBlend[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
///////////////////////////////////////////////////////////////////////////////////
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
}
}
return TRUE;
}
void CX3DEffectBillboard::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_bTexAni, 4, 1, fp);
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
fread(&m_bAxisAligned, 4, 1, fp);
m_lstAxis.Load(fp, m_quatAxis);
m_lstCenter.Load(fp, m_vecCenter);
m_lstColor.Load(fp, m_lColor);
m_lstWidth.Load(fp, m_fWidth);
m_lstHeight.Load(fp, m_fHeight);
m_lstStartU.Load(fp, m_fStartU);
m_lstStartV.Load(fp, m_fStartV);
m_lstTileU.Load(fp, m_fTileU);
m_lstTileV.Load(fp, m_fTileV);
m_lstTexFrame.Load(fp, m_fTexFrame);
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
m_fWidth *=m_Scale[0];
m_fHeight *=m_Scale[0];
}
}
void CX3DEffectBillboard::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_bTexAni, 4, 1, fp);
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
fwrite(&m_bAxisAligned, 4, 1, fp);
m_lstAxis.Save(fp);
m_lstCenter.Save(fp);
m_lstColor.Save(fp);
m_lstWidth.Save(fp);
m_lstHeight.Save(fp);
m_lstStartU.Save(fp);
m_lstStartV.Save(fp);
m_lstTileU.Save(fp);
m_lstTileV.Save(fp);
m_lstTexFrame.Save(fp);
}

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// X3DEffectBillboard.h: interface for the CX3DEffectBillboard class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_)
#define AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
class CX3DEffectBillboard : public CX3DEffectBase
{
protected:
float m_fWidth;
float m_fHeight;
float m_fTileU;
float m_fTileV;
float m_fStartU;
float m_fStartV;
float m_fTexFrame;
BOOL m_bAxisAligned;
LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
public:
CKeyList<FloatKeyList> m_lstWidth;
CKeyList<FloatKeyList> m_lstHeight;
CKeyList<FloatKeyList> m_lstTileU;
CKeyList<FloatKeyList> m_lstTileV;
CKeyList<FloatKeyList> m_lstStartU;
CKeyList<FloatKeyList> m_lstStartV;
CKeyList<FloatKeyList> m_lstTexFrame;
// <20><><EFBFBD><EFBFBD> Interpolation <20><> <20><><EFBFBD><EFBFBD>
vector3 m_vecEyeT, m_vecAxisT, m_vecWidthT;
public:
CX3DEffectBillboard();
virtual ~CX3DEffectBillboard();
void SetWidth(float fWidth) { m_fWidth = fWidth; }
float GetWidth(void) { return m_fWidth; }
void SetHeight(float fHeight) { m_fHeight = fHeight; }
float GetHeight(void) { return m_fHeight; }
void SetStartU(float fStartU) { m_fStartU = fStartU; }
float GetStartU(void) { return m_fStartU; }
void SetStartV(float fStartV) { m_fStartV = fStartV; }
float GetStartV(void) { return m_fStartV; }
void SetTileU(float fTileU) { m_fTileU = fTileU; }
float GetTileU(void) { return m_fTileU; }
void SetTileV(float fTileV) { m_fTileV = fTileV; }
float GetTileV(void) { return m_fTileV; }
void SetAxisAligned(BOOL bAxisAligned) { m_bAxisAligned = bAxisAligned; }
BOOL GetAxisAligned(void) { return m_bAxisAligned; }
void SetTexFrame(float fTexFrame) { m_fTexFrame = fTexFrame; }
float GetTexFrame(void) { return m_fTexFrame; }
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer(void);
void Render(void);
BOOL Interpolation(float fFrame);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
};
#endif // !defined(AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_)

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// X3DEffectCylinder.cpp: implementation of the CX3DEffectCylinder class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectCylinder.h"
#include "SceneManager.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectCylinder::CX3DEffectCylinder()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_lpVertices = NULL;
m_lpVerticesBlend = NULL;
}
CX3DEffectCylinder::~CX3DEffectCylinder()
{
if(m_lpVerticesBlend) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
else
m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
else
m_lpVertices->Release();
m_lpVertices = NULL;
}
/*
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }*/
}
void CX3DEffectCylinder::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
}
BOOL CX3DEffectCylinder::CreateBuffer(void)
{
if(m_lpVerticesBlend) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
//m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
// m_lpVertices->Release();
m_lpVertices = NULL;
}
// m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,true);
// m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,true);
m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,false);
m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(((m_dwSidePlane + 1) * 2) * sizeof(LVertex),LVERTEXFVF,false);
/*
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
m_lpD3DDevice->CreateVertexBuffer( ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF,
D3DPOOL_DEFAULT, &m_lpVertices );
m_lpD3DDevice->CreateVertexBuffer( ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF,
D3DPOOL_DEFAULT, &m_lpVerticesBlend );
*/
m_dwPrimitive = m_dwSidePlane * 2;
return TRUE;
}
void CX3DEffectCylinder::Render(void)
{
if(!m_bVisibility)
return;
if(m_lpVertices == NULL) return;
matrix matWorld;
matWorld.MakeIdent();
quaternion *quatAxis = ((CX3DEffect *)m_lpLocalEffect)->GetAxis();
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
if(quatAxis) { z3d::MatrixRotationQuaternion(matWorld, (*quatAxis)); }
if(m_QuatSet) {
z3d::MatrixRotationQuaternion(matWorld, (m_TmpQuat));
}
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter())
{
vector3 *vecTemp = ((CX3DEffect *)m_lpLocalEffect)->GetCenter();
matWorld._41 = vecTemp->x;
matWorld._42 = vecTemp->y;
matWorld._43 = vecTemp->z;
}
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->SetTexture(0, GetTexture());
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, m_dwPrimitive);
if(m_bTexAni)
{
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, m_dwPrimitive);
}/**/
}
BOOL CX3DEffectCylinder::Interpolation(float fFrame)
{
///////////////////////////////////////////////////////////////////////////////////
if(!m_lstCenter.Interpolation(fFrame, m_vecCenter)) return FALSE;
if(!m_lstAxis.InterpolationQ(fFrame, m_quatAxis)) return FALSE;
if(!m_lstUpperHeight.Interpolation(fFrame, m_fUpperHeight)) return FALSE;
if(!m_lstUpperRadius.Interpolation(fFrame, m_fUpperRadius)) return FALSE;
if(!m_lstLowerHeight.Interpolation(fFrame, m_fLowerHeight)) return FALSE;
if(!m_lstLowerRadius.Interpolation(fFrame, m_fLowerRadius)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_fUpperHeight *=m_Scale[0];
m_fUpperRadius *=m_Scale[0];
m_fLowerHeight *=m_Scale[0];
m_fLowerRadius *=m_Scale[0];
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(!m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
if(m_bTexAni)
{
if(!m_lstTexFrame.Interpolation(fFrame, m_fTexFrame)) return FALSE;
} else
{
if(!m_lstStartU.Interpolation(fFrame, m_fStartU)) return FALSE;
if(!m_lstStartV.Interpolation(fFrame, m_fStartV)) return FALSE;
if(!m_lstTileU.Interpolation(fFrame, m_fTileU)) return FALSE;
if(!m_lstTileV.Interpolation(fFrame, m_fTileV)) return FALSE;
}
if(m_bVisibility) {
///////////////////////////////////////////////////////////////////////////////////
{
LVertex *pVertices, *pVerticesBlend;
// if(FAILED( m_lpVertices->Lock( 0, ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) )
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0) ) )
return FALSE;
// if(FAILED( m_lpVerticesBlend->Lock( 0, ((m_dwSidePlane + 1) * 2) * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) )
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0) ) )
return FALSE;
unsigned long i, tempi;
float degree;
float divangle = 360.0f / m_dwSidePlane;
float f1, f2;
float fStartU, fStartV, fEndU, fEndV;
float fStartBU, fStartBV, fEndBU, fEndBV;
if(m_bTexAni)
{
f1 = (((long)m_fTexFrame) % 4) * 0.25;
f2 = (((long)m_fTexFrame) / 4) * 0.25;
fStartU = f1;
fStartV = f2;
f1 = (((long)ceilf(m_fTexFrame)) % 4) * 0.25;
f2 = (((long)ceilf(m_fTexFrame)) / 4) * 0.25;
fStartBU = f1;
fStartBV = f2;
fEndU = fEndBU = 0.25f;
fEndV = fEndBV = 0.25f;
} else
{
fStartBU = fStartU = m_fStartU;
fStartBV = fStartV = m_fStartV;
fEndBU = fEndU = m_fTileU - fStartBU;
fEndBV = fEndV = m_fTileV - fStartBV;
}
for(i = 0; i < m_dwSidePlane; i++)
{
degree = FLOAT_DEG(i * divangle);
tempi = i * 2 + 1;
pVertices[tempi].v = vector3(m_fUpperRadius * cosf(degree), m_fUpperHeight, m_fUpperRadius * sinf(degree));
z3d::VectorRotate(pVertices[tempi].v, pVertices[tempi].v, m_quatAxis);
pVertices[tempi].v += m_vecCenter;
pVerticesBlend[tempi].v = pVertices[tempi].v;
pVertices[tempi].tu = fStartU + fEndU * (float)i / m_dwSidePlane;
pVertices[tempi].tv = fStartV;
pVerticesBlend[tempi].tu = fStartBU + fEndBU * (float)i / m_dwSidePlane;
pVerticesBlend[tempi].tv = fStartBV;
tempi = i * 2;
pVertices[tempi].v = vector3(m_fLowerRadius * cosf(degree), -m_fLowerHeight, m_fLowerRadius * sinf(degree));
z3d::VectorRotate(pVertices[tempi].v, pVertices[tempi].v, m_quatAxis);
pVertices[tempi].v += m_vecCenter;
pVerticesBlend[tempi].v = pVertices[tempi].v;
pVertices[tempi].tu = fStartU + fEndU * (float)i / m_dwSidePlane;
pVertices[tempi].tv = fEndV;
pVerticesBlend[tempi].tu = fStartBU + fEndBU * (float)i / m_dwSidePlane;
pVerticesBlend[tempi].tv = fEndBV;
}
tempi = m_dwSidePlane * 2 + 1;
pVertices[tempi].v = pVertices[1].v;
pVertices[tempi].tu = fStartU + fEndU;
pVertices[tempi].tv = fStartV;
pVerticesBlend[tempi].tu = fStartBU + fEndBU;
pVerticesBlend[tempi].tv = fStartBV;
tempi = m_dwSidePlane * 2;
pVertices[tempi].v = pVertices[0].v;
pVertices[tempi].tu = fStartU + fEndU;
pVertices[tempi].tv = fEndV;
pVerticesBlend[tempi].tu = fStartBU + fEndBU;
pVerticesBlend[tempi].tv = fEndBV;
pVertices[0].diff = m_lColor;
pVertices[0].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
pVerticesBlend[0].diff = pVertices[0].diff;
pVerticesBlend[0].spec = pVertices[0].spec;
if(m_bTexAni)
{
pVertices[0].diff.a *= (floorf(m_fTexFrame + 1.0f) - m_fTexFrame);
pVerticesBlend[0].diff.a *= (m_fTexFrame - floorf(m_fTexFrame));
}
for(i = 1; i < (m_dwSidePlane + 1) * 2; i++)
{
pVertices[i].diff = pVertices[0].diff;
pVertices[i].spec = pVertices[0].spec;
pVerticesBlend[i].diff = pVerticesBlend[0].diff;
pVerticesBlend[i].spec = pVerticesBlend[0].spec;
}
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
}
}
return TRUE;
}
void CX3DEffectCylinder::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_bTexAni, 4, 1, fp);
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
m_lstAxis.Load(fp, m_quatAxis);
m_lstCenter.Load(fp, m_vecCenter);
fread(&m_dwSidePlane, 4, 1, fp);
m_lstColor.Load(fp, m_lColor);
m_lstUpperHeight.Load(fp, m_fUpperHeight);
m_lstUpperRadius.Load(fp, m_fUpperRadius);
m_lstLowerHeight.Load(fp, m_fLowerHeight);
m_lstLowerRadius.Load(fp, m_fLowerRadius);
if(m_Scale[0] != 1.0f) {
m_fUpperHeight *=m_Scale[0];
m_fUpperRadius *=m_Scale[0];
m_fLowerHeight *=m_Scale[0];
m_fLowerRadius *=m_Scale[0];
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
m_lstStartU.Load(fp, m_fStartU);
m_lstStartV.Load(fp, m_fStartV);
m_lstTileU.Load(fp, m_fTileU);
m_lstTileV.Load(fp, m_fTileV);
m_lstTexFrame.Load(fp, m_fTexFrame);
}
void CX3DEffectCylinder::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_bTexAni, 4, 1, fp);
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
m_lstAxis.Save(fp);
m_lstCenter.Save(fp);
fwrite(&m_dwSidePlane, 4, 1, fp);
m_lstColor.Save(fp);
m_lstUpperHeight.Save(fp);
m_lstUpperRadius.Save(fp);
m_lstLowerHeight.Save(fp);
m_lstLowerRadius.Save(fp);
m_lstStartU.Save(fp);
m_lstStartV.Save(fp);
m_lstTileU.Save(fp);
m_lstTileV.Save(fp);
m_lstTexFrame.Save(fp);
}

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// X3DEffectCylinder.h: interface for the CX3DEffectCylinder class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTCYLINDER_H__21EB02CB_6CA5_4DA9_9AD2_EBED7AFE8320__INCLUDED_)
#define AFX_X3DEFFECTCYLINDER_H__21EB02CB_6CA5_4DA9_9AD2_EBED7AFE8320__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
class CX3DEffectCylinder : public CX3DEffectBase
{
protected:
unsigned long m_dwSidePlane, m_dwPrimitive;
float m_fUpperHeight;
float m_fLowerHeight;
float m_fUpperRadius;
float m_fLowerRadius;
float m_fTileU;
float m_fTileV;
float m_fStartU;
float m_fStartV;
float m_fTexFrame;
LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
public:
CKeyList<FloatKeyList> m_lstUpperHeight;
CKeyList<FloatKeyList> m_lstLowerHeight;
CKeyList<FloatKeyList> m_lstUpperRadius;
CKeyList<FloatKeyList> m_lstLowerRadius;
CKeyList<FloatKeyList> m_lstTileU;
CKeyList<FloatKeyList> m_lstTileV;
CKeyList<FloatKeyList> m_lstStartU;
CKeyList<FloatKeyList> m_lstStartV;
CKeyList<FloatKeyList> m_lstTexFrame;
public:
CX3DEffectCylinder();
virtual ~CX3DEffectCylinder();
void SetSidePlane(unsigned long dwSidePlane) { m_dwSidePlane = dwSidePlane; }
unsigned long GetSidePlane(void) { return m_dwSidePlane; }
void SetUpperHeight(float fUpperHeight) { m_fUpperHeight = fUpperHeight; }
float GetUpperHeight(void) { return m_fUpperHeight; }
void SetLowerHeight(float fLowerHeight) { m_fLowerHeight = fLowerHeight; }
float GetLowerHeight(void) { return m_fLowerHeight; }
void SetUpperRadius(float fUpperRadius) { m_fUpperRadius = fUpperRadius; }
float GetUpperRadius(void) { return m_fUpperRadius; }
void SetLowerRadius(float fLowerRadius) { m_fLowerRadius = fLowerRadius; }
float GetLowerRadius(void) { return m_fLowerRadius; }
void SetTileU(float fTileU) { m_fTileU = fTileU; }
float GetTileU(void) { return m_fTileU; }
void SetTileV(float fTileV) { m_fTileV = fTileV; }
float GetTileV(void) { return m_fTileV; }
void SetStartU(float fStartU) { m_fStartU = fStartU; }
float GetStartU(void) { return m_fStartU; }
void SetStartV(float fStartV) { m_fStartV = fStartV; }
float GetStartV(void) { return m_fStartV; }
void SetTexFrame(float fTexFrame) { m_fTexFrame = fTexFrame; }
float GetTexFrame(void) { return m_fTexFrame; }
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer(void);
void Render(void);
BOOL Interpolation(float fFrame);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
};
#endif // !defined(AFX_X3DEFFECTCYLINDER_H__21EB02CB_6CA5_4DA9_9AD2_EBED7AFE8320__INCLUDED_)

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@@ -0,0 +1,979 @@
// X3DEffectManager.cpp: implementation of the CX3DEffectManager class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffectManager.h"
#include "X3DEffectMesh.h"
#include "SceneNode.h"
#include "SceneManager.h"
//#include <crtdbg.h>
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectManager::CX3DEffectManager()
{
m_lstExist.clear();
m_lstFree.clear();
m_lstEffect.clear();
m_lstEffect.reserve(40);
m_lstScript.clear();
m_lstScript.reserve(40);
m_lstWScript.clear();
m_lstIScript.clear();
m_lstLightning.clear();
m_EffScriptLimitNum = DEFAULTLIMITSCRIPT;
m_EffScriptLimitCount = 0;
m_pFrustum = new CViewFrustum;
}
CX3DEffectManager::~CX3DEffectManager()
{
DeleteAllEffect();
DeleteAllEffectScript();
DeleteAllWorldScript();
DeleteAllInterfaceScript();
DeleteAllLightning();
delete m_pFrustum;
m_pFrustum = NULL;
// CX3DEffectMesh::DeleteAllCash(); // Mesh Cash List Delete
}
void CX3DEffectManager::UpdateFrame(void)
{
EffectHandleList::iterator it;
long count = m_lstExist.size() - 1, j;
CX3DEffect *pEffect;
m_lpD3DDevice->GetTransform(D3DTS_VIEW, (D3DMATRIX *)&m_matView);
m_dwTick = timeGetTime();
for(it = m_lstExist.begin(), j = 0; j <= count; it++, j++)
{
pEffect = m_lstEffect[(*it)];
// <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD> update
if(pEffect->GetEffectStart()) {
if(m_dwTick - pEffect->GetTick() >= pEffect->GetFrameTick())
{
if(!pEffect->Interpolation(m_dwTick - pEffect->GetTick()))
{
m_lstFree.push_back((*it));
delete pEffect;
pEffect = NULL;
m_lstExist.erase(it);
it--;
} else
{
pEffect->SetTick(m_dwTick);
}
}
}
}
}
void CX3DEffectManager::Render(int num)
{
EffectHandleList::iterator it;
int i=0;
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetTexture(0, NULL);
m_lpD3DDevice->SetTexture(1, NULL);
m_lpD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
m_lpD3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_lpD3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_ALWAYS);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHAREF,0x00000000);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
for(it = m_lstExist.begin(); it != m_lstExist.end(); it++,i++)
{
if(i== num) {
m_lpD3DDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
}
//if(effectmap->EffectSectorIn(
//camera pos
matrix *matViewPosition=CSceneManager::GetCamera()->GetMatPosition();
vector3 vecViewPos=matViewPosition->GetLoc();
int indexx=(int)(vecViewPos.x/SECTORSIZE);
int indexy=(int)(vecViewPos.z/SECTORSIZE);
//culling
CSceneNode CheckNode;
CheckNode.m_fRad=100.0f;
CheckNode.m_AccumulateTM.Translation(*m_lstEffect[(*it)]->GetCenter());
if(m_lstEffect[(*it)]->map_effect == true) {
if(CheckNode.isCulling())
{
//if(effectmap->EffectSectorIn(indexx,indexy,i)) {
if(m_lstEffect[(*it)]) m_lstEffect[(*it)]->Render();
//}
}
}
else {
if(m_lstEffect[(*it)]) m_lstEffect[(*it)]->Render();
}
if(i == num)
m_lpD3DDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
}
matrix matWorld;
matWorld.MakeIdent();
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
void CX3DEffectManager::Render()
{
EffectHandleList::iterator it;
int i=0;
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetTexture(0, NULL);
m_lpD3DDevice->SetTexture(1, NULL);
m_lpD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
m_lpD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
m_lpD3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_lpD3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_ALWAYS);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHAREF,0x00000000);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
for(it = m_lstExist.begin(); it != m_lstExist.end(); it++,i++)
{
if(!(m_lstEffect[(*it)]->GetEffectStart()))
continue;
//if(effectmap->EffectSectorIn(
//camera pos
matrix *matViewPosition=CSceneManager::GetCamera()->GetMatPosition();
vector3 vecViewPos=matViewPosition->GetLoc();
int indexx=(int)(vecViewPos.x/SECTORSIZE);
int indexy=(int)(vecViewPos.z/SECTORSIZE);
//culling
CSceneNode CheckNode;
CheckNode.m_fRad=100.0f;
CheckNode.m_AccumulateTM.Translation(*m_lstEffect[(*it)]->GetCenter());
if(m_lstEffect[(*it)]->map_effect == true) {
if(CheckNode.isCulling())
{
//if(effectmap->EffectSectorIn(indexx,indexy,i)) {
if(m_lstEffect[(*it)]) m_lstEffect[(*it)]->Render();
//}
}
}
else {
if(m_lstEffect[(*it)]) m_lstEffect[(*it)]->Render();
}
}
matrix matWorld;
matWorld.MakeIdent();
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
XEFFECT CX3DEffectManager::AddEffect(CX3DEffect *lpNewEffect)
{
XEFFECT hEffect;
if(m_lstFree.empty())
{
hEffect = m_lstEffect.size();
m_lstEffect.push_back(lpNewEffect);
} else
{
hEffect = m_lstFree.back();
m_lstEffect[hEffect] = lpNewEffect;
m_lstFree.pop_back();
}
lpNewEffect->SetDevice(m_lpD3DDevice);
lpNewEffect->SetViewMatrix(&m_matView);
lpNewEffect->SetEffectSetting();
lpNewEffect->SetTick(timeGetTime());
m_lstExist.push_back(hEffect);
return hEffect;
}
char *CX3DEffectManager::GetEsfName(int index) {
if(m_lstScript[index] != NULL) {
return m_lstScript[index]->m_FileName;
}
return NULL;
}
void CX3DEffectManager::AddLightning(CLightning *new_light) {
m_lstLightning.push_back(new_light);
}
CEffScript *CX3DEffectManager::AddEffScript(CEffScript *new_script) {
// _ASSERTE( _CrtCheckMemory());
if(!new_script->GetMine()) { // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20>ƴϸ<C6B4> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if(new_script->GetBSkill() && (!new_script->GetChant())) { // skill effect <20≯<EFBFBD> <20><><EFBFBD><EFBFBD>
if(m_EffScriptLimitCount > m_EffScriptLimitNum) {
return NULL;
}
else
m_EffScriptLimitCount++;
}
}
m_lstScript.push_back(new_script);
// _ASSERTE( _CrtCheckMemory());
///////// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20>׽<EFBFBD>Ʈ///
/*
// interface effect
vector3 pos;
matrix *matpos = NULL;
vector3 camera_fwd;
matpos = CSceneManager::GetCamera()->GetMatPosition();
camera_fwd = CSceneManager::GetCamera()->GetViewTowardVector();
pos.x = matpos->_41;
pos.y = matpos->_42;
pos.z = matpos->_43;
pos.x += (camera_fwd.x * 300.0f);
pos.y += (camera_fwd.y * 300.0f);
pos.z += (camera_fwd.z * 300.0f);
new_script->SetStartPos(pos.x,pos.y,pos.z);
// interface effect
//screen projection
D3DXMATRIX t_project;
D3DXMATRIX t_view;
D3DXMATRIX t_world;
D3DXVECTOR3 t_pos;
D3DVIEWPORT8 t_viewport;
t_pos.x = pos.x;
t_pos.y = pos.y;
t_pos.z = pos.z;
m_lpD3DDevice->GetViewport(&t_viewport);
m_lpD3DDevice->GetTransform(D3DTS_WORLD,&t_world);
m_lpD3DDevice->GetTransform(D3DTS_VIEW,&t_view);
m_lpD3DDevice->GetTransform(D3DTS_PROJECTION,&t_project);
D3DXVec3Project(&(new_script->m_Projection),
&t_pos,
&t_viewport,
&t_project,
&t_view,
&t_world);
new_script->SetScriptValue(ESINTERFACE);
*/
//////////
new_script->SetDevice(m_lpD3DDevice);
//return (m_lstScript.size() - 1);
// _ASSERTE( _CrtCheckMemory());
// _ASSERTE( _CrtCheckMemory());
return new_script;
}
int CX3DEffectManager::AddWorldEffScript(CEffScript *new_script) {
m_lstWScript.push_back(new_script);
new_script->SetDevice(m_lpD3DDevice);
new_script->SetWorldEffect(true);
return (m_lstWScript.size() - 1);
}
CEffScript *CX3DEffectManager::AddInterfaceScript(CEffScript *new_script) {
// Ư<><C6AF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/* if(!(new_script->m_bInterfaceSet)) {
vector3 pos;
matrix *matpos = NULL;
vector3 camera_fwd;
vector3 camera_up;
vector3 camera_right;
matpos = CSceneManager::GetCamera()->GetMatPosition();
camera_fwd = CSceneManager::GetCamera()->GetViewTowardVector();
camera_up = CSceneManager::GetCamera()->GetViewUpVector();
camera_right = camera_fwd^camera_up;
//camera_fwd = CSceneManager::GetCamera()->GetFwdVector();
pos.x = matpos->_41;
pos.y = matpos->_42;
pos.z = matpos->_43;
pos.x += (camera_fwd.x * 100.0f);
pos.y += (camera_fwd.y * 100.0f);
pos.z += (camera_fwd.z * 100.0f);
if(new_script->m_bInterfacePos) {
pos += (camera_up * (new_script->m_InterfacePos[1]));
pos += ((-camera_right) * (new_script->m_InterfacePos[0]));
}
//pos *= 100.0f;
new_script->SetStartPos(pos.x,pos.y,pos.z);
// interface effect
//screen projection
D3DXMATRIX t_project;
D3DXMATRIX t_view;
D3DXMATRIX t_world;
D3DXVECTOR3 t_pos;
D3DVIEWPORT8 t_viewport;
t_pos.x = pos.x;
t_pos.y = pos.y;
t_pos.z = pos.z;
m_lpD3DDevice->GetViewport(&t_viewport);
m_lpD3DDevice->GetTransform(D3DTS_WORLD,&t_world);
m_lpD3DDevice->GetTransform(D3DTS_VIEW,&t_view);
m_lpD3DDevice->GetTransform(D3DTS_PROJECTION,&t_project);
D3DXVec3Project(&(new_script->m_Projection),
&t_pos,
&t_viewport,
&t_project,
&t_view,
&t_world);
new_script->SetScriptValue(ESINTERFACE);
for(int i=0;i<new_script->m_SubScriptNum;i++) {
new_script->m_SubScript[i].m_Projection = new_script->m_Projection;
}
}
*/
new_script->SetInterfaceSet(true);
if(new_script->m_SubScriptNum >0) {
new_script->m_bInterfacePos = true; // sub interface effect <20><> <20>̿<EFBFBD><CCBF>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD> setting
}
m_lstIScript.push_back(new_script);
new_script->SetDevice(m_lpD3DDevice);
return new_script;
}
int CX3DEffectManager::ProcessScript(int i) {// return value 0: <20><>ũ<EFBFBD><C5A9>Ʈ <20><><EFBFBD><EFBFBD>
// 1: <20><>ũ<EFBFBD><C5A9>Ʈ <20><><EFBFBD><EFBFBD>
// 2: effect target<65><74> <20>
int index = 0;
if(((int)m_lstScript.size() - 1)< i) {
return 1;
}
if(m_lstScript[i] == NULL) {
DeleteEndScript(i);
return 0;
}
index = m_lstScript[i]->ProcessEffect(CSceneManager::m_SkillWeatherEffect);
if(!index)
DeleteEndScript(i);
else if(index == 2) {
m_lstScript[i]->SetCrash(true);
}
else
m_lstScript[i]->SetCrash(false);
return index;
}
// <20>ι<EFBFBD>° Ÿ<><C5B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20>˻<EFBFBD> :: NULL <20≯<EFBFBD> ó<><C3B3> <20><><EFBFBD>̶<EFBFBD><CCB6><EFBFBD> <20>ǹ̷<C7B9> true return
bool CX3DEffectManager::CheckNullScript(CEffScript *t) {
int script_num = m_lstScript.size();
int i;
for(i=0;i<script_num;i++) {
if(m_lstScript[i] == t)
return false;
}
return true;
}
bool CX3DEffectManager::CheckNullInterfaceScript(CEffScript *t) {
int script_num = m_lstIScript.size();
int i;
for(i=0;i<script_num;i++) {
if(m_lstIScript[i] == t)
return false;
}
return true;
}
bool CX3DEffectManager::CheckScript(int index,CEffScript *t) {
if(((int)m_lstScript.size() -1) < index)
return false;
if(m_lstScript[index] == t)
return true;
return false;
}
bool CX3DEffectManager::ProcessWScript(int i,bool bCull) {
int index = 0;
if(((int)m_lstWScript.size() - 1)< i)
return false;
if(m_lstWScript[i] == NULL) {
DeleteWScript(i);
return false;
}
/*if(bCull == false) { // Culling <20><><EFBFBD><EFBFBD>
if(m_lstWScript[i]->GetSectorCull())
return false;
}*/
index = m_lstWScript[i]->ProcessEffect();
if(!index)
DeleteWScript(i);
else if(index == 2) {
m_lstWScript[i]->SetCrash(true);
return true;
}
else
m_lstWScript[i]->SetCrash(false);
return false;
}
bool CX3DEffectManager::ProcessLightning(int index) {
if(((int)m_lstLightning.size() - 1)< index)
return false;
if(m_lstWScript[index] == NULL) {
DeleteWScript(index);
return false;
}
D3DXVECTOR3 dermy;
m_lstLightning[index]->UpdateLightning(dermy,false);
return true;
}
bool CX3DEffectManager::ProcessInterfaceScript(int i) {
int index = 0;
if(((int)m_lstIScript.size() - 1)< i)
return false;
if(m_lstIScript[i] == NULL) {
DeleteInterfaceScript(i);
return false;
}
index = m_lstIScript[i]->ProcessEffect(CSceneManager::m_SkillWeatherEffect);
if(!index)
DeleteInterfaceScript(i);
else if(index == 2) {
m_lstIScript[i]->SetCrash(true);
return true;
}
else
m_lstIScript[i]->SetCrash(false);
return false;
}
bool CX3DEffectManager::CheckInterfaceScript(int index,CEffScript *t) {
if(m_lstIScript[index] == t)
return true;
return false;
}
int CX3DEffectManager::GetLightningNum() {
int size = m_lstLightning.size();
return size;
}
int CX3DEffectManager::GetScriptNum() {
int size = m_lstScript.size();
return size;
}
int CX3DEffectManager::GetWScriptNum() {
int size = m_lstWScript.size();
return size;
}
int CX3DEffectManager::GetInterfaceScriptNum() {
int size = m_lstIScript.size();
return size;
}
void CX3DEffectManager::RenderScript() {
/* if(m_pFrustum != NULL)
m_pFrustum->Update();
*/
int size = m_lstScript.size();
int i;
for(i=0;i<size;i++) {
if(m_lstScript[i] != NULL) {
// Frustum Culling
/*
int iCount = 0;
int iFalse = 0;
if(m_pFrustum != NULL) {
if(m_lstScript[i]->m_StartPosSet)
{
iCount++;
if(!m_pFrustum->SphereInFrustum(m_lstScript[i]->m_StartPos.x,
m_lstScript[i]->m_StartPos.y,
m_lstScript[i]->m_StartPos.z,
1600.0f))
iFalse++;
}
if(m_lstScript[i]->m_EndPosNum > 0)
{
iCount++;
if(!m_pFrustum->SphereInFrustum(m_lstScript[i]->m_EndPos[0].x,
m_lstScript[i]->m_EndPos[0].y,
m_lstScript[i]->m_EndPos[0].z,
1600.0f))
iFalse++;
}
}
if(iFalse != iCount)*/
m_lstScript[i]->Render();
}
}
}
void CX3DEffectManager::RenderLightning() {
int i;
for(i=0;i<(int)m_lstLightning.size();i++) {
if(m_lstLightning[i] != NULL)
m_lstLightning[i]->Render(0);
}
}
void CX3DEffectManager::RenderWorldScript(bool bCull) {
if(m_pFrustum != NULL)
m_pFrustum->Update();
int size = m_lstWScript.size();
int i;
for(i=0;i<size;i++) {
if(m_lstWScript[i] != NULL) {
if((bCull == false) && (m_lstWScript[i]->m_bFrustumCull) ) { // Culling <20><><EFBFBD><EFBFBD>
if(m_lstWScript[i]->GetSectorCull())
continue;
}
if(m_lstWScript[i]->m_bPlayTime) { // Play Time Setting <20>Ǿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if(m_lstWScript[i]->m_bVisTime) {
// Frustum Culling
if(m_pFrustum != NULL) {
if(m_lstWScript[i]->m_StartPosSet)
{
if(m_lstWScript[i]->m_bFrustumCull) {
if(!m_pFrustum->SphereInFrustum(m_lstWScript[i]->m_StartPos.x,
m_lstWScript[i]->m_StartPos.y,
m_lstWScript[i]->m_StartPos.z,
600.0f))
continue;
}
}
}
m_lstWScript[i]->Render();
}
}
else {
// Frustum Culling
if(m_pFrustum != NULL) {
if(m_lstWScript[i]->m_StartPosSet)
{
if(m_lstWScript[i]->m_bFrustumCull) {
if(!m_pFrustum->SphereInFrustum(m_lstWScript[i]->m_StartPos.x,
m_lstWScript[i]->m_StartPos.y,
m_lstWScript[i]->m_StartPos.z,
600.0f))
continue;
}
}
}
m_lstWScript[i]->Render();
}
}
}
}
void CX3DEffectManager::RenderInterfaceScript() {
int i;
int size = m_lstIScript.size();
for(i=0;i<size;i++) {
if(m_lstIScript[i] != NULL) {
// unprojection
D3DXMATRIX t_project;
D3DXMATRIX t_view;
D3DXMATRIX t_world;
D3DXMATRIX t_ortho;
D3DXMATRIX t_oworld;
D3DXMATRIX t_oview;
D3DXMatrixIdentity(&t_oworld);
D3DXMatrixIdentity(&t_oview);
D3DXVECTOR3 t_pos;
D3DVIEWPORT8 t_viewport;
m_lpD3DDevice->GetViewport(&t_viewport);
m_lpD3DDevice->GetTransform(D3DTS_WORLD,&t_world);
m_lpD3DDevice->GetTransform(D3DTS_VIEW,&t_view);
m_lpD3DDevice->GetTransform(D3DTS_PROJECTION,&t_project);
D3DXMatrixOrthoLH(&t_ortho,100,100,0.1f, 10000.0f);
m_lpD3DDevice->SetTransform(D3DTS_PROJECTION,&t_ortho);
m_lpD3DDevice->SetTransform(D3DTS_WORLD,&t_oworld);
m_lpD3DDevice->SetTransform(D3DTS_VIEW,&t_oview);
D3DXVECTOR3 t_proj(0.0f,0.0f,0.2f);
if(m_lstIScript[i]->m_bInterfacePos) {
if(m_lstIScript[i]->m_SubScriptNum >0) { //subscript use
for(int j=0;j<(m_lstIScript[i]->m_SubScriptNum);j++) {
D3DXMatrixOrthoLH(&t_ortho,100,100,0.1f, 10000.0f);
m_lpD3DDevice->SetTransform(D3DTS_PROJECTION,&t_ortho);
D3DXMatrixIdentity(&t_oworld);
D3DXMatrixIdentity(&t_oview);
m_lpD3DDevice->SetTransform(D3DTS_WORLD,&t_oworld);
m_lpD3DDevice->SetTransform(D3DTS_VIEW,&t_oview);
t_proj.x = m_lstIScript[i]->m_SubScript[j].m_InterfacePos[0];
t_proj.y = m_lstIScript[i]->m_SubScript[j].m_InterfacePos[1];
D3DXVec3Unproject(
&t_pos,
&t_proj,
&t_viewport,
&t_ortho,
&t_oview,
&t_oworld);
m_lstIScript[i]->SetStartPos(t_pos.x,t_pos.y,t_pos.z);
}
}
else { // sub script not use
t_proj.x = m_lstIScript[i]->m_InterfacePos[0];
t_proj.y = m_lstIScript[i]->m_InterfacePos[1];
D3DXVec3Unproject(
&t_pos,
&t_proj,
&t_viewport,
&t_ortho,
&t_oview,
&t_oworld);
m_lstIScript[i]->SetStartPos(t_pos.x,t_pos.y,t_pos.z);
}
}
m_lstIScript[i]->Render();
m_lpD3DDevice->SetTransform(D3DTS_PROJECTION,&t_project);
m_lpD3DDevice->SetTransform(D3DTS_WORLD,&t_world);
m_lpD3DDevice->SetTransform(D3DTS_VIEW,&t_view);
}
}
}
void CX3DEffectManager::DeleteEndScript(int index) {
int i;
for(i=0;i<(int)m_lstScript.size();i++) {
if(i== index) {
if(m_lstScript[i] != NULL) {
if(!m_lstScript[i]->GetMine()) { // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20>ƴϸ<C6B4> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if(m_lstScript[i]->GetBSkill()) { // skill effect <20≯<EFBFBD> <20><><EFBFBD><EFBFBD>
if(m_EffScriptLimitCount)
m_EffScriptLimitCount--;
}
}
delete m_lstScript[i];
m_lstScript[i] = NULL;
// _ASSERTE( _CrtCheckMemory());
}
m_lstScript.erase(m_lstScript.begin() + i);
// _ASSERTE( _CrtCheckMemory());
break;
}
}
// _ASSERTE( _CrtCheckMemory());
}
void CX3DEffectManager::DeleteLightning(int index) {
int i;
for(i=0;i<(int)m_lstLightning.size();i++) {
if(i == index) {
if(m_lstLightning[i] != NULL) {
delete m_lstLightning[i];
m_lstLightning[i] = NULL;
}
m_lstLightning.erase(m_lstLightning.begin() + i);
break;
}
}
}
void CX3DEffectManager::DeleteEndScript(CEffScript *del) {
int i;
for(i=0;i<(int)m_lstScript.size();i++) {
if(m_lstScript[i] == del) {
if(!m_lstScript[i]->GetMine()) { // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20>ƴϸ<C6B4> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if(m_lstScript[i]->GetBSkill()) { // skill effect <20≯<EFBFBD> <20><><EFBFBD><EFBFBD>
if(m_EffScriptLimitCount)
m_EffScriptLimitCount--;
}
}
delete m_lstScript[i];
// _ASSERTE( _CrtCheckMemory());
m_lstScript[i] = NULL;
m_lstScript.erase(m_lstScript.begin() + i);
// _ASSERTE( _CrtCheckMemory());
break;
}
}
// _ASSERTE( _CrtCheckMemory());
}
void CX3DEffectManager::DeleteWScript(int index) {
int i;
for(i=0;i<(int)m_lstWScript.size();i++) {
if(i== index) {
if(m_lstWScript[i] != NULL) {
delete m_lstWScript[i];
m_lstWScript[i] = NULL;
}
m_lstWScript.erase(m_lstWScript.begin() + i);
break;
}
}
}
void CX3DEffectManager::DeleteInterfaceScript(int index) {
int i;
for(i=0;i<(int)m_lstIScript.size();i++) {
if(i== index) {
if(m_lstIScript[i] != NULL) {
delete m_lstIScript[i];
m_lstIScript[i] = NULL;
}
m_lstIScript.erase(m_lstIScript.begin() + i);
break;
}
}
}
void CX3DEffectManager::DeleteInterfaceScript(CEffScript *del) {
int i;
for(i=0;i<(int)m_lstIScript.size();i++) {
if(m_lstIScript[i] == del) {
delete m_lstIScript[i];
m_lstIScript[i] = NULL;
m_lstIScript.erase(m_lstIScript.begin() + i);
break;
}
}
}
void CX3DEffectManager::DeleteEffect(XEFFECT hEffect)
{
m_lstFree.push_back(hEffect);
delete (CX3DEffect *)m_lstEffect[hEffect];
EffectHandleList::iterator it;
for(it = m_lstExist.begin(); it != m_lstExist.end(); it++)
{
if(hEffect == (*it)) {
m_lstExist.erase(it);
break;
}
}
}
BOOL CX3DEffectManager::IsLive(XEFFECT hEffect)
{
EffectHandleList::iterator it;
for(it = m_lstFree.begin(); it != m_lstFree.end(); it++)
{
if(hEffect == (*it)) return FALSE;
}
return TRUE;
}
void CX3DEffectManager::DeleteAllEffect(void)
{
EffectHandleList::iterator it;
if(m_lstExist.size())
{
for(it = m_lstExist.begin(); it != m_lstExist.end(); it++)
{
delete (CX3DEffect *)m_lstEffect[(*it)];
}
m_lstExist.clear();
}
m_lstFree.clear();
m_lstEffect.clear();
//m_lstScript.clear();
}
void CX3DEffectManager::DeleteAllEffectScript() {
int i;
// Pool <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20>޸<EFBFBD><DEB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȵǰ<C8B5> <20><><EFBFBD><EFBFBD>.. by Vincent
//if(CEffScript::ms_myPool.m_nTotalInUse) {
for(i=0;i<(int)m_lstScript.size();i++) {
if(m_lstScript[i] != NULL) {
delete m_lstScript[i];
// _ASSERTE( _CrtCheckMemory());
m_lstScript[i] = NULL;
}
}
//}
m_lstScript.clear();
// _ASSERTE( _CrtCheckMemory());
}
void CX3DEffectManager::DeleteAllLightning() {
int i;
for(i=0;i<(int)m_lstLightning.size();i++) {
if(m_lstLightning[i] != NULL) {
delete m_lstLightning[i];
m_lstLightning[i] = NULL;
}
}
m_lstLightning.clear();
}
void CX3DEffectManager::DeleteAllWorldScript() {
int i;
// Pool <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20>޸<EFBFBD><DEB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȵǰ<C8B5> <20><><EFBFBD><EFBFBD>.. by Vincent
//if(CEffScript::ms_myPool.m_nTotalInUse) {
for(i=0;i<(int)m_lstWScript.size();i++) {
if(m_lstWScript[i] != NULL) {
delete m_lstWScript[i];
m_lstWScript[i] = NULL;
}
}
//}
m_lstWScript.clear();
}
void CX3DEffectManager::DeleteAllInterfaceScript() {
int i;
// Pool <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20>޸<EFBFBD><DEB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȵǰ<C8B5> <20><><EFBFBD><EFBFBD>.. by Vincent
//if(CEffScript::ms_myPool.m_nTotalInUse) {
for(i=0;i<(int)m_lstIScript.size();i++) {
if(m_lstIScript[i] != NULL) {
delete m_lstIScript[i];
m_lstIScript[i] = NULL;
}
}
//}
m_lstIScript.clear();
}

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@@ -0,0 +1,130 @@
// X3DEffectManager.h: interface for the CX3DEffectManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTMANAGER_H__4DAA8921_D30C_4F05_B138_89DFFC19B449__INCLUDED_)
#define AFX_X3DEFFECTMANAGER_H__4DAA8921_D30C_4F05_B138_89DFFC19B449__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#pragma warning(disable:4786) // don't warn about browse name overflow.
#include <d3d8.h>
#include <d3dx8.h>
#include <vector>
#include "X3DEffect.h"
#include "X3DEffectSphere.h"
#include "SectorEffectMap.h"
#include "CEffscript.h"
#include "ViewFrustum.h"
#define DEFAULTLIMITSCRIPT 5
using namespace std;
typedef unsigned long XEFFECT;
typedef vector<CX3DEffect *> EffectList;
typedef vector<XEFFECT> EffectHandleList;
typedef vector<CEffScript *> EffectScriptList;
typedef vector<CLightning *> LightningList;
class CX3DEffectManager
{
protected:
LPDIRECT3DDEVICE8 m_lpD3DDevice;
matrix m_matView;
matrix m_matWorld;
EffectHandleList m_lstExist;
EffectHandleList m_lstFree;
// <20><><EFBFBD><EFBFBD> script list
EffectScriptList m_lstWScript;
// Interface script list
EffectScriptList m_lstIScript;
//Lightning list
LightningList m_lstLightning;
unsigned long m_dwTick;
unsigned long m_dwOldTick;
int m_EffScriptLimitNum;
int m_EffScriptLimitCount;
CViewFrustum *m_pFrustum;
public:
EffectList m_lstEffect;
// skill script list
EffectScriptList m_lstScript;
XEFFECT AddEffect(CX3DEffect *lpNewEffect);
CEffScript *AddEffScript(CEffScript *);
int AddWorldEffScript(CEffScript *);
CEffScript *AddInterfaceScript(CEffScript *);
void AddLightning(CLightning *);
// play script :return index num
int ProcessScript(int index);
bool ProcessWScript(int index,bool bCull = true);
bool ProcessInterfaceScript(int index);
bool ProcessLightning(int index);
bool CheckScript(int index,CEffScript *);
bool CheckNullScript(CEffScript *t);
bool CheckNullInterfaceScript(CEffScript *t);
bool CheckInterfaceScript(int index,CEffScript *t);
int GetScriptNum();
int GetWScriptNum();
int GetLightningNum();
char *GetEsfName(int index);
int GetInterfaceScriptNum();
void SetEffScriptLimitNum(int n) {m_EffScriptLimitNum = n;}
int GetEffScriptLimitNum() {return m_EffScriptLimitNum;}
void RenderScript();
void RenderWorldScript(bool bCull = true);
void RenderLightning();
void RenderInterfaceScript();
void DeleteEndScript(int i);
void DeleteEndScript(CEffScript *del);
void DeleteWScript(int i);
void DeleteLightning(int i);
void DeleteInterfaceScript(int i);
void DeleteInterfaceScript(CEffScript *del);
void DeleteEffect(XEFFECT hEffect);
BOOL IsLive(XEFFECT hEffect);
void Render();
void Render(int num);
void UpdateFrame(void);
CX3DEffectManager();
~CX3DEffectManager();
void DeleteAllEffect(void);
void DeleteAllEffectScript();
void DeleteAllInterfaceScript();
void DeleteAllLightning();
// <20><><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ
void DeleteAllWorldScript();
void SetDevice(LPDIRECT3DDEVICE8 pD3DDevice) { m_lpD3DDevice = pD3DDevice; }
LPDIRECT3DDEVICE8 GetDevice(void) { return m_lpD3DDevice; }
matrix *GetViewMatrix(void) { return &m_matView; }
};
#endif // !defined(AFX_X3DEFFECTMANAGER_H__4DAA8921_D30C_4F05_B138_89DFFC19B449__INCLUDED_)

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@@ -0,0 +1,462 @@
// X3DEffectMesh.cpp: implementation of the CX3DEffectMesh class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectMesh.h"
#include "EffDebugLog.h"
#include "SceneManager.h"
#include "GMMemory.h"
//#define __EFF_WCREATOR__
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CashNode CX3DEffectMesh::m_lstCash; // Mesh cash list
//int CX3DEffectMesh::m_nCash = 0; // Mesh cash Num
//void CX3DEffectMesh::DeleteAllCash(); // Cash <20><><EFBFBD><EFBFBD> delete
CX3DEffectMesh::CX3DEffectMesh()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_moMesh = NULL;
m_GemRender = NULL;
m_fRenderFrame = 0.0f;
m_GemObjectTexNum = NULL;
m_dwTick = NULL;
m_bFirst = NULL;
m_bUpdateFrame = false;
m_pSmrMesh = NULL;
// <09><><EFBFBD><EFBFBD>:m_GemRender = new CGemRender;
}
CX3DEffectMesh::~CX3DEffectMesh()
{
if(m_moMesh) { delete[] m_moMesh; m_moMesh = NULL; }
if(m_GemRender)
{
SubUseCount(m_GemRender->GetFileName()); // <20><><EFBFBD><EFBFBD> ī<><C4AB><EFBFBD><EFBFBD> 1 <20><><EFBFBD><EFBFBD>
// <09><><EFBFBD><EFBFBD>:if(m_GemRender) {delete m_GemRender; m_GemRender = NULL;}
if(m_GemObjectTexNum != NULL)
delete[] m_GemObjectTexNum;
}
if(m_pSmrMesh)
delete m_pSmrMesh;
if(m_dwTick != NULL)
delete[] m_dwTick;
delete m_bFirst;
}
void CX3DEffectMesh::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
}
BOOL CX3DEffectMesh::CreateBuffer()
{
return TRUE;
}
void CX3DEffectMesh::Render(void)
{
DWORD cullmode,zmode;
m_lpD3DDevice->GetRenderState(D3DRS_CULLMODE,&cullmode);
m_lpD3DDevice->GetRenderState(D3DRS_ZWRITEENABLE,&zmode);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
D3DXVECTOR3 *vecCenter = (D3DXVECTOR3 *)((CX3DEffect *)m_lpLocalEffect)->GetCenter();
if(m_GemRender)
{
m_GemRender->SetScale(m_Scale[0],m_Scale[1],m_Scale[2]);
m_GemRender->SetEffectPos(*vecCenter);
// rotation setting
if(m_QuatSet) {
D3DXQUATERNION tm_q;
tm_q.x = m_quatAxis.x;
tm_q.y = m_quatAxis.y;
tm_q.z = m_quatAxis.z;
tm_q.w = m_quatAxis.w;
m_GemRender->GetAxis(tm_q);
}
m_GemRender->SetClearBuffer(m_bClearBuffer);
if(m_bUpdateFrame) {
// Cash <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1 <20>ذ<EFBFBD>
// Texture ani <20><> Random Start Texture Ani <20>׸<EFBFBD><D7B8><EFBFBD> Random Ani <20><> <20><><EFBFBD><EFBFBD> m_GemObjectTexNum <20><EFBFBD><E8BFAD> <20>̿<EFBFBD><CCBF>Ѵ<EFBFBD>
// Gem<65><6D> ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ͼ<CFBE><EEB3AA> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD>.
// m_GemObjectTexNum[ 0 ~ ObjectNum - 1] : <20>ؽ<EFBFBD><D8BD><EFBFBD> <20>ִ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> mesh<73><68> <20><><EFBFBD><EFBFBD> <20>ý<EFBFBD><C3BD><EFBFBD> <20><>ȣ
// m_GemObjectTexNun[ObjectNum] : Mesh Before Frame
// m_GemObjectTexNum[ObjectNum + 1] : Mesh Current Frame
// m_GemObjectTexNum[ObjectNum + 2] : <20><><EFBFBD><EFBFBD> <20><>ŸƮ <20>ִϽÿ<CFBD> ó<><C3B3> <20>ؽ<EFBFBD><D8BD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE>°<EFBFBD><C2B0><EFBFBD> üũ<C3BC>ϴ<EFBFBD> üũ <20>÷<EFBFBD><C3B7><EFBFBD>
// m_GemObjectTexNum[ObjectNum + 3] : <20>ؽ<EFBFBD><D8BD><EFBFBD> <20>ִϽÿ<CFBD> <20>ٷ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ؽ<EFBFBD><D8BD>İ<EFBFBD> <20><><EFBFBD>ŵǾ<C5B5><C7BE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
// Cash <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2 <20>ذ<EFBFBD>
// Cash <20><> <20>Կ<EFBFBD> <20>־ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> SetCurrentFrame <20><> <20><><EFBFBD>־<EFBFBD><D6BE><EFBFBD> <20>Ѵ<EFBFBD>
// <20>׷<EFBFBD><D7B7>Ƿ<EFBFBD> gem <20><> update<74>Ǿ<EFBFBD><C7BE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> bUpdateFrame <20><> true <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD>
// Update <20><><EFBFBD>ش<EFBFBD>.
m_GemRender->SetCurrentFrame(m_fRenderFrame,m_GemObjectTexNum,m_dwTick,m_bFirst,m_bUpdateFrame);
m_bUpdateFrame = false;
}
else
m_GemRender->SetCurrentFrame(m_fRenderFrame,m_GemObjectTexNum,m_dwTick,m_bFirst,m_bUpdateFrame);
if(m_bVisibility)
m_GemRender->Render();
}
if(m_pSmrMesh)
{
D3DXQUATERNION tm_q(0,0,0,1);
if(m_QuatSet)
{
tm_q.x = m_quatAxis.x;
tm_q.y = m_quatAxis.y;
tm_q.z = m_quatAxis.z;
tm_q.w = m_quatAxis.w;
}
m_pSmrMesh->Render(CSceneManager::GetDevice(),*vecCenter,D3DXVECTOR3(m_Scale[0],m_Scale[1],m_Scale[2]),tm_q,m_fRenderFrame);
}
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE,cullmode);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,zmode);
}
void CX3DEffectMesh::LoadFile(char *file)
{
bool m_bGem = true;
char strTest1[256];
strcpy(strTest1, file);
char strTest2[256];
strcpy(strTest2, file);
char *pStr = strrchr(strTest1,'.');
pStr++;
*(pStr++) = 'G';
*(pStr++) = 'E';
*(pStr) = 'M';
pStr = strrchr(strTest2,'.');
pStr++;
*(pStr++) = 'S';
*(pStr++) = 'M';
*(pStr) = 'R';
if(stricmp(file,strTest1) == 0)
{
strcpy(m_strMeshFile, file);
}
else
{
strcpy(m_strMeshFile, strTest2);
m_bGem =false;
}
if(m_bGem)
{
// Cash Load
if( ( m_GemRender = LoadCash(file) ) == NULL ) {
m_GemRender = new CGemRender;
m_GemRender->SetLight(m_bLight); //Set Vertex Light
#ifdef __EFF_WCREATOR__
if(!m_GemRender->LoadGemFile(file,m_lpD3DDevice,m_bVisibility))
WriteDebug(file);
#else
m_GemRender->LoadGemFile(file,m_lpD3DDevice,m_bVisibility);
#endif
InputCash(m_GemRender); //Cash List <20>ȿ<EFBFBD> Mesh<73><68> <20><><EFBFBD>ٸ<EFBFBD> Cash List<73><74> input.
}
else { //Cash load
if(m_GemRender->m_bDecal) // Decal<61><6C> <20>̿<EFBFBD><CCBF>Ѱ͵<D1B0><CDB5><EFBFBD> Vertex Buffer <20><> <20>ʱ<EFBFBD>ȭ <20><><EFBFBD>ش<EFBFBD>
m_GemRender->SetInitBuffer();
}
// Frame Init
//m_GemRender->SetCurrentFrame(0.0f);
// Texture Load (<28><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD>ɼ<EFBFBD><C9BC><EFBFBD> Ŀ<><C4BF><EFBFBD>ִٰ<D6B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ij<><C4B3><EFBFBD><EFBFBD> gem <20><> texture Load)
if(m_bVisibility && (m_GemRender->m_Texture == NULL))
m_GemRender->LoadTexture();
m_GemRender->SetLight(m_bLight); //Set Vertex Light
m_GemRender->SetMine(m_Mine);
m_GemRender->SetBlend(m_dwSrcBlending, m_dwDestBlending);
m_GemRender->SetScale(m_Scale[0],m_Scale[1],m_Scale[2]);
m_GemRender->SetCash(false); // Boid <20><> Ų<><C5B2>
m_dwObjectNum = m_GemRender->GetObjectNum();
m_GemObjectTexNum = new int[m_dwObjectNum + 4];
/* m_dwTick = new DWORD[2];
m_bFirst = new bool;
*m_bFirst = false;
memset(m_dwTick,0,sizeof(DWORD) * 2);
*/
memset(m_GemObjectTexNum,0,sizeof(int) * (m_dwObjectNum + 4));
m_GemObjectTexNum[m_dwObjectNum + 2] = -1; // Rand Start Ani <20><> <20><><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ
}
else
{
m_pSmrMesh = new CSMRObj;
m_pSmrMesh->SetSrcBlend(m_dwSrcBlending);
m_pSmrMesh->SetDstBlend(m_dwDestBlending);
m_pSmrMesh->Load(strTest2);
m_dwObjectNum = (DWORD)m_pSmrMesh->m_iMeshData;
}
m_dwTick = new DWORD[2];
m_bFirst = new bool;
*m_bFirst = false;
memset(m_dwTick,0,sizeof(DWORD) * 2);
m_moMesh = new MeshObject[m_dwObjectNum];
}
BOOL CX3DEffectMesh::Interpolation(float fFrame)
{
for(long i = 0; i < (int)m_dwObjectNum; i++)
{
///////////////////////////////////////////////////////////////////////////////////
if(!m_moMesh[i].m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
///////////////////////////////////////////////////////////////////////////////////
// color setting
if(m_GemRender)
m_GemRender->SetColor(i,m_lColor.r, m_lColor.g, m_lColor.b);
//m_GemObjectTexNum[i]++;
}
// current frame setting
m_fRenderFrame = fFrame;
m_bUpdateFrame = true;
//m_GemRender->SetCurrentFrame(fFrame);
return TRUE;
}
void CX3DEffectMesh::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
unsigned char len;
fread(&len, 1, 1, fp);
if(len)
{
char strTemp[MAX_PATH];
fread(strTemp, len, 1, fp);
strcpy(m_strMeshFile, strOriginalPath);
strcat(m_strMeshFile, strTemp);
} else
{
strcpy(m_strMeshFile, "");
}
LoadFile(m_strMeshFile);
for(long i = 0; i < (int)m_dwObjectNum; i++)
{
m_moMesh[i].m_lstColor.Load(fp, m_lColor);
fread(&m_moMesh[i].m_fTexFrame, 4, 1, fp);
if(m_GemRender)
m_GemRender->SetChangeAniFrame(i,m_moMesh[i].m_fTexFrame);
fread(&m_moMesh[i].m_fStartTexFrame, 4, 1, fp);
if(m_GemRender)
m_GemRender->SetStartTexAniFrame(i,m_moMesh[i].m_fStartTexFrame);
}
}
void CX3DEffectMesh::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
if(strlen(m_strMeshFile))
{
char strMesh[MAX_PATH], strTemp[MAX_PATH];
strcpy(strMesh, m_strMeshFile);
if(!strncmp(strMesh, strOriginalPath, strlen(strOriginalPath)))
{
strcpy(strTemp, &strMesh[strlen(strOriginalPath)]);
} else {
MessageBox(NULL, "<EFBFBD>޽<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߸<EFBFBD><DFB8><EFBFBD><EFBFBD><EFBFBD>", "Effect Editor", MB_OK);
return;
}
unsigned char len = strlen(strTemp) + 1;
fwrite(&len, 1, 1, fp);
fwrite(strTemp, len, 1, fp);
for(long i = 0; i < (int)m_dwObjectNum; i++)
{
m_moMesh[i].m_lstColor.Save(fp);
fwrite(&m_moMesh[i].m_fTexFrame, 4, 1, fp);
fwrite(&m_moMesh[i].m_fStartTexFrame, 4, 1, fp);
}
} else
{
MessageBox(NULL, "<EFBFBD>޽<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߸<EFBFBD><DFB8><EFBFBD><EFBFBD><EFBFBD>", "Effect Editor", MB_OK);
}
}
////////////////////////////////// Mesh Cash Func Start //////////////////////////////////
void CX3DEffectMesh::InputCash(CGemRender *pMesh) { // Cash <20>ȿ<EFBFBD> mesh data input
if(m_lstCash.m_Cash.size() > EFF_MAXCASH) {
DeleteCash();
}
_CashNode *pNode;
pNode = new _CashNode;
pNode->m_pMesh = pMesh;
pNode->m_nUseCount = 1;
m_lstCash.m_Cash.push_back(pNode);
m_lstCash.m_nCash++;
/*
if(m_lstCash.size() > EFF_MAXCASH) {
DeleteCash();
}
_CashNode *pNode;
pNode = new _CashNode;
pNode->m_pMesh = pMesh;
pNode->m_nUseCount = 1;
m_lstCash.push_back(pNode);
m_nCash++;
*/
}
void CX3DEffectMesh::SubUseCount(char *strFilename) { //Cash Node<64><65> <20><><EFBFBD><EFBFBD> ī<><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if(strFilename == NULL)
return;
for(int i=0;i<(int)m_lstCash.m_Cash.size();i++) {
if(strstr(m_lstCash.m_Cash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash.m_Cash[i]->m_nUseCount--;
}
}
/* if(strFilename == NULL)
return;
for(int i=0;i<m_lstCash.size();i++) {
if(strstr(m_lstCash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash[i]->m_nUseCount--;
}
}
*/
}
CGemRender *CX3DEffectMesh::LoadCash(char *strFilename) { // Cash <20><><EFBFBD><EFBFBD> mesh load
if(strFilename == NULL)
return NULL;
for(int i=0;i<(int)(m_lstCash.m_Cash.size());i++) {
if(!strcmp(m_lstCash.m_Cash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash.m_Cash[i]->m_nUseCount++;
return m_lstCash.m_Cash[i]->m_pMesh;
}
}
return NULL;
/*
if(strFilename == NULL)
return NULL;
for(int i=0;i<m_lstCash.size();i++) {
if(strstr(m_lstCash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash[i]->m_nUseCount++;
return m_lstCash[i]->m_pMesh;
}
}
return NULL;
*/
/*
std::map<char*,CGemRender *>::iterator it;
it = m_lstCash.find( const_cast<char*>(strFilename));
if( m_lstCash.end() == it )
{
return NULL;
}
return it->second;
*/
}
void CX3DEffectMesh::DeleteCash() { // Cash <20><><EFBFBD><EFBFBD> mesh Data delete
for(int i=0;i<(int)(m_lstCash.m_Cash.size());i++) {
if(!m_lstCash.m_Cash[i]->m_nUseCount) {
delete m_lstCash.m_Cash[i];
m_lstCash.m_Cash[i] = NULL;
m_lstCash.m_Cash.erase(m_lstCash.m_Cash.begin() + i);
m_lstCash.m_nCash--;
break;
}
}
/*
for(int i=0;i<m_lstCash.size();i++) {
if(!m_lstCash[i]->m_nUseCount) {
delete m_lstCash[i];
m_lstCash[i] = NULL;
m_lstCash.erase(&(m_lstCash[i]));
m_nCash--;
break;
}
*/
}
/*
void CX3DEffectMesh::DeleteAllCash() { // Cash list <20><><EFBFBD><EFBFBD> delete
for(int i=0;i<m_lstCash.m_Cash.size();i++) {
delete m_lstCash.m_Cash[i];
m_lstCash.m_Cash[i] = NULL;
}
m_lstCash.m_Cash.clear();
m_lstCash.m_nCash = 0;
/*
for(int i=0;i<m_lstCash.size();i++) {
delete m_lstCash[i];
m_lstCash[i] = NULL;
}
m_lstCash.clear();
m_nCash = 0;
*/
//}
////////////////////////////////// Mesh Cash Func End //////////////////////////////////

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@@ -0,0 +1,185 @@
// X3DEffectMesh.h: interface for the CX3DEffectMesh class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_)
#define AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
#include "CGemRender.h"
#include "SMRObj.h"
#include <vector>
//#include <map>
#define EFF_MAXCASH 60
using namespace std;
class _CashNode { // Mesh Cash List node class
public:
CGemRender *m_pMesh; // Mesh Data
int m_nUseCount; // <20><> <20><><EFBFBD><20>̿<EFBFBD><CCBF>ϴ<EFBFBD> effect<63><74> <20><><EFBFBD><EFBFBD>(0<><30> <20>Ǹ<EFBFBD> list <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
_CashNode() {
m_pMesh = NULL;
m_nUseCount = 0;
}
~_CashNode() {
if(m_pMesh != NULL) {
delete m_pMesh;
m_pMesh = NULL;
}
}
};
class CashNode {
public:
vector<_CashNode *> m_Cash;
int m_nCash;
CashNode() {
m_Cash.clear();
m_nCash = 0;
}
~CashNode() {
for(int i=0;i< (int)m_Cash.size();i++) {
delete m_Cash[i];
m_Cash[i] = NULL;
}
m_Cash.clear();
m_nCash = 0;
}
};
//typedef vector<_CashNode *> CashNode;
//typedef std::map<char* ,CGemRender *> CashNode;
typedef struct _MeshObject
{
CKeyList<ColorKeyList> m_lstColor;
float m_fStartTexFrame;
float m_fTexFrame;
} MeshObject;
class CX3DEffectMesh : public CX3DEffectBase
{
protected:
bool m_bUpdateFrame;
char m_strMeshFile[MAX_PATH];
// CEffectMesh *Mesh;
CGemRender *m_GemRender;
CSMRObj *m_pSmrMesh;
float m_fRenderFrame; // Render <20>Ǿ<EFBFBD><C7BE><EFBFBD> <20><> Frame
static CashNode m_lstCash; // Mesh cash list
// static int m_nCash; // Mesh cash Num
int *m_GemObjectTexNum; // Gem Object Texture Num
DWORD *m_dwTick;
bool *m_bFirst;
public:
unsigned long m_dwObjectNum;
MeshObject *m_moMesh;
public:
CX3DEffectMesh();
virtual ~CX3DEffectMesh();
// Mesh Cash Func
CGemRender *LoadCash(char *strFilename); // Cash <20><><EFBFBD><EFBFBD> mesh load
void InputCash(CGemRender *); // Cash <20>ȿ<EFBFBD> mesh data input
void DeleteCash(); // Cash <20><><EFBFBD><EFBFBD> mesh Data delete
//static void DeleteAllCash(); // Cash <20><><EFBFBD><EFBFBD> delete
void SubUseCount(char *strFilename); // Cash <20><><EFBFBD><EFBFBD> ī<><C4AB><EFBFBD><EFBFBD> 1 <20><><EFBFBD><EFBFBD>
unsigned long GetMaxFrame(void)
{
if(m_GemRender)
return (unsigned long)m_GemRender->GetMaxFrame();
else if(m_pSmrMesh)
{
return (unsigned long)m_pSmrMesh->m_iFrameInfo[1];
}
}
void SetSrcBlending(unsigned long dwSrcBlending)
{
m_dwSrcBlending = dwSrcBlending;
if(m_GemRender)
{
// Mesh->SetBlend(m_dwSrcBlending, m_dwDestBlending);
m_GemRender->SetSrcBlend(m_dwSrcBlending);
}
else if(m_pSmrMesh)
{
m_pSmrMesh->SetSrcBlend(m_dwSrcBlending);
}
}
void SetDestBlending(unsigned long dwDestBlending)
{
m_dwDestBlending = dwDestBlending;
if(m_GemRender)
{
// Mesh->SetBlend(m_dwSrcBlending, m_dwDestBlending);
m_GemRender->SetDstBlend(m_dwDestBlending);
}
else if(m_pSmrMesh)
{
m_pSmrMesh->SetDstBlend(m_dwDestBlending);
}
}
void SetTexFrame(unsigned long dwObjectNum, float fTexFrame)
{
m_moMesh[dwObjectNum].m_fTexFrame = fTexFrame;
// Mesh->SetTexAniFrame(dwObjectNum, fTexFrame);
if(m_GemRender)
{
m_GemRender->SetChangeAniFrame(dwObjectNum, fTexFrame);
}
}
float GetTexFrame(unsigned long dwObjectNum) { return m_moMesh[dwObjectNum].m_fTexFrame; }
void SetStartTexFrame(unsigned long dwObjectNum, float fStartTexFrame)
{
m_moMesh[dwObjectNum].m_fStartTexFrame = fStartTexFrame;
if(m_GemRender)
{
m_GemRender->SetStartTexAniFrame(dwObjectNum,fStartTexFrame);
// Mesh->SetStartTexAni(dwObjectNum, fStartTexFrame);
}
}
float GetStartTexFrame(unsigned long dwObjectNum) { return m_moMesh[dwObjectNum].m_fStartTexFrame; }
void SetObjectColor(unsigned long dwObjectNum)
{
// Mesh->SetPickColor(dwObjectNum, r, g, b, a);
// Mesh->SetPickNum(dwObjectNum);
if(m_GemRender)
{
m_GemRender->SetPickObject(dwObjectNum);
}
}
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer();
void Render(void);
BOOL Interpolation(float fFrame);
void LoadFile(char *file);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
};
#endif // !defined(AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_)

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@@ -0,0 +1,824 @@
// X3DEffectParticle.cpp: implementation of the CX3DEffectParticle class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectParticle.h"
#include "SceneManager.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectParticle::CX3DEffectParticle()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_lpVertices = NULL;
m_lpVerticesBlend = NULL;
m_lpVerticeIndex = NULL;
m_lpVerticeInfo = NULL;
}
CX3DEffectParticle::~CX3DEffectParticle()
{
if(m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
/* if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }*/
if(m_lpVerticeIndex) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_INDEX,m_lpVerticeIndex);
else
m_lpVerticeIndex->Release();
m_lpVerticeIndex = NULL;
}
if(m_lpVerticesBlend) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
else
m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
else
m_lpVertices->Release();
m_lpVertices = NULL;
}
}
void CX3DEffectParticle::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
if (m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
m_lpVerticeInfo = NULL;
m_dwMaxAmount = m_dwDrawAmount = 0;
m_dwVolumeType = 0;
m_fVolX = m_fVolY = m_fVolZ = m_fRadius = m_fInnerRadius = 0.0f;
}
BOOL CX3DEffectParticle::CreateBuffer(void)
{
FloatKeyList::iterator fIt;
unsigned long i;
m_dwMaxAmount = m_dwDrawAmount = 0;
for(fIt = m_lstAmount.Begin(); fIt != m_lstAmount.End(); fIt++)
{
m_dwMaxAmount += ((*fIt).second);
}
if(m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
/* if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
*/
if(m_lpVerticeIndex) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_INDEX,m_lpVerticeIndex);
//m_lpVerticeIndex->Release();
m_lpVerticeIndex = NULL;
}
if(m_lpVerticesBlend) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
//m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
// m_lpVertices->Release();
m_lpVertices = NULL;
}
// m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,true);
// m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,true);
// m_lpVerticeIndex = CSceneManager::ms_pBufferPools->GetIndexBuffer(m_dwMaxAmount * 2 * 3 * sizeof(unsigned short),D3DFMT_INDEX16,false);
m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,false);
m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,false);
m_lpVerticeIndex = CSceneManager::ms_pBufferPools->GetIndexBuffer(m_dwMaxAmount * 2 * 3 * sizeof(unsigned short),D3DFMT_INDEX16,false);
/*
m_lpD3DDevice->CreateVertexBuffer( m_dwMaxAmount * 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, LVERTEXFVF,
D3DPOOL_DEFAULT , &m_lpVertices );
m_lpD3DDevice->CreateVertexBuffer( m_dwMaxAmount * 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC |D3DUSAGE_WRITEONLY, LVERTEXFVF,
D3DPOOL_DEFAULT, &m_lpVerticesBlend );
m_lpD3DDevice->CreateIndexBuffer( m_dwMaxAmount * 2 * 3 * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
D3DPOOL_MANAGED, &m_lpVerticeIndex);*/
m_lpVerticeInfo = new Particle[m_dwMaxAmount];
unsigned short *pVerticeIndex;
// m_lpVerticeIndex->Lock(0, m_dwMaxAmount * 2 * 3 * sizeof(unsigned short), (unsigned char **)&pVerticeIndex, 0);
m_lpVerticeIndex->Lock(0, 0, (unsigned char **)&pVerticeIndex, 0);
for(i = 0; i < m_dwMaxAmount; i++)
{
m_lpVerticeInfo[i].fLifetime = -1.0f;
pVerticeIndex[i * 6 + 0] = i * 4 + 0;
pVerticeIndex[i * 6 + 1] = i * 4 + 1;
pVerticeIndex[i * 6 + 2] = i * 4 + 2;
pVerticeIndex[i * 6 + 3] = i * 4 + 1;
pVerticeIndex[i * 6 + 4] = i * 4 + 3;
pVerticeIndex[i * 6 + 5] = i * 4 + 2;
}
m_lpVerticeIndex->Unlock();
return TRUE;
}
BOOL CX3DEffectParticle::CreateParticle(LPParticle lpParticle)
{
unsigned long i;
if(m_lpVerticeInfo == NULL)
return FALSE;
for(i = 0; i < m_dwMaxAmount; i++)
{
if(m_lpVerticeInfo[i].fLifetime > 0.0f) continue;
m_lpVerticeInfo[i].vecPos = lpParticle->vecPos;
m_lpVerticeInfo[i].vecVel = lpParticle->vecVel;
m_lpVerticeInfo[i].lColor = lpParticle->lColor;
m_lpVerticeInfo[i].fRotation = lpParticle->fRotation;
m_lpVerticeInfo[i].dwRotationCount = rand() % 128;
m_lpVerticeInfo[i].fWidth = lpParticle->fWidth;
m_lpVerticeInfo[i].fHeight = lpParticle->fHeight;
m_lpVerticeInfo[i].fMaxLife = m_lpVerticeInfo[i].fLifetime = lpParticle->fLifetime;
m_lpVerticeInfo[i].fTexFrame = lpParticle->fTexFrame;
return TRUE;
}
return FALSE;
}
void CX3DEffectParticle::SetVolumeNone(void)
{
m_dwVolumeType = 0;
}
void CX3DEffectParticle::SetVolumeSquare(float fVolX, float fVolY, float fVolZ)
{
m_dwVolumeType = 1;
m_fVolX = fVolX;
m_fVolY = fVolY;
m_fVolZ = fVolZ;
}
void CX3DEffectParticle::SetVolumeCircle(float fRadius, float fInnerRadius)
{
m_dwVolumeType = 2;
m_fRadius = fRadius;
m_fInnerRadius = fInnerRadius;
}
void CX3DEffectParticle::Render(void)
{
if(!m_bVisibility)
return;
if(m_lpVertices == NULL) return;
DWORD cullmode,zmode;
DWORD amode;
matrix matWorld;
matWorld.MakeIdent();
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->GetRenderState(D3DRS_ZWRITEENABLE,&zmode);
//m_lpD3DDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_lpD3DDevice->SetTexture(0, GetTexture());
m_lpD3DDevice->GetRenderState(D3DRS_ALPHABLENDENABLE,&amode);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
m_lpD3DDevice->GetRenderState(D3DRS_CULLMODE,&cullmode);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(1,D3DTSS_COLOROP,D3DTOP_DISABLE);
m_lpD3DDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE);
m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
if(m_dwDrawAmount)
m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwDrawAmount * 4, 0, m_dwDrawAmount * 2);
/**/
if(m_fTexSpeed)
{
// m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
// m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
if(m_dwDrawAmount)
m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwDrawAmount * 4, 0, m_dwDrawAmount * 2);
}//***/
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,zmode);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE,cullmode);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,amode);
m_lpD3DDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
}
BOOL CX3DEffectParticle::Interpolation(float fFrame)
{
float local_volx;
float local_voly;
float local_volz;
float local_rad;
float local_inrad;
if(m_lpVertices == NULL) return FALSE;
///////////////////////////////////////////////////////////////////////////////////
float fTempFrame;
fTempFrame = ((CX3DEffect *)m_lpLocalEffect)->GetFrame();
if(m_StopParticleFrame != -1) {
// extension3 :: mid effect <20><> <20><>ƼŬ<C6BC><C5AC> end effect <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if(!m_lstCenter.Interpolation(fTempFrame, m_vecCenter)) return FALSE;
if(!m_lstEForce.Interpolation(fTempFrame, m_vecEForce)) return FALSE;
if(!m_lstAlpha.Interpolation(fTempFrame, m_fAlpha)) return FALSE;
if(!m_lstAxis.InterpolationQ(fTempFrame, m_quatAxis)) return FALSE;
if(!m_lstDirection.InterpolationQ(fTempFrame, m_quatDir)) return FALSE;
if(!m_lstPower.Interpolation(fTempFrame, m_fPower)) return FALSE;
if(!m_lstAngle.Interpolation(fTempFrame, m_fAngle)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fPower *=m_Scale[0];
m_vecEForce.x *=m_Scale[0];
m_vecEForce.y *=m_Scale[0];
m_vecEForce.z *=m_Scale[0];
m_fAngle *=m_Scale[0];
local_volx= m_fVolX * m_Scale[0];
local_voly = m_fVolY * m_Scale[0];
local_volz = m_fVolZ * m_Scale[0];
local_rad = m_fRadius * m_Scale[0];
local_inrad = m_fInnerRadius * m_Scale[0];
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
if(m_bVisibility) {
matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
LVertex *pVertices, *pVerticesBlend;
// if(FAILED( m_lpVertices->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD ) ) )
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0 ) ) )
return FALSE;
// if(FAILED( m_lpVerticesBlend->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD ) ) )
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0 ) ) )
return FALSE;
m_dwDrawAmount = 0;
unsigned long mul;
float w, h, d, degree, cosx, siny;
vector3 vecCenter, pVer[4];
if(m_lpVerticeInfo == NULL)
return FALSE;
for(unsigned long i = 0; i < m_dwMaxAmount; i++)
{
if(m_lpVerticeInfo[i].fLifetime < 0.0f) continue;
else if(m_lpVerticeInfo[i].fLifetime < ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame())
m_lpVerticeInfo[i].fLifetime = 0.0f;
m_lpVerticeInfo[i].vecVel += m_vecEForce;
m_lpVerticeInfo[i].vecPos += m_lpVerticeInfo[i].vecVel;
if(!ParticleInterpolation(i)) return FALSE;
w = m_lpVerticeInfo[i].fWidth / 2;
h = m_lpVerticeInfo[i].fHeight / 2;
d = m_lpVerticeInfo[i].fRotation * m_lpVerticeInfo[i].dwRotationCount;
degree = d - (((unsigned long)(d / 360)) * 360.0f);
cosx = cosf(degree);
siny = sinf(degree);
mul = m_dwDrawAmount << 2;
pVer[0] = vector3(-w * cosx - h * siny, -w * siny + h * cosx, 0.0f);
pVer[1] = vector3(w * cosx - h * siny, w * siny + h * cosx, 0.0f);
pVer[2] = vector3(-w * cosx + h * siny, -w * siny - h * cosx, 0.0f);
pVer[3] = vector3(w * cosx + h * siny, w * siny - h * cosx, 0.0f);
/* if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
{
z3d::VectorRotate(pVer[0], pVer[0], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[1], pVer[1], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[2], pVer[2], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[3], pVer[3], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
}*/
pVertices[mul + 0].v = vector3(pVer[0].x * matView->_11 + pVer[0].y * matView->_12, pVer[0].x * matView->_21 + pVer[0].y * matView->_22, pVer[0].x * matView->_31 + pVer[0].y * matView->_32);
pVertices[mul + 1].v = vector3(pVer[1].x * matView->_11 + pVer[1].y * matView->_12, pVer[1].x * matView->_21 + pVer[1].y * matView->_22, pVer[1].x * matView->_31 + pVer[1].y * matView->_32);
pVertices[mul + 2].v = vector3(pVer[2].x * matView->_11 + pVer[2].y * matView->_12, pVer[2].x * matView->_21 + pVer[2].y * matView->_22, pVer[2].x * matView->_31 + pVer[2].y * matView->_32);
pVertices[mul + 3].v = vector3(pVer[3].x * matView->_11 + pVer[3].y * matView->_12, pVer[3].x * matView->_21 + pVer[3].y * matView->_22, pVer[3].x * matView->_31 + pVer[3].y * matView->_32);
pVertices[mul + 0].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 1].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 2].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 3].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 0].diff = pVertices[mul + 1].diff =
pVertices[mul + 2].diff = pVertices[mul + 3].diff = m_lpVerticeInfo[i].lColor;
pVertices[mul + 3].diff.a *= m_fAlpha;
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a =
pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVertices[mul + 0].spec = pVertices[mul + 1].spec =
pVertices[mul + 2].spec = pVertices[mul + 3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
if(m_fTexSpeed)
{
pVerticesBlend[mul + 0].v = pVertices[mul + 0].v;
pVerticesBlend[mul + 1].v = pVertices[mul + 1].v;
pVerticesBlend[mul + 2].v = pVertices[mul + 2].v;
pVerticesBlend[mul + 3].v = pVertices[mul + 3].v;
pVerticesBlend[mul + 0].diff = pVerticesBlend[mul + 1].diff =
pVerticesBlend[mul + 2].diff = pVerticesBlend[mul + 3].diff = pVertices[mul + 0].diff;
pVerticesBlend[mul + 0].spec = pVerticesBlend[mul + 1].spec =
pVerticesBlend[mul + 2].spec = pVerticesBlend[mul + 3].spec = pVertices[mul + 0].spec;
long t = (long)m_lpVerticeInfo[i].fTexFrame;
float f1 = (t % 4) * 0.25;
float f2 = (t / 4) * 0.25;
pVertices[mul + 0].tu = f1; pVertices[mul + 0].tv = f2;
pVertices[mul + 1].tu = f1 + 0.25f; pVertices[mul + 1].tv = f2;
pVertices[mul + 2].tu = f1; pVertices[mul + 2].tv = f2 + 0.25f;
pVertices[mul + 3].tu = f1 + 0.25f; pVertices[mul + 3].tv = f2 + 0.25f;
if(15 == t) { if(0.16f < m_fTexSpeed) t = 0; else t = 15; } else t++;
f1 = (t % 4) * 0.25;
f2 = (t / 4) * 0.25;
pVerticesBlend[mul + 0].tu = f1; pVerticesBlend[mul + 0].tv = f2;
pVerticesBlend[mul + 1].tu = f1 + 0.25f; pVerticesBlend[mul + 1].tv = f2;
pVerticesBlend[mul + 2].tu = f1; pVerticesBlend[mul + 2].tv = f2 + 0.25f;
pVerticesBlend[mul + 3].tu = f1 + 0.25f; pVerticesBlend[mul + 3].tv = f2 + 0.25f;
///////////////////////////////////////////
// float fAlpha = ;
pVertices[mul + 3].diff.a *= (floorf(m_lpVerticeInfo[i].fTexFrame + 1.0f) - m_lpVerticeInfo[i].fTexFrame);
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a = pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVerticesBlend[mul + 3].diff.a *= (m_lpVerticeInfo[i].fTexFrame - floorf(m_lpVerticeInfo[i].fTexFrame));
// pVerticesBlend[mul + 3].diff.a *= (1.0f - fAlpha);
pVerticesBlend[mul + 0].diff.a = pVerticesBlend[mul + 1].diff.a = pVerticesBlend[mul + 2].diff.a = pVerticesBlend[mul + 3].diff.a;
///////////////////////////////////////////
} else
{
pVertices[mul + 0].tu = 0.0f; pVertices[mul + 0].tv = 0.0f;
pVertices[mul + 1].tu = 1.0f; pVertices[mul + 1].tv = 0.0f;
pVertices[mul + 2].tu = 0.0f; pVertices[mul + 2].tv = 1.0f;
pVertices[mul + 3].tu = 1.0f; pVertices[mul + 3].tv = 1.0f;
}
m_lpVerticeInfo[i].fLifetime -= ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame();
m_lpVerticeInfo[i].dwRotationCount++;
// <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> 5<><35><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> draw list<73><74><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if((pVertices[mul +3].diff.a)<1) {
continue;
}
m_dwDrawAmount++;
}
///////////////////////////////////////////////////////////////////////////////////
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
} //if(m_bVisibility)
}
else { // <20>Ϲ<EFBFBD> particle
if(!m_lstCenter.Interpolation(fTempFrame, m_vecCenter)) return FALSE;
if(!m_lstEForce.Interpolation(fTempFrame, m_vecEForce)) return FALSE;
if(!m_lstAlpha.Interpolation(fTempFrame, m_fAlpha)) return FALSE;
if(!m_lstAxis.InterpolationQ(fTempFrame, m_quatAxis)) return FALSE;
if(!m_lstDirection.InterpolationQ(fTempFrame, m_quatDir)) return FALSE;
if(!m_lstPower.Interpolation(fTempFrame, m_fPower)) return FALSE;
if(!m_lstAngle.Interpolation(fTempFrame, m_fAngle)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fPower *=m_Scale[0];
m_vecEForce.x *=m_Scale[0];
m_vecEForce.y *=m_Scale[0];
m_vecEForce.z *=m_Scale[0];
m_fAngle *=m_Scale[0];
local_volx= m_fVolX * m_Scale[0];
local_voly = m_fVolY * m_Scale[0];
local_volz = m_fVolZ * m_Scale[0];
local_rad = m_fRadius * m_Scale[0];
local_inrad = m_fInnerRadius * m_Scale[0];
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
///////////////////////////////////////////////////////////////////////////////////
if(m_bVisibility) {
float fAmount;
Particle pNewParticle;
if(m_lstAmount.Find(fTempFrame, fAmount))
{
float a, b, r, c, a1, p;
a1 = FLOAT_PHI / fAmount;
c = ((2 * FLOAT_PHI) / fAmount);
for(unsigned long i = 0; i < (unsigned long)fAmount; i++)
{
p = m_fPower * (1.0f - m_fPowerSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
a = (m_fAngle * (((float)rand()) / RAND_MAX));
b = c * i;
r = p * sinf(a);
pNewParticle.vecVel = vector3(r * cosf(b), p * cosf(a), r * sinf(b));
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, m_quatDir);
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, m_quatAxis);
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
pNewParticle.fMaxLife = pNewParticle.fLifetime = m_fLifetime * (1.0f - m_fLifetimeSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
pNewParticle.fRotation = m_fRotation * (1.0f - m_fPowerSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
pNewParticle.fTexFrame = 01.0;
switch(m_dwVolumeType)
{
case 0:
pNewParticle.vecPos = m_vecCenter;
break;
case 1:
pNewParticle.vecPos = vector3(((float)rand() / RAND_MAX) * local_volx,
((float)rand() / RAND_MAX) * local_voly,
((float)rand() / RAND_MAX) * local_volz) - vector3(local_volx / 2, local_voly / 2, local_volz / 2);
z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, m_quatAxis);
pNewParticle.vecPos += m_vecCenter;
break;
case 2:
{
float degree = 2.0f * FLOAT_PHI * (((float)rand()) / RAND_MAX);
float radius = local_inrad + (local_rad - local_inrad * (((float)rand()) / RAND_MAX));
pNewParticle.vecPos = vector3(radius * cosf(degree), 0, radius * sinf(degree));
z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, m_quatAxis);
pNewParticle.vecPos += m_vecCenter;
}
break;
}
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis()) z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter()) pNewParticle.vecPos += (*((CX3DEffect *)m_lpLocalEffect)->GetCenter());
CreateParticle(&pNewParticle);
}
}
///////////////////////////////////////////////////////////////////////////////////
matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
LVertex *pVertices, *pVerticesBlend;
// if(FAILED( m_lpVertices->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVertices, 0 ) ) )
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0 ) ) )
return FALSE;
// if(FAILED( m_lpVerticesBlend->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, 0 ) ) )
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0 ) ) )
return FALSE;
m_dwDrawAmount = 0;
unsigned long mul;
float w, h, d, degree, cosx, siny;
vector3 vecCenter, pVer[4];
if(m_lpVerticeInfo == NULL)
return FALSE;
for(unsigned long i = 0; i < m_dwMaxAmount; i++)
{
if(m_lpVerticeInfo[i].fLifetime < 0.0f) continue;
else if(m_lpVerticeInfo[i].fLifetime < ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame())
m_lpVerticeInfo[i].fLifetime = 0.0f;
m_lpVerticeInfo[i].vecVel += m_vecEForce;
m_lpVerticeInfo[i].vecPos += m_lpVerticeInfo[i].vecVel;
if(!ParticleInterpolation(i)) return FALSE;
w = m_lpVerticeInfo[i].fWidth / 2;
h = m_lpVerticeInfo[i].fHeight / 2;
d = m_lpVerticeInfo[i].fRotation * m_lpVerticeInfo[i].dwRotationCount;
degree = d - (((unsigned long)(d / 360)) * 360.0f);
cosx = cosf(degree);
siny = sinf(degree);
mul = m_dwDrawAmount << 2;
pVer[0] = vector3(-w * cosx - h * siny, -w * siny + h * cosx, 0.0f);
pVer[1] = vector3(w * cosx - h * siny, w * siny + h * cosx, 0.0f);
pVer[2] = vector3(-w * cosx + h * siny, -w * siny - h * cosx, 0.0f);
pVer[3] = vector3(w * cosx + h * siny, w * siny - h * cosx, 0.0f);
/* if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
{
z3d::VectorRotate(pVer[0], pVer[0], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[1], pVer[1], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[2], pVer[2], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[3], pVer[3], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
}*/
pVertices[mul + 0].v = vector3(pVer[0].x * matView->_11 + pVer[0].y * matView->_12, pVer[0].x * matView->_21 + pVer[0].y * matView->_22, pVer[0].x * matView->_31 + pVer[0].y * matView->_32);
pVertices[mul + 1].v = vector3(pVer[1].x * matView->_11 + pVer[1].y * matView->_12, pVer[1].x * matView->_21 + pVer[1].y * matView->_22, pVer[1].x * matView->_31 + pVer[1].y * matView->_32);
pVertices[mul + 2].v = vector3(pVer[2].x * matView->_11 + pVer[2].y * matView->_12, pVer[2].x * matView->_21 + pVer[2].y * matView->_22, pVer[2].x * matView->_31 + pVer[2].y * matView->_32);
pVertices[mul + 3].v = vector3(pVer[3].x * matView->_11 + pVer[3].y * matView->_12, pVer[3].x * matView->_21 + pVer[3].y * matView->_22, pVer[3].x * matView->_31 + pVer[3].y * matView->_32);
pVertices[mul + 0].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 1].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 2].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 3].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 0].diff = pVertices[mul + 1].diff =
pVertices[mul + 2].diff = pVertices[mul + 3].diff = m_lpVerticeInfo[i].lColor;
pVertices[mul + 3].diff.a *= m_fAlpha;
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a =
pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVertices[mul + 0].spec = pVertices[mul + 1].spec =
pVertices[mul + 2].spec = pVertices[mul + 3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
if(m_fTexSpeed)
{
pVerticesBlend[mul + 0].v = pVertices[mul + 0].v;
pVerticesBlend[mul + 1].v = pVertices[mul + 1].v;
pVerticesBlend[mul + 2].v = pVertices[mul + 2].v;
pVerticesBlend[mul + 3].v = pVertices[mul + 3].v;
pVerticesBlend[mul + 0].diff = pVerticesBlend[mul + 1].diff =
pVerticesBlend[mul + 2].diff = pVerticesBlend[mul + 3].diff = pVertices[mul + 0].diff;
pVerticesBlend[mul + 0].spec = pVerticesBlend[mul + 1].spec =
pVerticesBlend[mul + 2].spec = pVerticesBlend[mul + 3].spec = pVertices[mul + 0].spec;
long t = (long)m_lpVerticeInfo[i].fTexFrame;
float f1 = (t % 4) * 0.25;
float f2 = (t / 4) * 0.25;
pVertices[mul + 0].tu = f1; pVertices[mul + 0].tv = f2;
pVertices[mul + 1].tu = f1 + 0.25f; pVertices[mul + 1].tv = f2;
pVertices[mul + 2].tu = f1; pVertices[mul + 2].tv = f2 + 0.25f;
pVertices[mul + 3].tu = f1 + 0.25f; pVertices[mul + 3].tv = f2 + 0.25f;
if(15 == t) { if(0.16f < m_fTexSpeed) t = 0; else t = 15; } else t++;
f1 = (t % 4) * 0.25;
f2 = (t / 4) * 0.25;
pVerticesBlend[mul + 0].tu = f1; pVerticesBlend[mul + 0].tv = f2;
pVerticesBlend[mul + 1].tu = f1 + 0.25f; pVerticesBlend[mul + 1].tv = f2;
pVerticesBlend[mul + 2].tu = f1; pVerticesBlend[mul + 2].tv = f2 + 0.25f;
pVerticesBlend[mul + 3].tu = f1 + 0.25f; pVerticesBlend[mul + 3].tv = f2 + 0.25f;
///////////////////////////////////////////
// float fAlpha = ;
pVertices[mul + 3].diff.a *= (floorf(m_lpVerticeInfo[i].fTexFrame + 1.0f) - m_lpVerticeInfo[i].fTexFrame);
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a = pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVerticesBlend[mul + 3].diff.a *= (m_lpVerticeInfo[i].fTexFrame - floorf(m_lpVerticeInfo[i].fTexFrame));
// pVerticesBlend[mul + 3].diff.a *= (1.0f - fAlpha);
pVerticesBlend[mul + 0].diff.a = pVerticesBlend[mul + 1].diff.a = pVerticesBlend[mul + 2].diff.a = pVerticesBlend[mul + 3].diff.a;
///////////////////////////////////////////
} else
{
pVertices[mul + 0].tu = 0.0f; pVertices[mul + 0].tv = 0.0f;
pVertices[mul + 1].tu = 1.0f; pVertices[mul + 1].tv = 0.0f;
pVertices[mul + 2].tu = 0.0f; pVertices[mul + 2].tv = 1.0f;
pVertices[mul + 3].tu = 1.0f; pVertices[mul + 3].tv = 1.0f;
}
m_lpVerticeInfo[i].fLifetime -= ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame();
m_lpVerticeInfo[i].dwRotationCount++;
// <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> 1<><31><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> draw list<73><74><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if((pVertices[mul +3].diff.a)<1) {
continue;
}
m_dwDrawAmount++;
}
///////////////////////////////////////////////////////////////////////////////////
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
}
} //if(m_bVisibility)
return TRUE;
}
BOOL CX3DEffectParticle::ParticleInterpolation(unsigned long dwNumber)
{
if(m_lpVerticeInfo == NULL)
return FALSE;
float fFrame = 100.0f * (1.0f - (m_lpVerticeInfo[dwNumber].fLifetime / m_lpVerticeInfo[dwNumber].fMaxLife));
if(!m_lstWidth.Interpolation(fFrame, m_lpVerticeInfo[dwNumber].fWidth)) return FALSE;
if(!m_lstHeight.Interpolation(fFrame, m_lpVerticeInfo[dwNumber].fHeight)) return FALSE;
m_lpVerticeInfo[dwNumber].fWidth *=m_Scale[0];
m_lpVerticeInfo[dwNumber].fHeight *=m_Scale[0];
if(!m_lstColor.InterpolationC(fFrame, m_lpVerticeInfo[dwNumber].lColor)) return FALSE;
if(m_fTexSpeed)
{
if(fFrame == 100.0f)
{
m_lpVerticeInfo[dwNumber].fTexFrame = 15.0f;
} else
{
float a = fFrame * m_fTexSpeed;
m_lpVerticeInfo[dwNumber].fTexFrame = a - (((unsigned long)(a / 16)) * 16.0f);
}
}
return TRUE;
}
void CX3DEffectParticle::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_bTexAni, 4, 1, fp);
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
fread(&m_fPowerSeed, 4, 1, fp);
fread(&m_fLifetime, 4, 1, fp);
fread(&m_fLifetimeSeed, 4, 1, fp);
fread(&m_fRotation, 4, 1, fp);
fread(&m_fTexSpeed, 4, 1, fp);
// <20><><EFBFBD><EFBFBD>
fread(&m_dwVolumeType, 4, 1, fp); // 0 : None, 1 : Square, 2 : Circle
fread(&m_fVolX, 4, 1, fp);
fread(&m_fVolY, 4, 1, fp);
fread(&m_fVolZ, 4, 1, fp);
fread(&m_fRadius, 4, 1, fp);
fread(&m_fInnerRadius, 4, 1, fp);
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fVolX *=m_Scale[0];
m_fVolY *=m_Scale[0];
m_fVolZ *=m_Scale[0];
m_fRadius *=m_Scale[0];
m_fInnerRadius *=m_Scale[0];
}
}
m_lstAxis.Load(fp, m_quatAxis);
m_lstCenter.Load(fp, m_vecCenter);
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
float fAmount;
m_lstAmount.Load(fp, fAmount);
m_lstAlpha.Load(fp, m_fAlpha);
m_lstPower.Load(fp, m_fPower);
m_lstAngle.Load(fp, m_fAngle);
m_lstEForce.Load(fp, m_vecEForce);
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fPower *=m_Scale[0];
m_vecEForce.x *=m_Scale[0];
m_vecEForce.y *=m_Scale[0];
m_vecEForce.z *=m_Scale[0];
}
}
m_lstDirection.Load(fp, m_quatDir);
// Scenario<69><6F> <20><><EFBFBD><EFBFBD>Ʈ
m_lstWidth.Load(fp, m_fAlpha);
m_lstHeight.Load(fp, m_fAlpha);
m_lstColor.Load(fp, m_lColor);
}
void CX3DEffectParticle::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_bTexAni, 4, 1, fp);
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
fwrite(&m_fPowerSeed, 4, 1, fp);
fwrite(&m_fLifetime, 4, 1, fp);
fwrite(&m_fLifetimeSeed, 4, 1, fp);
fwrite(&m_fRotation, 4, 1, fp);
fwrite(&m_fTexSpeed, 4, 1, fp);
// <20><><EFBFBD><EFBFBD>
fwrite(&m_dwVolumeType, 4, 1, fp); // 0 : None, 1 : Square, 2 : Circle
fwrite(&m_fVolX, 4, 1, fp);
fwrite(&m_fVolY, 4, 1, fp);
fwrite(&m_fVolZ, 4, 1, fp);
fwrite(&m_fRadius, 4, 1, fp);
fwrite(&m_fInnerRadius, 4, 1, fp);
m_lstAxis.Save(fp);
m_lstCenter.Save(fp);
m_lstAmount.Save(fp);
m_lstAlpha.Save(fp);
m_lstPower.Save(fp);
m_lstAngle.Save(fp);
m_lstEForce.Save(fp);
m_lstDirection.Save(fp);
// Scenario<69><6F> <20><><EFBFBD><EFBFBD>Ʈ
m_lstWidth.Save(fp);
m_lstHeight.Save(fp);
m_lstColor.Save(fp);
}

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// X3DEffectParticle.h: interface for the CX3DEffectParticle class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTPARTICLE_H__0750B6D9_11E2_41A9_BFEF_D92F0F1E0CC5__INCLUDED_)
#define AFX_X3DEFFECTPARTICLE_H__0750B6D9_11E2_41A9_BFEF_D92F0F1E0CC5__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
typedef struct _Particle
{
vector3 vecPos;
vector3 vecVel;
float fLifetime;
float fMaxLife;
float fTexFrame;
float fRotation;
unsigned long dwRotationCount;
float fWidth;
float fHeight;
color lColor;
} Particle, *LPParticle;
class CX3DEffectParticle : public CX3DEffectBase
{
protected:
unsigned long m_dwMaxAmount;
unsigned long m_dwDrawAmount;
float m_fAlpha;
float m_fPower;
float m_fAngle;
vector3 m_vecEForce;
quaternion m_quatDir;
float m_fPowerSeed;
float m_fLifetime;
float m_fLifetimeSeed;
float m_fRotation;
float m_fTexSpeed;
// <20><><EFBFBD><EFBFBD>
unsigned long m_dwVolumeType; // 0 : None, 1 : Square, 2 : Circle
float m_fVolX;
float m_fVolY;
float m_fVolZ;
float m_fRadius;
float m_fInnerRadius;
// <20><>ƼŬ <20><><EFBFBD><EFBFBD> / <20><><EFBFBD><EFBFBD>
LPParticle m_lpVerticeInfo;
LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
LPDIRECT3DINDEXBUFFER8 m_lpVerticeIndex;
public:
CKeyList<FloatKeyList> m_lstAmount;
CKeyList<FloatKeyList> m_lstAlpha;
CKeyList<FloatKeyList> m_lstPower;
CKeyList<FloatKeyList> m_lstAngle;
CKeyList<VectorKeyList> m_lstEForce;
CKeyList<QuaternionKeyList> m_lstDirection;
// Scenario<69><6F> <20><><EFBFBD><EFBFBD>Ʈ
CKeyList<FloatKeyList> m_lstWidth;
CKeyList<FloatKeyList> m_lstHeight;
public:
CX3DEffectParticle();
virtual ~CX3DEffectParticle();
void SetVolumeNone(void);
void SetVolumeSquare(float fVolX, float fVolY, float fVolZ);
void SetVolumeCircle(float fRadius, float fInnerRadius);
void SetPowerSeed(float fPowerSeed) { m_fPowerSeed = fPowerSeed; }
void SetLifetime(float fLifetime) { m_fLifetime = fLifetime; }
void SetLifetimeSeed(float fLifetimeSeed) { m_fLifetimeSeed = fLifetimeSeed; }
void SetRotation(float fRotation) { m_fRotation = fRotation; }
void SetTexSpeed(float fTexSpeed) { m_fTexSpeed = fTexSpeed; }
vector3 GetEForce(void) { return m_vecEForce; }
unsigned char GetMainAlpha(void) { return (unsigned char)(m_fAlpha * 255); }
float GetAmount(float fFrame) { float temp; m_lstAmount.Interpolation(fFrame, temp); return temp;}
float GetLifetime(void) { return m_fLifetime; }
float GetPower(void) { return m_fPower; }
float GetAngle(void) { return m_fAngle; }
quaternion GetDirection(void) { return m_quatDir; }
float GetWidth(float fFrame) { float temp; m_lstWidth.Interpolation(fFrame, temp); return temp; }
float GetHeight(float fFrame) { float temp; m_lstHeight.Interpolation(fFrame, temp); return temp; }
unsigned char GetAlpha(float fFrame) { color temp; m_lstColor.InterpolationC(fFrame, temp); return temp.a; }
unsigned char GetRColor(float fFrame) { color temp; m_lstColor.InterpolationC(fFrame, temp); return temp.r; }
unsigned char GetGColor(float fFrame) { color temp; m_lstColor.InterpolationC(fFrame, temp); return temp.g; }
unsigned char GetBColor(float fFrame) { color temp; m_lstColor.InterpolationC(fFrame, temp); return temp.b; }
BOOL CreateParticle(LPParticle lpParticle);
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer(void);
void Render(void);
BOOL Interpolation(float fFrame);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
BOOL ParticleInterpolation(unsigned long dwNumber);
};
#endif // !defined(AFX_X3DEFFECTPARTICLE_H__0750B6D9_11E2_41A9_BFEF_D92F0F1E0CC5__INCLUDED_)

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// X3DEffectPlane.cpp: implementation of the CX3DEffectPlane class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectPlane.h"
#include "SceneManager.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectPlane::CX3DEffectPlane()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_lpVertices = NULL;
m_lpVerticesBlend = NULL;
}
CX3DEffectPlane::~CX3DEffectPlane()
{
//if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
//if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
if(m_lpVerticesBlend) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
else
m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
else
m_lpVertices->Release();
m_lpVertices = NULL;
}
}
void CX3DEffectPlane::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
}
BOOL CX3DEffectPlane::CreateBuffer(void)
{
if(m_lpVerticesBlend) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
//m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
// m_lpVertices->Release();
m_lpVertices = NULL;
}
// m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,true);
// m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,true);
m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,false);
m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(4 * sizeof(LVertex),LVERTEXFVF,false);
/*
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVertices );
m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVerticesBlend );
*/
return TRUE;
}
void CX3DEffectPlane::Render(void)
{
if(!m_bVisibility)
return;
if(m_lpVertices == NULL) return;
matrix matWorld;
matWorld.MakeIdent();
quaternion *quatAxis = ((CX3DEffect *)m_lpLocalEffect)->GetAxis();
if(quatAxis) { z3d::MatrixRotationQuaternion(matWorld, (*quatAxis)); }
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter())
{
vector3 *vecTemp = ((CX3DEffect *)m_lpLocalEffect)->GetCenter();
matWorld._41 = vecTemp->x;
matWorld._42 = vecTemp->y;
matWorld._43 = vecTemp->z;
}
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_lpD3DDevice->SetTexture(0, GetTexture());
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
if(m_bTexAni)
{
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
}
BOOL CX3DEffectPlane::Interpolation(float fFrame)
{
///////////////////////////////////////////////////////////////////////////////////
if(!m_lstCenter.Interpolation(fFrame, m_vecCenter)) return FALSE;
if(!m_lstAxis.InterpolationQ(fFrame, m_quatAxis)) return FALSE;
if(!m_lstWidth.Interpolation(fFrame, m_fWidth)) return FALSE;
if(!m_lstHeight.Interpolation(fFrame, m_fHeight)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_fWidth *=m_Scale[0];
m_fHeight *=m_Scale[0];
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(!m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
if(m_bTexAni)
{
if(!m_lstTexFrame.Interpolation(fFrame, m_fTexFrame)) return FALSE;
} else
{
if(!m_lstStartU.Interpolation(fFrame, m_fStartU)) return FALSE;
if(!m_lstStartV.Interpolation(fFrame, m_fStartV)) return FALSE;
if(!m_lstTileU.Interpolation(fFrame, m_fTileU)) return FALSE;
if(!m_lstTileV.Interpolation(fFrame, m_fTileV)) return FALSE;
}
///////////////////////////////////////////////////////////////////////////////////
if(m_bVisibility) {
{
///////////////////////////////////////////////////////////////////////////////////
LVertex *pVertices, *pVerticesBlend;
// if(FAILED( m_lpVertices->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) ) return FALSE;
// if(FAILED( m_lpVerticesBlend->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) ) ) return FALSE;
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0) ) ) return FALSE;
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0) ) ) return FALSE;
float f1, f2;
float fStartU, fStartV, fEndU, fEndV;
float fStartBU, fStartBV, fEndBU, fEndBV;
if(m_bTexAni)
{
f1 = (((long)m_fTexFrame) % 4) * 0.25;
f2 = (((long)m_fTexFrame) / 4) * 0.25;
fStartU = f1;
fStartV = f2;
fEndU = f1 + 0.25f;
fEndV = f2 + 0.25f;
f1 = (((long)ceilf(m_fTexFrame)) % 4) * 0.25;
f2 = (((long)ceilf(m_fTexFrame)) / 4) * 0.25;
fStartBU = f1;
fStartBV = f2;
fEndBU = f1 + 0.25f;
fEndBV = f2 + 0.25f;
} else
{
fStartBU = fStartU = m_fStartU;
fStartBV = fStartV = m_fStartV;
fEndBU = fEndU = m_fTileU;
fEndBV = fEndV = m_fTileV;
}
pVertices[0].v = vector3(-(m_fWidth / 2), 0, (m_fHeight / 2));
pVertices[1].v = vector3( (m_fWidth / 2), 0, (m_fHeight / 2));
pVertices[2].v = vector3(-(m_fWidth / 2), 0, -(m_fHeight / 2));
pVertices[3].v = vector3( (m_fWidth / 2), 0, -(m_fHeight / 2));
z3d::VectorRotate(pVertices[0].v, pVertices[0].v, m_quatAxis);
z3d::VectorRotate(pVertices[1].v, pVertices[1].v, m_quatAxis);
z3d::VectorRotate(pVertices[2].v, pVertices[2].v, m_quatAxis);
z3d::VectorRotate(pVertices[3].v, pVertices[3].v, m_quatAxis);
/* quaternion *quatAxis = ((CX3DEffect *)m_lpLocalEffect)->GetAxis();
if(quatAxis)
{
z3d::VectorRotate(pVertices[0].v, pVertices[0].v, (*quatAxis));
z3d::VectorRotate(pVertices[1].v, pVertices[1].v, (*quatAxis));
z3d::VectorRotate(pVertices[2].v, pVertices[2].v, (*quatAxis));
z3d::VectorRotate(pVertices[3].v, pVertices[3].v, (*quatAxis));
}
pVerticesBlend[0].v = pVertices[0].v += m_vecCenter + (*((CX3DEffect *)m_lpLocalEffect)->GetCenter());
pVerticesBlend[1].v = pVertices[1].v += m_vecCenter + (*((CX3DEffect *)m_lpLocalEffect)->GetCenter());
pVerticesBlend[2].v = pVertices[2].v += m_vecCenter + (*((CX3DEffect *)m_lpLocalEffect)->GetCenter());
pVerticesBlend[3].v = pVertices[3].v += m_vecCenter + (*((CX3DEffect *)m_lpLocalEffect)->GetCenter());*/
pVerticesBlend[0].v = pVertices[0].v += m_vecCenter;
pVerticesBlend[1].v = pVertices[1].v += m_vecCenter;
pVerticesBlend[2].v = pVertices[2].v += m_vecCenter;
pVerticesBlend[3].v = pVertices[3].v += m_vecCenter;
pVertices[0].tu = fStartU; pVertices[0].tv = fStartV;
pVertices[1].tu = fEndU; pVertices[1].tv = fStartV;
pVertices[2].tu = fStartU; pVertices[2].tv = fEndV;
pVertices[3].tu = fEndU; pVertices[3].tv = fEndV;
pVerticesBlend[0].tu = fStartBU; pVerticesBlend[0].tv = fStartBV;
pVerticesBlend[1].tu = fEndBU; pVerticesBlend[1].tv = fStartBV;
pVerticesBlend[2].tu = fStartBU; pVerticesBlend[2].tv = fEndBV;
pVerticesBlend[3].tu = fEndBU; pVerticesBlend[3].tv = fEndBV;
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
pVertices[0].diff = pVertices[1].diff = pVertices[2].diff = pVertices[3].diff = m_lColor;
pVerticesBlend[0].diff = pVerticesBlend[1].diff = pVerticesBlend[2].diff = pVerticesBlend[3].diff = m_lColor;
if(m_bTexAni)
{
pVertices[3].diff.a *= (floorf(m_fTexFrame + 1.0f) - m_fTexFrame);
pVertices[0].diff.a = pVertices[1].diff.a = pVertices[2].diff.a = pVertices[3].diff.a;
pVerticesBlend[3].diff.a *= (m_fTexFrame - floorf(m_fTexFrame));
pVerticesBlend[0].diff.a = pVerticesBlend[1].diff.a = pVerticesBlend[2].diff.a = pVerticesBlend[3].diff.a;
}
pVertices[0].spec = pVertices[1].spec = pVertices[2].spec = pVertices[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
pVerticesBlend[0].spec = pVerticesBlend[1].spec = pVerticesBlend[2].spec = pVerticesBlend[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
///////////////////////////////////////////////////////////////////////////////////
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
}
}
return TRUE;
}
void CX3DEffectPlane::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_bTexAni, 4, 1, fp);
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
m_lstAxis.Load(fp, m_quatAxis);
m_lstCenter.Load(fp, m_vecCenter);
m_lstColor.Load(fp, m_lColor);
m_lstWidth.Load(fp, m_fWidth);
m_lstHeight.Load(fp, m_fHeight);
m_lstStartU.Load(fp, m_fStartU);
m_lstStartV.Load(fp, m_fStartV);
m_lstTileU.Load(fp, m_fTileU);
m_lstTileV.Load(fp, m_fTileV);
m_lstTexFrame.Load(fp, m_fTexFrame);
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
m_fWidth *=m_Scale[0];
m_fHeight *=m_Scale[0];
}
}
void CX3DEffectPlane::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_bTexAni, 4, 1, fp);
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
m_lstAxis.Save(fp);
m_lstCenter.Save(fp);
m_lstColor.Save(fp);
m_lstWidth.Save(fp);
m_lstHeight.Save(fp);
m_lstStartU.Save(fp);
m_lstStartV.Save(fp);
m_lstTileU.Save(fp);
m_lstTileV.Save(fp);
m_lstTexFrame.Save(fp);
}

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// X3DEffectPlane.h: interface for the CX3DEffectPlane class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTPLANE_H__0FB11223_90D1_47D3_9948_08C94D138879__INCLUDED_)
#define AFX_X3DEFFECTPLANE_H__0FB11223_90D1_47D3_9948_08C94D138879__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
class CX3DEffectPlane : public CX3DEffectBase
{
protected:
float m_fWidth;
float m_fHeight;
float m_fTileU;
float m_fTileV;
float m_fStartU;
float m_fStartV;
float m_fTexFrame;
LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
public:
CKeyList<FloatKeyList> m_lstWidth;
CKeyList<FloatKeyList> m_lstHeight;
CKeyList<FloatKeyList> m_lstTileU;
CKeyList<FloatKeyList> m_lstTileV;
CKeyList<FloatKeyList> m_lstStartU;
CKeyList<FloatKeyList> m_lstStartV;
CKeyList<FloatKeyList> m_lstTexFrame;
public:
CX3DEffectPlane();
virtual ~CX3DEffectPlane();
void SetWidth(float fWidth) { m_fWidth = fWidth; }
float GetWidth(void) { return m_fWidth; }
void SetHeight(float fHeight) { m_fHeight = fHeight; }
float GetHeight(void) { return m_fHeight; }
void SetTileU(float fTileU) { m_fTileU = fTileU; }
float GetTileU(void) { return m_fTileU; }
void SetTileV(float fTileV) { m_fTileV = fTileV; }
float GetTileV(void) { return m_fTileV; }
void SetStartU(float fStartU) { m_fStartU = fStartU; }
float GetStartU(void) { return m_fStartU; }
void SetStartV(float fStartV) { m_fStartV = fStartV; }
float GetStartV(void) { return m_fStartV; }
void SetTexFrame(float fTexFrame) { m_fTexFrame = fTexFrame; }
float GetTexFrame(void) { return m_fTexFrame; }
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer(void);
void Render(void);
BOOL Interpolation(float fFrame);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
};
#endif // !defined(AFX_X3DEFFECTPLANE_H__0FB11223_90D1_47D3_9948_08C94D138879__INCLUDED_)

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// X3DEffectSphere.cpp: implementation of the CX3DEffectSphere class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectSphere.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectSphere::CX3DEffectSphere()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_lpVertices = NULL;
m_lpVerticesBlend = NULL;
m_lpVerticeIndex = NULL;
}
CX3DEffectSphere::~CX3DEffectSphere()
{
if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
}
void CX3DEffectSphere::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
}
BOOL CX3DEffectSphere::CreateBuffer()
{
if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
if(m_bUpperVis && m_bLowerVis) m_dwTotalSegment = m_dwSegment * 2;
else if(m_bUpperVis || m_bLowerVis) m_dwTotalSegment = m_dwSegment;
else return FALSE;
m_lpD3DDevice->CreateVertexBuffer( (m_dwSidePlane + 1) * (m_dwSegment + 1) * 2 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF,
D3DPOOL_DEFAULT, &m_lpVertices );
m_lpD3DDevice->CreateVertexBuffer( (m_dwSidePlane + 1) * (m_dwSegment + 1) * 2 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF,
D3DPOOL_DEFAULT, &m_lpVerticesBlend );
m_lpD3DDevice->CreateIndexBuffer( m_dwSidePlane * m_dwTotalSegment * 2 * 3 * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
D3DPOOL_MANAGED, &m_lpVerticeIndex);
if(m_dwTotalSegment == m_dwSegment)
{
m_dwNumVertex = (m_dwSidePlane + 1) * (m_dwSegment + 1);
} else
{
m_dwNumVertex = (m_dwSidePlane + 1) * (m_dwSegment + 1) * 2;
}
m_dwPrimitive = m_dwSidePlane * m_dwTotalSegment * 2;
unsigned short *pVerticeIndex;
m_lpVerticeIndex->Lock(0, m_dwSidePlane * m_dwTotalSegment * 2 * 3 * sizeof(unsigned short), (unsigned char **)&pVerticeIndex, 0);
unsigned long i, j, ti = 0, tv = 0;
unsigned long temp, t1, t2;
// Upper
if(m_bUpperVis)
{
for(j = 0; j < m_dwSegment; j++)
{
for(i = 0; i < m_dwSidePlane; i++)
{
temp = j * (m_dwSidePlane * 6) + i * 6;
t1 = (m_dwSidePlane + 1) * j + i;
t2 = (m_dwSidePlane + 1) * (j + 1) + i;
if(m_bUpperUp)
{
// Up
pVerticeIndex[temp + 0] = t1 + 0;
pVerticeIndex[temp + 1] = t1 + 1;
pVerticeIndex[temp + 2] = t2;
pVerticeIndex[temp + 3] = t1 + 1;
pVerticeIndex[temp + 4] = t2 + 1;
pVerticeIndex[temp + 5] = t2;
} else
{
// Center
pVerticeIndex[temp + 0] = t1 + 0;
pVerticeIndex[temp + 1] = t2;
pVerticeIndex[temp + 2] = t1 + 1;
pVerticeIndex[temp + 3] = t2;
pVerticeIndex[temp + 4] = t2 + 1;
pVerticeIndex[temp + 5] = t1 + 1;
}
}
}
ti = m_dwSidePlane * m_dwSegment * 2 * 3;
tv = (m_dwSidePlane + 1) * (m_dwSegment + 1);
}
// Lower
if(m_bLowerVis)
{
for(j = 0; j < m_dwSegment; j++)
{
for(i = 0; i < m_dwSidePlane; i++)
{
temp = j * (m_dwSidePlane * 6) + i * 6 + ti;
t1 = (m_dwSidePlane + 1) * j + i;
t2 = (m_dwSidePlane + 1) * (j + 1) + i;
if(m_bLowerUp)
{
// Up
pVerticeIndex[temp + 0] = tv + t1 + 0;
pVerticeIndex[temp + 1] = tv + t2;
pVerticeIndex[temp + 2] = tv + t1 + 1;
pVerticeIndex[temp + 3] = tv + t2;
pVerticeIndex[temp + 4] = tv + t2 + 1;
pVerticeIndex[temp + 5] = tv + t1 + 1;
} else
{
// Center
pVerticeIndex[temp + 0] = tv + t1 + 0;
pVerticeIndex[temp + 1] = tv + t1 + 1;
pVerticeIndex[temp + 2] = tv + t2;
pVerticeIndex[temp + 3] = tv + t1 + 1;
pVerticeIndex[temp + 4] = tv + t2 + 1;
pVerticeIndex[temp + 5] = tv + t2;
}
}
}
}
m_lpVerticeIndex->Unlock();
return TRUE;
}
void CX3DEffectSphere::Render(void)
{
if(!m_bVisibility)
return;
if(m_lpVertices == NULL) return;
matrix matWorld;
matWorld.MakeIdent();
quaternion *quatAxis = ((CX3DEffect *)m_lpLocalEffect)->GetAxis();
if(quatAxis) { z3d::MatrixRotationQuaternion(matWorld, (*quatAxis)); }
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter())
{
vector3 *vecTemp = ((CX3DEffect *)m_lpLocalEffect)->GetCenter();
matWorld._41 = vecTemp->x;
matWorld._42 = vecTemp->y;
matWorld._43 = vecTemp->z;
}
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_lpD3DDevice->SetTexture(0, GetTexture());
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwNumVertex, 0, m_dwPrimitive);
if(m_bTexAni)
{
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwNumVertex, 0, m_dwPrimitive);
}/**/
}
BOOL CX3DEffectSphere::Interpolation(float fFrame)
{
if(m_lpVertices == NULL) return FALSE;
///////////////////////////////////////////////////////////////////////////////////
if(!m_lstCenter.Interpolation(fFrame, m_vecCenter)) return FALSE;
if(!m_lstAxis.InterpolationQ(fFrame, m_quatAxis)) return FALSE;
if(!m_lstHeightFactor.Interpolation(fFrame, m_fHeightFactor)) return FALSE;
if(!m_lstRadius.Interpolation(fFrame, m_fRadius)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_fRadius *= m_Scale[0];
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(!m_lstUpperFactor.Interpolation(fFrame, m_fUpperFactor)) return FALSE;
if(!m_lstLowerFactor.Interpolation(fFrame, m_fLowerFactor)) return FALSE;
if(!m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
if(m_bTexAni)
{
if(!m_lstTexFrame.Interpolation(fFrame, m_fTexFrame)) return FALSE;
} else
{
if(!m_lstStartU.Interpolation(fFrame, m_fStartU)) return FALSE;
if(!m_lstStartV.Interpolation(fFrame, m_fStartV)) return FALSE;
if(!m_lstTileU.Interpolation(fFrame, m_fTileU)) return FALSE;
if(!m_lstTileV.Interpolation(fFrame, m_fTileV)) return FALSE;
}
///////////////////////////////////////////////////////////////////////////////////
if(m_bVisibility) {
{
LVertex *pVertices, *pVerticesBlend;
if(FAILED( m_lpVertices->Lock( 0, (m_dwSidePlane + 1) * (m_dwSegment + 1) * 2 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD ) ) )
return FALSE;
if(FAILED( m_lpVerticesBlend->Lock( 0, (m_dwSidePlane + 1) * (m_dwSegment + 1) * 2 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD ) ) )
return FALSE;
unsigned long i, tempi, j, t1, tv = 0;
float degree, hdegree, height, hcos;
float divangle = FLOAT_PHI * 2.0f / m_dwSidePlane;
float f1, f2;
float fStartU, fStartV, fEndU, fEndV;
float fStartBU, fStartBV, fEndBU, fEndBV;
if(m_bTexAni)
{
f1 = (((long)m_fTexFrame) % 4) * 0.25;
f2 = (((long)m_fTexFrame) / 4) * 0.25;
fStartU = f1;
fStartV = f2;
f1 = (((long)ceilf(m_fTexFrame)) % 4) * 0.25;
f2 = (((long)ceilf(m_fTexFrame)) / 4) * 0.25;
fStartBU = f1;
fStartBV = f2;
fEndU = fEndBU = 0.25f;
fEndV = fEndBV = 0.25f;
} else
{
fStartBU = fStartU = m_fStartU;
fStartBV = fStartV = m_fStartV;
fEndBU = fEndU = m_fTileU - fStartBU;
fEndBV = fEndV = m_fTileV - fStartBV;
}
float fHEV = fEndV / 2.0f, fSV = fHEV + fStartV, fDSV = fSV * 2.0f;
float fHEBV = fEndBV / 2.0f, fSBV = fHEBV + fStartBV, fDSBV = fSBV * 2.0f;
float fSegTemp, fSegBTemp;
if(m_bUpperVis)
{
for(j = 0; j <= m_dwSegment; j++)
{
if(m_bUpperUp)
hdegree = (FLOAT_PHI / 2.0f) - ((j * FLOAT_PHI) / (2.0f * m_dwSegment) * m_fUpperFactor);
else
hdegree = ((j * FLOAT_PHI) / (2.0f * m_dwSegment)) * m_fUpperFactor;
height = m_fRadius * m_fHeightFactor * sinf(hdegree);
hcos = cosf(hdegree);
fSegTemp = fHEV * j / m_dwSegment;
fSegBTemp = fHEBV * j / m_dwSegment;
for(i = 0; i <= m_dwSidePlane; i++)
{
if(i == m_dwSidePlane) tempi = 0; else tempi = i;
degree = tempi * divangle;
t1 = (m_dwSidePlane + 1) * j + i;
pVertices[t1].v = vector3(m_fRadius * cosf(degree) * hcos, height, m_fRadius * sinf(degree) * hcos);
z3d::VectorRotate(pVertices[t1].v, pVertices[t1].v, m_quatAxis);
pVertices[t1].v += m_vecCenter;
pVerticesBlend[t1].v = pVertices[t1].v;
pVertices[t1].tu = fStartU + fEndU * (float)i / m_dwSidePlane;
pVerticesBlend[t1].tu = fStartBU + fEndBU * (float)i / m_dwSidePlane;
if(m_bUpperUp)
{
if(m_bUpperTex)
{
pVertices[t1].tv = fStartV + fSegTemp * m_fUpperFactor;
pVerticesBlend[t1].tv = fStartBV + fSegBTemp * m_fUpperFactor;
} else
{
pVertices[t1].tv = fStartV + fSegTemp;
pVerticesBlend[t1].tv = fStartBV + fSegBTemp;
}
}
else
{
if(m_bUpperTex)
{
pVertices[t1].tv = (fStartV + fSV) - ((fStartV + fSegTemp) * m_fUpperFactor);
pVerticesBlend[t1].tv = (fStartBV + fSBV) - ((fStartBV + fSegBTemp) * m_fUpperFactor);
} else
{
pVertices[t1].tv = fSV - fSegTemp;
pVerticesBlend[t1].tv = fSBV - fSegBTemp;
}
}
}
}
tv = (m_dwSidePlane + 1) * (m_dwSegment + 1);
}
if(m_bLowerVis)
{
for(j = 0; j <= m_dwSegment; j++)
{
if(m_bLowerUp)
hdegree = (FLOAT_PHI / 2.0f) - ((j * FLOAT_PHI) / (2.0f * m_dwSegment) * m_fLowerFactor);
else
hdegree = ((j * FLOAT_PHI) / (2.0f * m_dwSegment)) * m_fLowerFactor;
height = m_fRadius * m_fHeightFactor * sinf(hdegree);
hcos = cosf(hdegree);
fSegTemp = fHEV * j / m_dwSegment;
fSegBTemp = fHEBV * j / m_dwSegment;
for(i = 0; i <= m_dwSidePlane; i++)
{
if(i == m_dwSidePlane) tempi = 0; else tempi = i;
degree = tempi * divangle;
t1 = tv + (m_dwSidePlane + 1) * j + i;
pVertices[t1].v = vector3(m_fRadius * cosf(degree) * hcos, -height, m_fRadius * sinf(degree) * hcos);
z3d::VectorRotate(pVertices[t1].v, pVertices[t1].v, m_quatAxis);
pVertices[t1].v += m_vecCenter;
pVerticesBlend[t1].v = pVertices[t1].v;
pVertices[t1].tu = fStartU + fEndU * (float)i / m_dwSidePlane;
pVerticesBlend[t1].tu = fStartBU + fEndBU * (float)i / m_dwSidePlane;
if(m_bLowerUp)
{
if(m_bLowerTex)
{
pVertices[t1].tv = fDSV - ((fStartV + fSegTemp) * m_fLowerFactor);
pVerticesBlend[t1].tv = fDSBV - ((fStartBV + fSegBTemp) * m_fLowerFactor);
} else
{
pVertices[t1].tv = fDSV - (fStartV + fSegTemp);
pVerticesBlend[t1].tv = fDSBV - (fStartBV + fSegBTemp);
}
}
else
{
if(m_bLowerTex)
{
pVertices[t1].tv = fSV + fSegTemp * m_fLowerFactor;
pVerticesBlend[t1].tv = fSBV + fSegBTemp * m_fLowerFactor;
} else
{
pVertices[t1].tv = fSV + fSegTemp;
pVerticesBlend[t1].tv = fSBV + fSegBTemp;
}
}
}
}
}
pVertices[0].diff = m_lColor;
pVertices[0].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
pVerticesBlend[0].diff =pVertices[0].diff;
pVerticesBlend[0].spec =pVertices[0].spec;
if(m_bTexAni)
{
pVertices[0].diff.a *= (floorf(m_fTexFrame + 1.0f) - m_fTexFrame);
pVerticesBlend[0].diff.a *= (m_fTexFrame - floorf(m_fTexFrame));
}
if(m_dwTotalSegment == m_dwSegment)
{
for(i = 1; i < (m_dwSidePlane + 1) * (m_dwSegment + 1); i++)
{
pVertices[i].diff = pVertices[0].diff;
pVertices[i].spec = pVertices[0].spec;
pVerticesBlend[i].diff = pVerticesBlend[0].diff;
pVerticesBlend[i].spec = pVerticesBlend[0].spec;
}
} else
{
for(i = 1; i < (m_dwSidePlane + 1) * (m_dwSegment + 1) * 2; i++)
{
pVertices[i].diff = pVertices[0].diff;
pVertices[i].spec = pVertices[0].spec;
pVerticesBlend[i].diff = pVerticesBlend[0].diff;
pVerticesBlend[i].spec = pVerticesBlend[0].spec;
}
}
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
}
}
return TRUE;
}
void CX3DEffectSphere::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_bTexAni, 4, 1, fp);
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
m_lstAxis.Load(fp, m_quatAxis);
m_lstCenter.Load(fp, m_vecCenter);
fread(&m_dwSidePlane, 4, 1, fp);
fread(&m_dwSegment, 4, 1, fp);
fread(&m_bUpperTex, 4, 1, fp);
fread(&m_bUpperUp, 4, 1, fp);
fread(&m_bUpperVis, 4, 1, fp);
fread(&m_bLowerTex, 4, 1, fp);
fread(&m_bLowerUp, 4, 1, fp);
fread(&m_bLowerVis, 4, 1, fp);
m_lstColor.Load(fp, m_lColor);
m_lstHeightFactor.Load(fp, m_fHeightFactor);
m_lstRadius.Load(fp, m_fRadius);
if(m_Scale[0] != 1.0f) {
m_fRadius *= m_Scale[0];
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
m_lstUpperFactor.Load(fp, m_fUpperFactor);
m_lstLowerFactor.Load(fp, m_fLowerFactor);
m_lstStartU.Load(fp, m_fStartU);
m_lstStartV.Load(fp, m_fStartV);
m_lstTileU.Load(fp, m_fTileU);
m_lstTileV.Load(fp, m_fTileV);
m_lstTexFrame.Load(fp, m_fTexFrame);
}
void CX3DEffectSphere::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_bTexAni, 4, 1, fp);
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
m_lstAxis.Save(fp);
m_lstCenter.Save(fp);
fwrite(&m_dwSidePlane, 4, 1, fp);
fwrite(&m_dwSegment, 4, 1, fp);
fwrite(&m_bUpperTex, 4, 1, fp);
fwrite(&m_bUpperUp, 4, 1, fp);
fwrite(&m_bUpperVis, 4, 1, fp);
fwrite(&m_bLowerTex, 4, 1, fp);
fwrite(&m_bLowerUp, 4, 1, fp);
fwrite(&m_bLowerVis, 4, 1, fp);
m_lstColor.Save(fp);
m_lstHeightFactor.Save(fp);
m_lstRadius.Save(fp);
m_lstUpperFactor.Save(fp);
m_lstLowerFactor.Save(fp);
m_lstStartU.Save(fp);
m_lstStartV.Save(fp);
m_lstTileU.Save(fp);
m_lstTileV.Save(fp);
m_lstTexFrame.Save(fp);
}

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// X3DEffectSphere.h: interface for the CX3DEffectSphere class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTSPHERE_H__DEFBF05C_A2DA_46B4_968C_1706C124EA75__INCLUDED_)
#define AFX_X3DEFFECTSPHERE_H__DEFBF05C_A2DA_46B4_968C_1706C124EA75__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
class CX3DEffectSphere : public CX3DEffectBase
{
protected:
unsigned long m_dwSegment, m_dwTotalSegment;
unsigned long m_dwSidePlane;
unsigned long m_dwPrimitive, m_dwNumVertex;
float m_fHeightFactor;
float m_fRadius;
BOOL m_bUpperVis;
BOOL m_bUpperUp;
BOOL m_bUpperTex;
float m_fUpperFactor;
BOOL m_bLowerVis;
BOOL m_bLowerUp;
BOOL m_bLowerTex;
float m_fLowerFactor;
float m_fTileU;
float m_fTileV;
float m_fStartU;
float m_fStartV;
float m_fTexFrame;
LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
LPDIRECT3DINDEXBUFFER8 m_lpVerticeIndex;
public:
CKeyList<FloatKeyList> m_lstHeightFactor;
CKeyList<FloatKeyList> m_lstRadius;
CKeyList<FloatKeyList> m_lstUpperFactor;
CKeyList<FloatKeyList> m_lstLowerFactor;
CKeyList<FloatKeyList> m_lstTileU;
CKeyList<FloatKeyList> m_lstTileV;
CKeyList<FloatKeyList> m_lstStartU;
CKeyList<FloatKeyList> m_lstStartV;
CKeyList<FloatKeyList> m_lstTexFrame;
public:
CX3DEffectSphere();
virtual ~CX3DEffectSphere();
void SetSegment(unsigned long dwSegment) { m_dwSegment = dwSegment; }
unsigned long GetSegment(void) { return m_dwSegment; }
void SetSidePlane(unsigned long dwSidePlane) { m_dwSidePlane = dwSidePlane * 4; }
unsigned long GetSidePlane(void) { return m_dwSidePlane; }
void SetUpperVis(BOOL bUpperVis) { m_bUpperVis = bUpperVis; }
BOOL GetUpperVis(void) { return m_bUpperVis; }
void SetUpperUp(BOOL bUpperUp) { m_bUpperUp = bUpperUp; }
BOOL GetUpperUp(void) { return m_bUpperUp; }
void SetUpperTex(BOOL bUpperTex) { m_bUpperTex = bUpperTex; }
BOOL GetUpperTex(void) { return m_bUpperTex; }
void SetLowerVis(BOOL bLowerVis) { m_bLowerVis = bLowerVis; }
BOOL GetLowerVis(void) { return m_bLowerVis; }
void SetLowerUp(BOOL bLowerUp) { m_bLowerUp = bLowerUp; }
BOOL GetLowerUp(void) { return m_bLowerUp; }
void SetLowerTex(BOOL bLowerTex) { m_bLowerTex = bLowerTex; }
BOOL GetLowerTex(void) { return m_bLowerTex; }
void SetRadius(float fRadius) { m_fRadius = fRadius; }
float GetRadius(void) { return m_fRadius; }
void SetHeightFactor(float fHeightFactor) { m_fHeightFactor = fHeightFactor; }
float GetHeightFactor(void) { return m_fHeightFactor; }
void SetUpperFactor(float fUpperFactor) { m_fUpperFactor = fUpperFactor; }
float GetUpperFactor(void) { return m_fUpperFactor; }
void SetLowerFactor(float fLowerFactor) { m_fLowerFactor = fLowerFactor; }
float GetLowerFactor(void) { return m_fLowerFactor; }
void SetTileU(float fTileU) { m_fTileU = fTileU; }
float GetTileU(void) { return m_fTileU; }
void SetTileV(float fTileV) { m_fTileV = fTileV; }
float GetTileV(void) { return m_fTileV; }
void SetStartU(float fStartU) { m_fStartU = fStartU; }
float GetStartU(void) { return m_fStartU; }
void SetStartV(float fStartV) { m_fStartV = fStartV; }
float GetStartV(void) { return m_fStartV; }
void SetTexFrame(float fTexFrame) { m_fTexFrame = fTexFrame; }
float GetTexFrame(void) { return m_fTexFrame; }
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer();
void Render(void);
BOOL Interpolation(float fFrame);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
};
#endif // !defined(AFX_X3DEFFECTSPHERE_H__DEFBF05C_A2DA_46B4_968C_1706C124EA75__INCLUDED_)

18
Engine/SoundLib/Common.h Normal file
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#ifndef __COMMON_H__
#define __COMMON_H__
#pragma warning(disable:4786)
#pragma warning(disable:4251)
#pragma warning(disable:4503)
#include <string>
#include <algorithm>
#include <list>
#include <vector>
#include <map>
#include <math.h>
#include <process.h>
#include <windows.h>
#include <mmsystem.h>
#endif //__COMMON_H__

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#ifndef DEFINESOUND_H__
#define DEFINESOUND_H__
#include "Common.h"
#include <math.h>
#include <dsound.h>
//====================================
// Sound Property
//====================================
#define VOLUME_MIN 0.0f
//#define VOLUME_MIN 0.0001f
#define VOLUME_MAX 1.0f
#define PAN_LEFT -1.0f
#define PAN_CENTER 0.0f
#define PAN_RIGHT 1.0f
#define PITCH_ORIGINAL 1.0f
#define MODE_NORMAL 0x00000000
#define MODE_HEADRELATIVE 0x00000001
#define MODE_DISABLE 0x00000002
//====================================
// Sound SampleRate
//====================================
#define SOUND_SAMPLE_11k 11025
#define SOUND_SAMPLE_22k 22050
#define SOUND_SAMPLE_44k 44100
//====================================
// 3DSound Algorithm
//====================================
#define SOUND_ALGORITHM_NO DS3DALG_NO_VIRTUALIZATION
#define SOUND_ALGORITHM_FULL DS3DALG_HRTF_FULL
#define SOUND_ALGORITHM_LIGHT DS3DALG_HRTF_LIGHT
//====================================
// Sound Creation Flag
//====================================
#define SOUND_FLAG_3D DSBCAPS_CTRL3D|DSBCAPS_GETCURRENTPOSITION2|DSBCAPS_CTRLVOLUME|DSBCAPS_MUTE3DATMAXDISTANCE
#define SOUND_FLAG_2D DSBCAPS_CTRLVOLUME|DSBCAPS_GETCURRENTPOSITION2
//====================================
// Macro
//====================================
#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
#define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p); (p)=NULL; } }
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
//====================================
// Util Function
//====================================
static int LinearToLogVol(double fLevel)
{
// Clamp the value
if(fLevel <= 0.0f)
return DSBVOLUME_MIN;
else if(fLevel >= 1.0f)
return 0;
return (long) (-2000.0 * log10(1.0f / fLevel));
}
static float LogToLinearVol(int iLevel)
{
// Clamp the value
if(iLevel <= -9600)
return 0.0f;
else if(iLevel >= 0)
return 1.0f;
return pow((float)10, (float)(double(iLevel + 2000) / 2000.0f)) / 10.0f;
}
template <class T>
inline T Clamp(T var, T min, T max )
{
if( var < min ) var = min;
if( var > max ) var = max;
return var;
}
template<class _Ty>
struct ptr_less : std::binary_function<_Ty, _Ty, bool>
{
bool operator()(const _Ty& _X, const _Ty& _Y) const
{ return (*_X < *_Y); }
};
#endif //DEFINESOUND_H__

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// CEAXBuffer.cpp: implementation of the CCEAXBuffer class.
//
//////////////////////////////////////////////////////////////////////
#include "DefineSound.h"
#include "EAXBuffer.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CEAXBuffer::CEAXBuffer()
{
m_pPropertySet = 0;
m_Props.lDirect = EAXBUFFER_DEFAULTDIRECT;
m_Props.lDirectHF = EAXBUFFER_DEFAULTDIRECTHF;
m_Props.lRoom = EAXBUFFER_DEFAULTROOM;
m_Props.lRoomHF = EAXBUFFER_DEFAULTROOMHF;
m_Props.flRoomRolloffFactor = EAXBUFFER_DEFAULTROOMROLLOFFFACTOR;
m_Props.lObstruction = EAXBUFFER_DEFAULTOBSTRUCTION;
m_Props.flObstructionLFRatio = EAXBUFFER_DEFAULTOBSTRUCTIONLFRATIO;
m_Props.lOcclusion = EAXBUFFER_DEFAULTOCCLUSION;
m_Props.flOcclusionLFRatio = EAXBUFFER_DEFAULTOCCLUSIONLFRATIO;
m_Props.flOcclusionRoomRatio = EAXBUFFER_DEFAULTOCCLUSIONROOMRATIO;
m_Props.lOutsideVolumeHF = EAXBUFFER_DEFAULTOUTSIDEVOLUMEHF;
m_Props.flAirAbsorptionFactor = EAXBUFFER_DEFAULTAIRABSORPTIONFACTOR;
m_Props.dwFlags = EAXBUFFER_DEFAULTFLAGS;
}
CEAXBuffer::~CEAXBuffer()
{
Destroy();
}
bool CEAXBuffer::Create( IUnknown* pUnknown )
{
if(!pUnknown)
return false;
HRESULT hr = pUnknown->QueryInterface(IID_IKsPropertySet, (void**)&m_pPropertySet);
if(FAILED(hr))
return false;
DWORD nSupport = 0;
hr = m_pPropertySet->QuerySupport(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_ALLPARAMETERS,
&nSupport);
if((nSupport != (KSPROPERTY_SUPPORT_GET |
KSPROPERTY_SUPPORT_SET)))
{
SAFE_RELEASE(m_pPropertySet);
return false;
}
hr = m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_ALLPARAMETERS,
0,
0,
(void*)(&m_Props),
sizeof(EAXBUFFERPROPERTIES));
if(FAILED(hr))
{
SAFE_RELEASE(m_pPropertySet);
return false;
}
return true;
}
void CEAXBuffer::Destroy()
{
SAFE_RELEASE(m_pPropertySet);
}
void CEAXBuffer::SetDirect(int iDirect)
{
m_Props.lDirect = iDirect;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_DIRECT,
0,
0,
&iDirect,
sizeof(int));
}
void CEAXBuffer::SetDirectHF(int iDirectHF)
{
m_Props.lDirectHF = iDirectHF;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_DIRECTHF,
0,
0,
&iDirectHF,
sizeof(int));
}
void CEAXBuffer::SetRoom(int iRoom)
{
m_Props.lRoom = iRoom;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_ROOM,
0,
0,
&iRoom,
sizeof(int));
}
void CEAXBuffer::SetRoomHF(int iRoomHF)
{
m_Props.lRoomHF = iRoomHF;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_ROOMHF,
0,
0,
&iRoomHF,
sizeof(int));
}
void CEAXBuffer::SetRoomRolloffFactor(float fRoomRolloffFactor)
{
m_Props.flRoomRolloffFactor = fRoomRolloffFactor;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_ROOMROLLOFFFACTOR,
0,
0,
&fRoomRolloffFactor,
sizeof(float));
}
void CEAXBuffer::SetObstruction(int iObstruction)
{
m_Props.lObstruction = iObstruction;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_OBSTRUCTION,
0,
0,
&iObstruction,
sizeof(int));
}
void CEAXBuffer::SetObstructionLFRatio(float fObstructionLFRatio)
{
m_Props.flObstructionLFRatio = fObstructionLFRatio;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_OBSTRUCTIONLFRATIO,
0,
0,
&fObstructionLFRatio,
sizeof(float));
}
void CEAXBuffer::SetOcclusion(int iOcclusion)
{
m_Props.lOcclusion = iOcclusion;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_OCCLUSION,
0,
0,
&iOcclusion,
sizeof(int));
}
void CEAXBuffer::SetOcclusionLFRatio(float fOcclusionLFRatio)
{
m_Props.flOcclusionLFRatio = fOcclusionLFRatio;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_OCCLUSIONLFRATIO,
0,
0,
&fOcclusionLFRatio,
sizeof(float));
}
void CEAXBuffer::SetOcclusionRoomRatio(float fOcclusionRoomRatio)
{
m_Props.flOcclusionRoomRatio = fOcclusionRoomRatio;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_OCCLUSIONROOMRATIO,
0,
0,
&fOcclusionRoomRatio,
sizeof(float));
}
void CEAXBuffer::SetOutsideVolumeHF(int iOutsideVolumeHF)
{
m_Props.lOutsideVolumeHF = iOutsideVolumeHF;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_OUTSIDEVOLUMEHF,
0,
0,
&iOutsideVolumeHF,
sizeof(int));
}
void CEAXBuffer::SetAirAbsorptionFactor(float fAirAbsorptionFactor)
{
m_Props.flAirAbsorptionFactor = fAirAbsorptionFactor;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_AIRABSORPTIONFACTOR,
0,
0,
&fAirAbsorptionFactor,
sizeof(float));
}
void CEAXBuffer::SetFlags(DWORD nFlags)
{
m_Props.dwFlags = nFlags;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_FLAGS,
0,
0,
&nFlags,
sizeof(DWORD));
}
void CEAXBuffer::SetProperties(const EAXBUFFERPROPERTIES& props)
{
m_Props = props;
if(!m_pPropertySet) return;
m_pPropertySet->Set(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_ALLPARAMETERS,
0,
0,
(void*)(&props),
sizeof(EAXBUFFERPROPERTIES));
}
void CEAXBuffer::GetProperties(EAXBUFFERPROPERTIES& props)
{
/*
DWORD nSize;
if(m_pPropertySet)
{
m_pPropertySet->Get(
DSPROPSETID_EAX20_BufferProperties,
DSPROPERTY_EAXBUFFER_ALLPARAMETERS,
0,
0,
&m_Props,
sizeof(EAXBUFFERPROPERTIES),
&nSize);
}*/
props = m_Props;
}

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// EAXBuffer.h: interface for the CEAXBuffer class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_EAXBUFFER_H__6BCC188D_ED42_4499_B923_4B61AA73B318__INCLUDED_)
#define AFX_EAXBUFFER_H__6BCC188D_ED42_4499_B923_4B61AA73B318__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "dsound.h"
#include "eax.h"
class CEAXBuffer
{
private:
IKsPropertySet* m_pPropertySet;
EAXBUFFERPROPERTIES m_Props;
public:
CEAXBuffer();
virtual ~CEAXBuffer();
bool Create( IUnknown* pUnknown );
void Destroy();
void SetDirect(int iDirect);
void SetDirectHF(int iDirectHF);
void SetRoom(int iRoom);
void SetRoomHF(int iRoomHF);
void SetRoomRolloffFactor(float fRoomRolloffFactor);
void SetObstruction(int iObstruction);
void SetObstructionLFRatio(float fObstructionLFRatio);
void SetOcclusion(int iOcclusion);
void SetOcclusionLFRatio(float fOcclusionLFRatio);
void SetOcclusionRoomRatio(float fOcclusionRoomRatio);
void SetOutsideVolumeHF(int iOutsideVolumeHF);
void SetAirAbsorptionFactor(float fAirAbsorptionFactor);
void SetFlags(DWORD dwFlags);
void SetProperties(const EAXBUFFERPROPERTIES& props);
void GetProperties(EAXBUFFERPROPERTIES& props);
};
#endif // !defined(AFX_EAXBUFFER_H__6BCC188D_ED42_4499_B923_4B61AA73B318__INCLUDED_)

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// CEAXListener.cpp: implementation of the CCEAXListener class.
//
//////////////////////////////////////////////////////////////////////
#include "DefineSound.h"
#include "EAXListener.h"
#include "GMMemory.h"
CEAXListener::CEAXListener()
{
m_pPropertySet = 0;
m_Props.lRoom = EAXLISTENER_DEFAULTROOM;
m_Props.lRoomHF = EAXLISTENER_DEFAULTROOMHF;
m_Props.flRoomRolloffFactor = EAXLISTENER_DEFAULTROOMROLLOFFFACTOR;
m_Props.flDecayTime = EAXLISTENER_DEFAULTDECAYTIME;
m_Props.flDecayHFRatio = EAXLISTENER_DEFAULTDECAYHFRATIO;
m_Props.lReflections = EAXLISTENER_DEFAULTREFLECTIONS;
m_Props.flReflectionsDelay = EAXLISTENER_DEFAULTREFLECTIONSDELAY;
m_Props.lReverb = EAXLISTENER_DEFAULTREVERB;
m_Props.flReverbDelay = EAXLISTENER_DEFAULTREVERBDELAY;
m_Props.dwEnvironment = EAXLISTENER_DEFAULTENVIRONMENT;
m_Props.flEnvironmentSize = EAXLISTENER_DEFAULTENVIRONMENTSIZE;
m_Props.flEnvironmentDiffusion = EAXLISTENER_DEFAULTENVIRONMENTDIFFUSION;
m_Props.flAirAbsorptionHF = EAXLISTENER_DEFAULTAIRABSORPTIONHF;
m_Props.dwFlags = EAXLISTENER_DEFAULTFLAGS;
}
CEAXListener::~CEAXListener()
{
Destroy();
}
bool CEAXListener::Create( IUnknown* pUnknown )
{
if(!pUnknown)
return false;
HRESULT hr = pUnknown->QueryInterface(IID_IKsPropertySet, (void**)&m_pPropertySet);
if(FAILED(hr))
return false;
DWORD nSupport = 0;
hr = m_pPropertySet->QuerySupport(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ALLPARAMETERS,
&nSupport);
if((nSupport != (KSPROPERTY_SUPPORT_GET |
KSPROPERTY_SUPPORT_SET)))
{
SAFE_RELEASE(m_pPropertySet);
return false;
}
hr = m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ALLPARAMETERS,
0,
0,
(void*)&m_Props,
sizeof(EAXLISTENERPROPERTIES));
if(FAILED(hr))
{
SAFE_RELEASE(m_pPropertySet);
return false;
}
return true;
}
void CEAXListener::Destroy()
{
SAFE_RELEASE(m_pPropertySet);
}
void CEAXListener::SetRoom(int iRoom)
{
if(!m_pPropertySet) return;
m_Props.lRoom = iRoom;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ROOM,
0,
0,
&iRoom,
sizeof(int));
}
void CEAXListener::SetRoomHF(int iRoomHF)
{
if(!m_pPropertySet) return;
m_Props.lRoomHF = iRoomHF;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ROOMHF,
0,
0,
&iRoomHF,
sizeof(int));
}
void CEAXListener::SetRoomRolloffFactor(float fRoomRolloffFactor)
{
if(!m_pPropertySet) return;
m_Props.flRoomRolloffFactor = fRoomRolloffFactor;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ROOMROLLOFFFACTOR,
0,
0,
&fRoomRolloffFactor,
sizeof(float));
}
void CEAXListener::SetDecayTime(float fDecayTime)
{
if(!m_pPropertySet) return;
m_Props.flDecayTime = fDecayTime;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_DECAYTIME,
0,
0,
&fDecayTime,
sizeof(float));
}
void CEAXListener::SetDecayHFRatio(float fDecayHFRatio)
{
if(!m_pPropertySet) return;
m_Props.flDecayHFRatio = fDecayHFRatio;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_DECAYHFRATIO,
0,
0,
&fDecayHFRatio,
sizeof(float));
}
void CEAXListener::SetReflections(int iReflections)
{
if(!m_pPropertySet) return;
m_Props.lReflections = iReflections;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_REFLECTIONS,
0,
0,
&iReflections,
sizeof(int));
}
void CEAXListener::SetReflectionsDelay(float fReflectionsDelay)
{
if(!m_pPropertySet) return;
m_Props.flReflectionsDelay = fReflectionsDelay;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_REFLECTIONSDELAY,
0,
0,
&fReflectionsDelay,
sizeof(float));
}
void CEAXListener::SetReverb(int iReverb)
{
if(!m_pPropertySet) return;
m_Props.lReverb = iReverb;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_REVERB,
0,
0,
&iReverb,
sizeof(int));
}
void CEAXListener::SetReverbDelay(float fReverbDelay)
{
if(!m_pPropertySet) return;
m_Props.flReverbDelay = fReverbDelay;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_REVERBDELAY,
0,
0,
&fReverbDelay,
sizeof(float));
}
void CEAXListener::SetEnvironment(DWORD nEnvironment)
{
if(!m_pPropertySet) return;
m_Props.dwEnvironment = nEnvironment;
/*===========================
EAX_ENVIRONMENT_GENERIC
EAX_ENVIRONMENT_PADDEDCELL
EAX_ENVIRONMENT_ROOM
EAX_ENVIRONMENT_BATHROOM
EAX_ENVIRONMENT_LIVINGROOM
EAX_ENVIRONMENT_STONEROOM
EAX_ENVIRONMENT_AUDITORIUM
EAX_ENVIRONMENT_CONCERTHALL
EAX_ENVIRONMENT_CAVE
EAX_ENVIRONMENT_ARENA
EAX_ENVIRONMENT_HANGAR
EAX_ENVIRONMENT_CARPETEDHALLWAY
EAX_ENVIRONMENT_HALLWAY
EAX_ENVIRONMENT_STONECORRIDOR
EAX_ENVIRONMENT_ALLEY
EAX_ENVIRONMENT_FOREST
EAX_ENVIRONMENT_CITY
EAX_ENVIRONMENT_MOUNTAINS
EAX_ENVIRONMENT_QUARRY
EAX_ENVIRONMENT_PLAIN
EAX_ENVIRONMENT_PARKINGLOT
EAX_ENVIRONMENT_SEWERPIPE
EAX_ENVIRONMENT_UNDERWATER
EAX_ENVIRONMENT_DRUGGED
EAX_ENVIRONMENT_DIZZY
EAX_ENVIRONMENT_PSYCHOTIC
=============================*/
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ENVIRONMENT,
0,
0,
&nEnvironment,
sizeof(DWORD));
}
void CEAXListener::SetEnvironmentSize(float fEnvironmentSize)
{
if(!m_pPropertySet) return;
m_Props.flEnvironmentSize = fEnvironmentSize;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ENVIRONMENTSIZE,
0,
0,
&fEnvironmentSize,
sizeof(float));
}
void CEAXListener::SetEnvironmentDiffusion(float fEnvironmentDiffusion)
{
if(!m_pPropertySet) return;
m_Props.flEnvironmentDiffusion = fEnvironmentDiffusion;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ENVIRONMENTDIFFUSION,
0,
0,
&fEnvironmentDiffusion,
sizeof(float));
}
void CEAXListener::SetAirAbsorptionHF(float fAirAbsorptionHF)
{
if(!m_pPropertySet) return;
m_Props.flAirAbsorptionHF = fAirAbsorptionHF;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_AIRABSORPTIONHF,
0,
0,
&fAirAbsorptionHF,
sizeof(float));
}
void CEAXListener::SetFlags(DWORD nFlags)
{
if(!m_pPropertySet) return;
m_Props.dwFlags = nFlags;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_FLAGS,
0,
0,
&nFlags,
sizeof(DWORD));
}
void CEAXListener::SetProperties(const EAXLISTENERPROPERTIES& props)
{
if(!m_pPropertySet) return;
m_Props = props;
m_pPropertySet->Set(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ALLPARAMETERS,
0,
0,
(void*)&props,
sizeof(EAXLISTENERPROPERTIES));
}
void CEAXListener::GetProperties(EAXLISTENERPROPERTIES& props)
{
if(!m_pPropertySet) return;
/*DWORD nSize;
m_pPropertySet->Get(
DSPROPSETID_EAX20_ListenerProperties,
DSPROPERTY_EAXLISTENER_ALLPARAMETERS,
0,
0,
&props,
sizeof(EAXLISTENERPROPERTIES),
&nSize);*/
props = m_Props;
}

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// EAXListener.h: interface for the CEAXListener class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_EAXLISTENER_H__2EAC4DBE_7D26_4C60_8206_B2034CAD2022__INCLUDED_)
#define AFX_EAXLISTENER_H__2EAC4DBE_7D26_4C60_8206_B2034CAD2022__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "dsound.h"
#include "eax.h"
class CEAXListener
{
protected:
IKsPropertySet* m_pPropertySet;
EAXLISTENERPROPERTIES m_Props;
public:
CEAXListener();
virtual ~CEAXListener();
bool Create( IUnknown* pUnknown );
void Destroy();
void SetRoom(int iRoom);
void SetRoomHF(int iRoomHF);
void SetRoomRolloffFactor(float fRoomRolloffFactor);
void SetDecayTime(float fDecayTime);
void SetDecayHFRatio(float fDecayHFRatio);
void SetReflections(int iReflections);
void SetReflectionsDelay(float fReflectionsDelay);
void SetReverb(int iReverb);
void SetReverbDelay(float fReverbDelay);
void SetEnvironment(DWORD dwEnvironment);
void SetEnvironmentSize(float fEnvironmentSize);
void SetEnvironmentDiffusion(float fEnvironmentDiffusion);
void SetAirAbsorptionHF(float fAirAbsorption);
void SetFlags(DWORD dwFlags);
void SetProperties(const EAXLISTENERPROPERTIES& props);
void GetProperties(EAXLISTENERPROPERTIES& props);
};
#endif // !defined(AFX_EAXLISTENER_H__2EAC4DBE_7D26_4C60_8206_B2034CAD2022__INCLUDED_)

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// Listener.cpp: implementation of the CListener class.
//
//////////////////////////////////////////////////////////////////////
#include "DefineSound.h"
#include "SoundMgr.h"
#include "Listener.h"
#include "GMMemory.h"
CListener::CListener( LPDIRECTSOUND8 pDS ) : m_pListener(NULL), m_pDSBuffer(NULL)
{
Create( pDS );
}
CListener::~CListener()
{
Destory();
}
void CListener::Create( LPDIRECTSOUND8 pDS )
{
DSBUFFERDESC dsbdesc;
LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;
ZeroMemory( &dsbdesc, sizeof(DSBUFFERDESC) );
dsbdesc.dwSize = sizeof(DSBUFFERDESC);
dsbdesc.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER;
if( FAILED(pDS->CreateSoundBuffer(&dsbdesc, &pDSBPrimary, NULL)) )
{
MessageBox( NULL, "FAILED(pDS->CreateSoundBuffer(&dsbdesc, &pDSBPrimary, NULL))",
"CListener::Create", MB_OK );
SAFE_RELEASE( pDSBPrimary );
Destory();
return;
}
if( FAILED(pDSBPrimary->QueryInterface(IID_IDirectSound3DListener8,
(VOID**)&m_pListener)) )
{
SAFE_RELEASE( pDSBPrimary );
MessageBox( NULL, "FAILED(pDSBPrimary->QueryInterface",
"CListener::Create", MB_OK );
SAFE_RELEASE( pDSBPrimary );
Destory();
return;
}
m_Prop.dwSize = sizeof(DS3DLISTENER);
m_pListener->GetAllParameters( &m_Prop );
SAFE_RELEASE( pDSBPrimary );
//=============================
// EAX Listener
//=============================
if( CSoundMgr::_GetInstance()->GetInitProp()->m_bUseEAX == false ) return;
WAVEFORMATEX wf;
memset(&wf, 0, sizeof(WAVEFORMATEX));
wf.wFormatTag = WAVE_FORMAT_PCM;
wf.nChannels = 1;
wf.nSamplesPerSec = 22050;
wf.nBlockAlign = 2;
wf.nAvgBytesPerSec = wf.nSamplesPerSec * wf.nBlockAlign;
wf.wBitsPerSample = 16;
DSBUFFERDESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.dwSize = sizeof(desc);
desc.dwFlags = DSBCAPS_LOCHARDWARE | DSBCAPS_CTRL3D;
desc.lpwfxFormat = &wf;
desc.dwBufferBytes = 1024;
LPDIRECTSOUNDBUFFER pDSBuffer = NULL;
if( FAILED(pDS->CreateSoundBuffer(&desc, &pDSBuffer, NULL)) )
{
MessageBox( NULL, "Not Use EAX!", "Fail!", MB_OK );
return;
}
if( FAILED(pDSBuffer->QueryInterface(IID_IDirectSoundBuffer8, (void**)&m_pDSBuffer)) )
{
MessageBox( NULL, "FAILED(pDSBuffer->QueryInterface",
"CListener::Create", MB_OK );
return;
}
SAFE_RELEASE(pDSBuffer);
//Success
m_EAXListener.Create( m_pDSBuffer );
}
void CListener::Destory()
{
SAFE_RELEASE( m_pDSBuffer );
SAFE_RELEASE( m_pListener );
}
void CListener::Update()
{
m_pListener->SetAllParameters( &m_Prop, DS3D_IMMEDIATE );
}
void CListener::SetDistanceFactor( float fDistanceFactor )
{
m_Prop.flDistanceFactor = fDistanceFactor;
}
void CListener::SetDopplerFactor( float fDopplerFactor )
{
m_Prop.flDopplerFactor = fDopplerFactor;
}
void CListener::SetOrientation( D3DVECTOR& vFront, D3DVECTOR& vTop )
{
memcpy( &m_Prop.vOrientFront, &vFront, sizeof(D3DVECTOR) );
memcpy( &m_Prop.vOrientTop, &vTop, sizeof(D3DVECTOR) );
}
void CListener::SetPosition( D3DVECTOR& vPos )
{
memcpy( &m_Prop.vPosition, &vPos, sizeof(D3DVECTOR) );
}
void CListener::SetRolloffFactor( float fRolloffFactor )
{
m_Prop.flRolloffFactor = fRolloffFactor;
}
void CListener::SetVelocity( D3DVECTOR& vVel )
{
memcpy( &m_Prop.vVelocity, &vVel, sizeof(D3DVECTOR) );
}
void CListener::GetDistanceFactor( float& fDistanceFactor )
{
fDistanceFactor = m_Prop.flDistanceFactor;
}
void CListener::GetDopplerFactor( float& fDopplerFactor )
{
fDopplerFactor = m_Prop.flDopplerFactor;
}
void CListener::GetOrientation( D3DVECTOR& vFront, D3DVECTOR& vTop )
{
memcpy( &vFront, &m_Prop.vOrientFront, sizeof(D3DVECTOR) );
memcpy( &vTop, &m_Prop.vOrientTop, sizeof(D3DVECTOR) );
}
void CListener::GetPosition( D3DVECTOR& vPos )
{
memcpy( &vPos, &m_Prop.vPosition, sizeof(D3DVECTOR) );
}
void CListener::GetRolloffFactor( float& fRolloffFactor )
{
fRolloffFactor = m_Prop.flRolloffFactor;
}
void CListener::GetVelocity( D3DVECTOR& vVel )
{
memcpy( &vVel, &m_Prop.vVelocity, sizeof(D3DVECTOR) );
}

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// Listener.h: interface for the CListener class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_LISTENER_H__FE18A847_15A9_41C1_AD4D_E368D6D1A346__INCLUDED_)
#define AFX_LISTENER_H__FE18A847_15A9_41C1_AD4D_E368D6D1A346__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <dsound.h>
#include "EAXListener.h"
class CListener
{
protected:
LPDIRECTSOUND3DLISTENER8 m_pListener;
LPDIRECTSOUNDBUFFER8 m_pDSBuffer;
DS3DLISTENER m_Prop;
CEAXListener m_EAXListener;
protected:
void Create( LPDIRECTSOUND8 pDS );
void Destory();
public:
CListener( LPDIRECTSOUND8 pDS );
virtual ~CListener();
void Update();
CEAXListener* GetEAX() { return &m_EAXListener; };
void SetPosition(D3DVECTOR& vPos);
void GetPosition(D3DVECTOR& vPos);
void SetVelocity(D3DVECTOR& vVel);
void GetVelocity(D3DVECTOR& vVel);
void SetOrientation(D3DVECTOR& vFront, D3DVECTOR& vTop);
void GetOrientation(D3DVECTOR& vFront, D3DVECTOR& vTop);
void SetDistanceFactor(float fDistanceFactor);
void GetDistanceFactor(float& fDistanceFactor);
void SetDopplerFactor(float fDopplerFactor);
void GetDopplerFactor(float& fDopplerFactor);
void SetRolloffFactor(float fRolloffFactor);
void GetRolloffFactor(float& fRolloffFactor);
};
#endif // !defined(AFX_LISTENER_H__FE18A847_15A9_41C1_AD4D_E368D6D1A346__INCLUDED_)

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@@ -0,0 +1,132 @@
// OggLoader.cpp: implementation of the COggLoader class.
//
//////////////////////////////////////////////////////////////////////
#include "OggLoader.h"
#include "GMMemory.h"
COggLoader::COggLoader() : m_dwBufferSize(0),
m_dwNumSamples(0),
m_pVorbisInfo(NULL),
m_bEOF(false),
m_bOpen(false),
m_pFP(NULL)
{
}
COggLoader::~COggLoader()
{
Close();
}
bool COggLoader::Open( char* strFileName )
{
if(m_bOpen) return false;
if( (m_pFP = fopen( strFileName, "rb" )) == NULL)
return false;
m_bOpen = true;
if (ov_open(m_pFP, &m_VorbisFile, NULL, 0) < 0)
{
char buf[MAX_PATH] = {0};
sprintf( buf, "<EFBFBD>ش<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>. : %s \n COggLoader::Open", strFileName );
MessageBox( NULL, buf, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", MB_OK );
return false;
}
if( !GetStreamInfo() )
{
char buf[MAX_PATH] = {0};
sprintf( buf, "<EFBFBD>ش<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>. : %s \n COggLoader::Open", strFileName );
MessageBox( NULL, buf, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", MB_OK );
return false;
}
return true;
}
bool COggLoader::Close()
{
if(!m_bOpen) return false;
if( ov_clear(&m_VorbisFile) < 0 )
return false;
if( m_pFP ) fclose( m_pFP );
return true;
}
bool COggLoader::Read( BYTE* pBuffer, DWORD dwSizeToRead, DWORD* pdwSizeRead )
{
if(!m_bOpen) return false;
char* pCurBuffer = (char*)pBuffer;
DWORD dwBytesRead = 0;
int iSection = 0;
while( (dwBytesRead < dwSizeToRead) && !m_bEOF )
{
int iRet = ov_read(&m_VorbisFile, pCurBuffer, dwSizeToRead - dwBytesRead, 0, 2, 1, &iSection);
if (iRet == 0 || iSection != 0)
{
m_bEOF = true;
}
else if (iRet < 0)
{
return false;
}
dwBytesRead += iRet;
pCurBuffer += iRet;
}
*pdwSizeRead = dwBytesRead;
return true;
}
bool COggLoader::Reset()
{
if(!m_bOpen)
return false;
m_bEOF = false;
ov_pcm_seek(&m_VorbisFile, 0);
return true;
}
DWORD COggLoader::GetSize()
{
return m_dwNumSamples * m_WaveFormatEx.nChannels * m_WaveFormatEx.wBitsPerSample / 8;
}
bool COggLoader::GetStreamInfo()
{
// Get vorbis file information
m_pVorbisInfo = ov_info(&m_VorbisFile,-1);
if( !m_pVorbisInfo ) return false;
// Get the number of PCM samples in this file
m_dwNumSamples = (long)ov_pcm_total(&m_VorbisFile,-1);
// set up the WaveFormatEx structure
m_WaveFormatEx.wFormatTag = WAVE_FORMAT_PCM;
m_WaveFormatEx.nChannels = m_pVorbisInfo->channels;
m_WaveFormatEx.nSamplesPerSec = m_pVorbisInfo->rate;
m_WaveFormatEx.wBitsPerSample = 16;
m_WaveFormatEx.nBlockAlign = m_WaveFormatEx.nChannels * m_WaveFormatEx.wBitsPerSample / 8;
m_WaveFormatEx.nAvgBytesPerSec = m_WaveFormatEx.nSamplesPerSec * m_WaveFormatEx.nBlockAlign;
m_WaveFormatEx.cbSize = 0;
return true;
}

View File

@@ -0,0 +1,45 @@
// OggLoader.h: interface for the COggLoader class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_OGGLOADER_H__EDD0A382_ACBB_4E9B_974E_02D96D520340__INCLUDED_)
#define AFX_OGGLOADER_H__EDD0A382_ACBB_4E9B_974E_02D96D520340__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Common.h"
#include <dsound.h>
#include <vorbis/codec.h>
#include <vorbis/vorbisfile.h>
class COggLoader
{
public:
DWORD m_dwBufferSize;
DWORD m_dwNumSamples;
vorbis_info* m_pVorbisInfo;
bool m_bEOF;
bool m_bOpen;
FILE* m_pFP;
WAVEFORMATEX m_WaveFormatEx;
OggVorbis_File m_VorbisFile;
public:
COggLoader();
virtual ~COggLoader();
void Init();
bool Open( char* strFileName);
bool Close();
bool Read( BYTE* pBuffer, DWORD dwSizeToRead, DWORD* pdwSizeRead );
DWORD GetSize();
bool Reset();
WAVEFORMATEX* GetFormat() { return &m_WaveFormatEx; };
bool IsEOF() { return m_bEOF; };
bool GetStreamInfo();
};
#endif // !defined(AFX_OGGLOADER_H__EDD0A382_ACBB_4E9B_974E_02D96D520340__INCLUDED_)

View File

@@ -0,0 +1,21 @@
========================================================================
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>̺귯<CCBA><EAB7AF> : SoundLib <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
========================================================================
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><> SoundLib <20><><EFBFBD>̺귯<CCBA><EAB7AF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ҽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>.
SoundLib.vcproj
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VC++ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD>Դϴ<D4B4>.
<20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Visual C++<2B><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD>
<20><><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>ɿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////
<EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD>:
<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> "TODO:" <20>ּ<EFBFBD><D6BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> <20>߰<EFBFBD><DFB0>ϰų<CFB0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20>ϴ<EFBFBD>
<EFBFBD>ҽ<EFBFBD> <20>ڵ<EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD>ϴ<EFBFBD>.
/////////////////////////////////////////////////////////////////////////////

367
Engine/SoundLib/Sound.cpp Normal file
View File

@@ -0,0 +1,367 @@
// Sound.cpp: implementation of the CSound class.
//
//////////////////////////////////////////////////////////////////////
#include "WaveLoader.h"
#include "Sound.h"
#include "SoundMgr.h"
#include "GMMemory.h"
CSound::CSound() : m_ppDSBuffer( NULL ),
m_pWaveFile( NULL ),
m_dwNumBuffers( 0 ),
m_dwDSBufferSize( 0 ),
m_bSound3D( false ),
m_bLoop( false ),
m_fVolume( VOLUME_MAX ),
m_dwLastPlayTime( 0 ),
m_dwLatestPlayIndex( 0 ),
m_iPreserveScore( 0 )
{
}
CSound::~CSound()
{
Destroy();
}
HRESULT CSound::RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, bool* pbWasRestored )
{
HRESULT hr;
if( pDSB == NULL )
return CO_E_NOTINITIALIZED;
if( pbWasRestored )
*pbWasRestored = FALSE;
DWORD dwStatus;
if( FAILED( hr = pDSB->GetStatus( &dwStatus ) ) )
return E_FAIL;
if( dwStatus & DSBSTATUS_BUFFERLOST )
{
do
{
hr = pDSB->Restore();
if( hr == DSERR_BUFFERLOST )
Sleep( 10 );
}
while( ( hr = pDSB->Restore() ) == DSERR_BUFFERLOST );
if( pbWasRestored != NULL )
*pbWasRestored = TRUE;
return S_OK;
}
else
{
return S_FALSE;
}
}
LPDIRECTSOUNDBUFFER CSound::GetFreeBuffer()
{
if( m_ppDSBuffer == NULL )
return FALSE;
DWORD i=0;
for( ; i<m_dwNumBuffers; i++ )
{
if( m_ppDSBuffer[i] )
{
DWORD dwStatus = 0;
m_ppDSBuffer[i]->GetStatus( &dwStatus );
if ( ( dwStatus & DSBSTATUS_PLAYING ) == 0 )
break;
}
}
if( i != m_dwNumBuffers )
{
m_dwLatestPlayIndex = i;
return m_ppDSBuffer[ i ];
}
else
return m_ppDSBuffer[ rand() % m_dwNumBuffers ];
}
LPDIRECTSOUNDBUFFER CSound::GetBuffer( DWORD dwIndex )
{
if( m_ppDSBuffer == NULL )
return NULL;
if( dwIndex >= m_dwNumBuffers )
return NULL;
return m_ppDSBuffer[dwIndex];
}
void CSound::Stop()
{
HRESULT hr = 0;
for( DWORD i=0; i<m_dwNumBuffers; i++ )
hr |= m_ppDSBuffer[i]->Stop();
if( FAILED(hr) )
MessageBox( NULL, "hr |= m_ppDSBuffer[i]->Stop()", "CSound::Stop", MB_OK );
}
void CSound::Reset()
{
HRESULT hr = 0;
for( DWORD i=0; i<m_dwNumBuffers; i++ )
hr |= m_ppDSBuffer[i]->SetCurrentPosition( 0 );
if( FAILED(hr) )
MessageBox( NULL, "hr |= m_ppDSBuffer[i]->SetCurrentPosition",
"CSound::Stop", MB_OK );
}
bool CSound::IsPlaying()
{
bool bIsPlaying = false;
if( m_ppDSBuffer == NULL )
return false;
for( DWORD i=0; i<m_dwNumBuffers; i++ )
{
if( m_ppDSBuffer[i] )
{
DWORD dwStatus = 0;
m_ppDSBuffer[i]->GetStatus( &dwStatus );
bIsPlaying |= ( ( dwStatus & DSBSTATUS_PLAYING ) != 0 );
}
}
return bIsPlaying;
}
bool CSound::Create( const char* strFileName, DWORD dwNumBuffers )
{
DWORD i;
DWORD dwDSBufferSize = NULL;
m_dwNumBuffers = dwNumBuffers;
LPDIRECTSOUND8 pDS = CSoundMgr::_GetInstance()->GetDirectSound();
m_ppDSBuffer = new LPDIRECTSOUNDBUFFER8[dwNumBuffers];
for( i = 0; i < dwNumBuffers; ++i )
{
m_ppDSBuffer[i] = 0;
}
m_pWaveFile = new CWaveLoader;
if( FAILED(m_pWaveFile->Open((LPSTR)strFileName, NULL, WAVEFILE_READ)) )
{
char buf[MAX_PATH] = {0};
sprintf( buf, "<EFBFBD>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>. : %s \n CSound::Create", strFileName );
MessageBox( NULL, buf, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", MB_OK );
SAFE_DELETE(m_pWaveFile);
return false;
}
m_dwDSBufferSize = m_pWaveFile->GetSize();
WAVEFORMATEX wfx;
ZeroMemory( &wfx, sizeof(WAVEFORMATEX) );
wfx.nChannels = m_pWaveFile->m_pwfx->nChannels;
wfx.nSamplesPerSec = m_pWaveFile->m_pwfx->nSamplesPerSec;
wfx.wBitsPerSample = m_pWaveFile->m_pwfx->wBitsPerSample;
wfx.wFormatTag = WAVE_FORMAT_PCM;
wfx.nBlockAlign = wfx.wBitsPerSample / 8 * wfx.nChannels;
wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
if( m_bSound3D && wfx.nChannels != 1 )
{
MessageBox( NULL, "3DSound Only Acquire One Channel", "Sound::Create", MB_OK );
wfx.nChannels = 1;
Destroy();
return false;
}
//Create Buffer
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_CTRLVOLUME;
if( m_bSound3D ) dsbd.dwFlags |= DSBCAPS_CTRL3D|DSBCAPS_MUTE3DATMAXDISTANCE;
dsbd.dwBufferBytes = m_dwDSBufferSize;
dsbd.guid3DAlgorithm = m_bSound3D ? CSoundMgr::_GetInstance()->GetInitProp()->m_guidSound3DAlgorithm : GUID_NULL;
dsbd.lpwfxFormat = &wfx;
//========================================
LPDIRECTSOUNDBUFFER tempBuffer;
if( FAILED(pDS->CreateSoundBuffer( &dsbd, &tempBuffer, NULL )) )
{
//MessageBox( NULL, "pDS->CreateSoundBuffer( &dsbd, &tempBuffer, NULL )", "CSound::Create", MB_OK );
SAFE_RELEASE( tempBuffer );
Destroy();
return false;
}
if( FAILED(tempBuffer->QueryInterface( IID_IDirectSoundBuffer8, (LPVOID*)m_ppDSBuffer )) )
{
//MessageBox( NULL, "pDS->CreateSoundBuffer( &dsbd, &tempBuffer, NULL )", "CSound::Create", MB_OK );
SAFE_RELEASE( tempBuffer );
Destroy();
return false;
}
SAFE_RELEASE(tempBuffer)
for( i = 1; i < dwNumBuffers; i++ )
{
if( FAILED(pDS->DuplicateSoundBuffer( m_ppDSBuffer[0], (LPDIRECTSOUNDBUFFER*)&m_ppDSBuffer[i])) )
{
//MessageBox( NULL, "pDS->DuplicateSoundBuffer( m_ppDSBuffer[0], &m_ppDSBuffer[i])",
// "CSound::Create", MB_OK );
Destroy();
return false;
}
}
FillBuffer( m_ppDSBuffer[0] );
//===============================================
/*
if( FAILED(pDS->CreateSoundBuffer( &dsbd, &m_ppDSBuffer[0], NULL )) )
{
//MessageBox( NULL, "pDS->CreateSoundBuffer( &dsbd, &m_ppDSBuffer[0], NULL )",
// "CSound::Create", MB_OK );
Destroy();
return false;
}
for( i = 1; i < dwNumBuffers; i++ )
{
if( FAILED(pDS->DuplicateSoundBuffer( m_ppDSBuffer[0], &m_ppDSBuffer[i])) )
{
//MessageBox( NULL, "pDS->DuplicateSoundBuffer( m_ppDSBuffer[0], &m_ppDSBuffer[i])",
// "CSound::Create", MB_OK );
Destroy();
return false;
}
}
FillBuffer( m_ppDSBuffer[0] );
*/
return true;
}
void CSound::Destroy()
{
for( DWORD i = 0; i < m_dwNumBuffers; i++ )
{
SAFE_RELEASE( m_ppDSBuffer[i] );
}
SAFE_DELETE_ARRAY( m_ppDSBuffer );
SAFE_DELETE( m_pWaveFile );
}
void CSound::Play()
{
if( 0 == this )
{
return;
}
m_dwLastPlayTime = timeGetTime();
bool bRestored;
LPDIRECTSOUNDBUFFER pDSB = GetFreeBuffer();
if( FAILED(RestoreBuffer(pDSB, &bRestored)) )
{
MessageBox(NULL, "FAILED(RestoreBuffer(pDSB, &bRestored))",
"CSound::Play", MB_OK );
return;
}
if( bRestored )
{
FillBuffer( pDSB );
}
SetVolume(pDSB, m_fVolume);
pDSB->Play(0,0, m_bLoop ? DSBPLAY_LOOPING:0 );
}
void CSound::FillBuffer( LPDIRECTSOUNDBUFFER pDSBuffer )
{
VOID* pDSLockedBuffer = NULL;
DWORD dwDSLockedBufferSize = 0;
DWORD dwWavDataRead = 0;
if( FAILED(RestoreBuffer( pDSBuffer, NULL)) )
{
MessageBox( NULL, "FAILED(RestoreBuffer( pDSBuffer, NULL))",
"CSound::FillBuffer", MB_OK );
return;
}
if( FAILED(pDSBuffer->Lock(0, 0, &pDSLockedBuffer, &dwDSLockedBufferSize,
NULL, NULL, DSBLOCK_ENTIREBUFFER ) ) )
{
MessageBox( NULL, "FAILED(pDSBuffer->Lock", "CSound::FillBuffer", MB_OK );
return;
}
m_pWaveFile->ResetFile();
if( FAILED(m_pWaveFile->Read((BYTE*)pDSLockedBuffer, dwDSLockedBufferSize, &dwWavDataRead)) )
{
MessageBox( NULL, "FAILED(m_pWaveFile->Read", "CSound::FillBuffer", MB_OK );
return;
}
if( dwWavDataRead == 0 )
{
MessageBox( NULL, "dwWavDataRead == 0", "CSound::FillBuffer", MB_OK );
return;
}
pDSBuffer->Unlock( pDSLockedBuffer, dwDSLockedBufferSize, NULL, 0 );
}
void CSound::SetVolume(LPDIRECTSOUNDBUFFER pDSBuffer, float fVol )
{
if( !pDSBuffer ) return;
m_fVolume = Clamp( fVol, VOLUME_MIN, VOLUME_MAX );
float fMasterVol = CSoundMgr::_GetInstance()->GetVolume();
fMasterVol = Clamp( fMasterVol, VOLUME_MIN, VOLUME_MAX );
int iVol = LinearToLogVol(m_fVolume * fMasterVol);
if(iVol < -10000)
iVol = -10000;
if( FAILED(pDSBuffer->SetVolume(iVol)) )
{
MessageBox( NULL, "FAILED(pDSBuffer->SetVolume(iVol))",
"CSound::SetVolume", MB_OK );
}
}
void CSound::SetVolume( float fVol )
{
if( !m_ppDSBuffer ) return;
m_fVolume = Clamp( fVol, VOLUME_MIN, VOLUME_MAX );
}

59
Engine/SoundLib/Sound.h Normal file
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@@ -0,0 +1,59 @@
// Sound.h: interface for the CSound class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_)
#define AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <dsound.h>
#include "DefineSound.h"
class CWaveLoader;
class CSoundMgr;
class CSound
{
friend class CSound3D;
friend class CSoundMgr;
protected:
LPDIRECTSOUNDBUFFER8* m_ppDSBuffer;
CWaveLoader* m_pWaveFile;
DWORD m_dwNumBuffers;
DWORD m_dwDSBufferSize;
bool m_bSound3D;
bool m_bLoop;
float m_fVolume;
DWORD m_dwLastPlayTime;
DWORD m_dwLatestPlayIndex;
int m_iPreserveScore;
public:
CSound();
virtual ~CSound();
bool Create( const char* strFileName, DWORD dwNumBuffers );
void Destroy();
void Play();
inline void SetLooping( bool bLoop ) { m_bLoop = bLoop; }
inline bool IsLooping() { return m_bLoop; }
void SetVolume( float fVol );
void SetVolume(LPDIRECTSOUNDBUFFER pDSBuffer, float fVol );
inline void GetVolume( float& fVol ) { fVol = m_fVolume; }
HRESULT RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, bool* pbWasRestored );
void FillBuffer( LPDIRECTSOUNDBUFFER pDSBuffer );
LPDIRECTSOUNDBUFFER GetFreeBuffer();
LPDIRECTSOUNDBUFFER GetBuffer( DWORD dwIndex );
void Stop();
void Reset();
bool IsPlaying();
inline DWORD GetAllBufferSize() { return (m_dwDSBufferSize*m_dwNumBuffers); }
};
#endif // !defined(AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_)

177
Engine/SoundLib/Sound3D.cpp Normal file
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// Sound3D.cpp: implementation of the CSound3D class.
//
//////////////////////////////////////////////////////////////////////
#include "DefineSound.h"
#include "Sound.h"
#include "Sound3D.h"
#include "SoundMgr.h"
#include "GMMemory.h"
CSound3D::CSound3D() : m_pSound( NULL ),
m_ppDS3DBuffer( NULL )
{
}
CSound3D::~CSound3D()
{
Destroy();
}
bool CSound3D::Create( const char* strFileName, DWORD dwNumBuffers )
{
m_pSound = new CSound;
m_pSound->m_bSound3D = true;
if( !m_pSound->Create( strFileName, dwNumBuffers ) )
{
Destroy();
return false;
}
m_ppDS3DBuffer = new LPDIRECTSOUND3DBUFFER8[dwNumBuffers];
for( DWORD i = 0; i < dwNumBuffers; i++ )
{
m_ppDS3DBuffer[i] = Get3DSoundBufferInterface( i );
}
//=============================
// Create EAX
//=============================
// if( CSoundMgr::_GetInstance()->GetInitProp()->m_bUseEAX )
// m_EAXBuffer.Create( m_pDS3DBuffer );
return true ;
}
void CSound3D::Destroy()
{
for( DWORD i = 0; i < m_pSound->m_dwNumBuffers; i++ )
{
SAFE_RELEASE( m_ppDS3DBuffer[i] );
SAFE_DELETE( m_ppDS3DBuffer[i] );
}
SAFE_DELETE_ARRAY( m_ppDS3DBuffer ) ;
SAFE_DELETE( m_pSound );
}
LPDIRECTSOUND3DBUFFER8 CSound3D::Get3DSoundBufferInterface( DWORD dwIndex )
{
LPDIRECTSOUND3DBUFFER8 pDS3DBuffer;
HRESULT hr = m_pSound->m_ppDSBuffer[dwIndex]->QueryInterface( IID_IDirectSound3DBuffer8, (void**)&pDS3DBuffer );
if( FAILED( hr ) )
{
MessageBox( NULL, "m_pSound->m_ppDSBuffer[dwIndex]->QueryInterface( IID_IDirectSound3DBuffer8, (void**)&pDS3DBuffer )",
"CSound3D::Get3DSoundBufferInterface", MB_OK );
return NULL;
}
return pDS3DBuffer;
}
void CSound3D::SetConeAngles( DWORD dwInside, DWORD dwOutside )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetConeAngles( dwInside, dwOutside, DS3D_IMMEDIATE );
}
void CSound3D::SetConeOrientation( D3DVECTOR& vOrientation )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetConeOrientation( vOrientation.x,
vOrientation.y, vOrientation.z, DS3D_IMMEDIATE );
}
void CSound3D::SetConeOutsideVolume( float fVolume )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetConeOutsideVolume( LinearToLogVol(fVolume), DS3D_IMMEDIATE );
}
void CSound3D::SetMaxDistance( float fMaxDist )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetMaxDistance( fMaxDist, DS3D_IMMEDIATE );
}
void CSound3D::SetMinDistance( float fMinDist )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetMinDistance( fMinDist, DS3D_IMMEDIATE );
}
void CSound3D::SetMode( DWORD dwMode )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetMode( dwMode, DS3D_IMMEDIATE );
}
void CSound3D::SetPosition( D3DVECTOR& vPos )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetPosition( vPos.x, vPos.y, vPos.z, DS3D_IMMEDIATE );
}
void CSound3D::SetVelocity( const D3DVECTOR& vVel )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->SetVelocity( vVel.x, vVel.y, vVel.z, DS3D_IMMEDIATE );
}
void CSound3D::GetConeAngles( DWORD& dwInside, DWORD& dwOutside )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetConeAngles( &dwInside, &dwOutside );
}
void CSound3D::GetConeOrientation( D3DVECTOR& vOrientation )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetConeOrientation( &vOrientation );
}
void CSound3D::GetConeOutsideVolume( float& fVolume )
{
LPLONG V = NULL ;
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetConeOutsideVolume( V );
fVolume = LogToLinearVol( *V );
}
void CSound3D::GetMaxDistance( float& fMaxDist )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetMaxDistance( &fMaxDist );
}
void CSound3D::GetMinDistance( float& fMinDist )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetMinDistance( &fMinDist );
}
void CSound3D::GetMode( DWORD& dwMode )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetMode( &dwMode );
}
void CSound3D::GetPosition( D3DVECTOR& vPos )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetPosition( &vPos );
}
void CSound3D::GetVelocity( D3DVECTOR& vVel )
{
m_ppDS3DBuffer[m_pSound->m_dwLatestPlayIndex]->GetVelocity( &vVel );
}

74
Engine/SoundLib/Sound3D.h Normal file
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// Sound3D.h: interface for the CSound3D class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SOUND3D_H__9100BA05_DC25_4ECD_A2A7_4E34F81982C6__INCLUDED_)
#define AFX_SOUND3D_H__9100BA05_DC25_4ECD_A2A7_4E34F81982C6__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <dsound.h>
#include "EAXBuffer.h"
class CSound;
class CWaveLoader;
class CSoundMgr;
class CSound3D
{
protected:
friend class CSoundMgr;
CSound* m_pSound;
LPDIRECTSOUND3DBUFFER8* m_ppDS3DBuffer;
//CEAXBuffer m_EAXBuffer;
protected:
LPDIRECTSOUND3DBUFFER8 Get3DSoundBufferInterface( DWORD dwIndex );
public:
CSound3D();
virtual ~CSound3D();
bool Create( const char* strFileName, DWORD dwNumBuffers );
void Destroy();
void Play() { m_pSound->Play(); };
void Stop() { m_pSound->Stop(); };
void Reset() { m_pSound->Reset(); };
bool IsPlaying() { return m_pSound->IsPlaying(); };
inline DWORD GetAllBufferSize() { return m_pSound->GetAllBufferSize(); };
LPDIRECTSOUNDBUFFER GetFreeBuffer() { return m_pSound->GetFreeBuffer(); };
LPDIRECTSOUNDBUFFER GetBuffer( DWORD dwIndex ) { return m_pSound->GetBuffer( dwIndex ); };
inline void SetVolume( float fVol ) { m_pSound->SetVolume(fVol); };
void GetVolume( float& fVol ) { m_pSound->GetVolume(fVol); };
inline void SetLooping( bool bLoop ) { m_pSound->SetLooping(bLoop); };
inline bool IsLooping() { return m_pSound->IsLooping(); };
//3D Property
void SetPosition(D3DVECTOR& vPos);
void GetPosition(D3DVECTOR& vPos);
void SetVelocity(const D3DVECTOR& vVel);
void GetVelocity(D3DVECTOR& vVel);
void SetMaxDistance(float fMaxDist );
void GetMaxDistance(float& fMaxDist);
void SetMinDistance(float fMinDist);
void GetMinDistance(float& fMinDist);
void SetConeAngles(DWORD dwInside, DWORD dwOutside);
void GetConeAngles(DWORD& dwInside, DWORD& dwOutside);
void SetConeOrientation(D3DVECTOR& vOrientation);
void GetConeOrientation(D3DVECTOR& vOrientation);
void SetConeOutsideVolume(float fVolume);
void GetConeOutsideVolume(float& fVolume);
void SetMode(DWORD dwMode);
void GetMode(DWORD& dwMode);
};
#endif // !defined(AFX_SOUND3D_H__9100BA05_DC25_4ECD_A2A7_4E34F81982C6__INCLUDED_)

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// SoundMgr.cpp: implementation of the CSoundMgr class.
//
//////////////////////////////////////////////////////////////////////
#include "SoundMgr.h"
#include "GMMemory.h"
CSoundMgr* CSoundMgr::ms_pSoundMgr = NULL;
CSoundMgr* CSoundMgr::_GetInstance()
{
if( ms_pSoundMgr == NULL )
{
ms_pSoundMgr = new CSoundMgr();
}
return ms_pSoundMgr;
}
DWORD WINAPI _TimeEventThread( LPVOID lp )
{
CSoundMgr::_GetInstance()->ThreadFunc();
return 0;
}
bool CSoundMgr::Init( SoundMgrInit& Init )
{
//============================
// Initialize variables
//============================
m_bInit = false;
m_pDS = NULL;
m_pListener = NULL;
m_hTimeEventThread = NULL;
m_hDestroyEvent = NULL;
m_dwTimeEventID = NULL;
m_fMasterVolume = VOLUME_MAX;
memcpy( &m_InitProp, &Init, sizeof(SoundMgrInit) );
if( m_InitProp.m_hWnd == 0 )
{
MessageBox(NULL, "Not Init hWnd!!", "CSoundMgr::Init", MB_OK);
return false;
}
//============================
// Create DirectSound
//============================
if( FAILED(DirectSoundCreate8(NULL, &m_pDS, NULL)) )
{
MessageBox(NULL, "Failed to initialize DirectSound. \n CSoundMgr::Init",
"DirectSound Device Error", MB_OK);
SAFE_RELEASE( m_pDS );
return false;
}
if( FAILED(m_pDS->SetCooperativeLevel(m_InitProp.m_hWnd, /*DSSCL_PRIORITY*/ DSSCL_EXCLUSIVE)) )
{
MessageBox(NULL, "Failed to set the DirectSound cooperative levels. \n CSoundMgr::Init",
"DirectSound Device Error", MB_OK);
SAFE_RELEASE( m_pDS );
return false;
}
if( !SetPrimaryBufferFormat(m_InitProp.m_dwPrimaryChannels,
m_InitProp.m_dwPrimaryFrequency, m_InitProp.m_dwPrimaryBitRate) )
{
MessageBox( NULL, "Failed to create DirectSound buffer. \n CSoundMgr::Init",
"DirectSound Device Error", MB_OK );
SAFE_RELEASE( m_pDS );
return false;
}
//==============================
// Get Caps
//==============================
ZeroMemory( &m_Caps, sizeof(DSCAPS) );
m_Caps.dwSize = sizeof(DSCAPS);
if( FAILED(m_pDS->GetCaps(&m_Caps)) )
{
MessageBox( NULL, "Failed to initialize sound driver. \n CSoundMgr::Init",
"DirectSound Device Error", MB_OK );
}
//==============================
// Create Listener
//==============================
m_pListener = new CListener( m_pDS );
//==============================
// Create thread
//==============================
m_hTimeEventThread = CreateThread( NULL, 0, _TimeEventThread, NULL, 0, &m_dwTimeEventID );
//==============================
// Init CriticalSection
//==============================
ZeroMemory(&m_csSoundUpdate, sizeof(CRITICAL_SECTION));
InitializeCriticalSection(&m_csSoundUpdate);
//<2F>ʱ<EFBFBD>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD>
m_bInit = true;
return true;
}
bool CSoundMgr::SetPrimaryBufferFormat(DWORD dwPrimaryChannels, DWORD dwPrimaryFreq, DWORD dwPrimaryBitRate)
{
LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;
// Get the primary buffer
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
dsbd.dwBufferBytes = 0;
dsbd.lpwfxFormat = NULL;
if(FAILED(m_pDS->CreateSoundBuffer(&dsbd, &pDSBPrimary, NULL))) return false;
WAVEFORMATEX wfx;
ZeroMemory( &wfx, sizeof(WAVEFORMATEX) );
wfx.wFormatTag = (WORD) WAVE_FORMAT_PCM;
wfx.nChannels = (WORD) dwPrimaryChannels;
wfx.nSamplesPerSec = (DWORD) dwPrimaryFreq;
wfx.wBitsPerSample = (WORD) dwPrimaryBitRate;
wfx.nBlockAlign = (WORD) (wfx.wBitsPerSample / 8 * wfx.nChannels);
wfx.nAvgBytesPerSec = (DWORD) (wfx.nSamplesPerSec * wfx.nBlockAlign);
if( FAILED(pDSBPrimary->SetFormat(&wfx)) )
{
SAFE_RELEASE( pDSBPrimary );
return false;
}
SAFE_RELEASE( pDSBPrimary );
return true;
}
void CSoundMgr::ReleaseAllData()
{
m_hDestroyEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
m_bInit = false;
WaitForSingleObject( m_hDestroyEvent, INFINITE );
SOUNDMAP::iterator iter_snd;
SOUND3DMAP::iterator iter_snd3d;
STREAMINGMAP::iterator iter_strm;
STREAMING3DMAP::iterator iter_strm3d;
for( iter_snd = m_SoundMap.begin(); iter_snd != m_SoundMap.end(); iter_snd++ )
{
SAFE_DELETE( iter_snd->second );
}
for( iter_snd3d = m_Sound3DMap.begin(); iter_snd3d != m_Sound3DMap.end(); iter_snd3d++ )
{
SAFE_DELETE( iter_snd3d->second );
}
for( iter_strm = m_StreamingMap.begin(); iter_strm != m_StreamingMap.end(); iter_strm++ )
{
SAFE_DELETE( iter_strm->second );
}
for( iter_strm3d = m_Streaming3DMap.begin(); iter_strm3d != m_Streaming3DMap.end(); iter_strm3d++ )
{
SAFE_DELETE( iter_strm3d->second );
}
m_SoundMap.clear();
m_Sound3DMap.clear();
m_StreamingMap.clear();
m_Streaming3DMap.clear();
CloseHandle( m_hDestroyEvent );
CloseHandle( m_hTimeEventThread );
DeleteCriticalSection( &m_csSoundUpdate );
SAFE_DELETE( m_pListener );
SAFE_RELEASE( m_pDS );
}
bool CSoundMgr::GetSound( CSound*& pSound, char* strFileName, DWORD dwNumBuffers )
{
SimpleCircleBuffer(SOUND);
SOUNDMAP::iterator iter;
DWORD dwHashID = GetHashID(strFileName);
iter = m_SoundMap.find( dwHashID );
if( iter != m_SoundMap.end() )
{
pSound = iter->second;
pSound->SetVolume(1);
pSound->m_iPreserveScore += 50;
return true;
}
pSound = NULL;
pSound = new CSound();
if( pSound )
{
if( !pSound->Create( strFileName, dwNumBuffers ) )
{
SAFE_DELETE( pSound );
return false;
}
pSound->SetVolume(1);
pSound->m_iPreserveScore += 50;
m_SoundMap.insert( SOUNDMAP::iterator::value_type(dwHashID, pSound) );
}
return true;
}
bool CSoundMgr::GetSound3D( CSound3D*& pSound3D, const char* strFileName, DWORD dwNumBuffers )
{
SimpleCircleBuffer(SOUND3D);
SOUND3DMAP::iterator iter;
DWORD dwHashID = GetHashID(strFileName);
iter = m_Sound3DMap.find( dwHashID );
if( iter != m_Sound3DMap.end() )
{
pSound3D = iter->second;
pSound3D->SetVolume(1);
pSound3D->m_pSound->m_iPreserveScore += 50;
return true;
}
pSound3D = NULL;
pSound3D = new CSound3D();
if( pSound3D )
{
if( !pSound3D->Create( strFileName, dwNumBuffers ) )
{
SAFE_DELETE( pSound3D );
return false;
}
pSound3D->SetVolume(1);
pSound3D->m_pSound->m_iPreserveScore += 50;
m_Sound3DMap.insert( SOUND3DMAP::iterator::value_type(dwHashID, pSound3D) );
}
return true;
}
void CSoundMgr::GetStreamingSound( CStreamingSound*& pStreamingSound, char* strFileName )
{
SimpleCircleBuffer(STREAM);
STREAMINGMAP::iterator iter;
DWORD dwHashID = GetHashID(strFileName);
iter = m_StreamingMap.find( dwHashID );
if( iter != m_StreamingMap.end() )
{
pStreamingSound = iter->second;
pStreamingSound->SetVolume(1);
return;
}
pStreamingSound = new CStreamingSound();
if( !pStreamingSound->Create( strFileName ) )
{
SAFE_DELETE(pStreamingSound);
return;
}
pStreamingSound->SetVolume(1);
m_StreamingMap.insert( STREAMINGMAP::iterator::value_type(dwHashID, pStreamingSound) );
}
void CSoundMgr::GetStreamingSound3D( CStreamingSound3D*& pStreamingSound3D, char* strFileName )
{
SimpleCircleBuffer(STREAM3D);
STREAMING3DMAP::iterator iter;
DWORD dwHashID = GetHashID(strFileName);
iter = m_Streaming3DMap.find( dwHashID );
if( iter != m_Streaming3DMap.end() )
{
pStreamingSound3D = iter->second;
pStreamingSound3D->SetVolume(1);
return;
}
pStreamingSound3D = new CStreamingSound3D();
if( !pStreamingSound3D->Create(strFileName) )
{
SAFE_DELETE(pStreamingSound3D);
return;
}
pStreamingSound3D->SetVolume(1);
m_Streaming3DMap.insert( STREAMING3DMAP::iterator::value_type(dwHashID, pStreamingSound3D) );
}
void CSoundMgr::InsertStream( CStreamingSound* pStreamSound )
{
m_StreamProcess.push_back( pStreamSound );
}
void CSoundMgr::RemoveStream( CStreamingSound* pStreamSound )
{
m_StreamRemoval.push_back( pStreamSound );
}
void CSoundMgr::ServiceStreamingBuffers()
{
STREAMLIST::iterator itr;
for(itr = m_StreamRemoval.begin(); itr != m_StreamRemoval.end(); itr++)
{
STREAMLIST::iterator itor = find(m_StreamProcess.begin(), m_StreamProcess.end(), *itr);
if(itor != m_StreamProcess.end())
m_StreamProcess.erase(itor);
}
m_StreamRemoval.clear();
for(itr = m_StreamProcess.begin(); itr != m_StreamProcess.end(); itr++)
{
(*itr)->ServiceBuffer();
}
}
DWORD CSoundMgr::GetUseMemory()
{
DWORD dwSize = 0;
SOUNDMAP::iterator iter_snd;
SOUND3DMAP::iterator iter_snd3d;
STREAMINGMAP::iterator iter_strm;
STREAMING3DMAP::iterator iter_strm3d;
for( iter_snd = m_SoundMap.begin(); iter_snd != m_SoundMap.end(); iter_snd++ )
{
dwSize += iter_snd->second->GetAllBufferSize();
}
for( iter_snd3d = m_Sound3DMap.begin(); iter_snd3d != m_Sound3DMap.end(); iter_snd3d++ )
{
dwSize += iter_snd3d->second->GetAllBufferSize();
}
for( iter_strm = m_StreamingMap.begin(); iter_strm != m_StreamingMap.end(); iter_strm++ )
{
dwSize += iter_strm->second->GetBufferSize();
}
for( iter_strm3d = m_Streaming3DMap.begin(); iter_strm3d != m_Streaming3DMap.end(); iter_strm3d++ )
{
dwSize += iter_strm3d->second->GetBufferSize();
}
return dwSize;
}
void CSoundMgr::SimpleCircleBuffer( DWORD dwType )
{
switch( dwType )
{
case SOUND:
{
if( m_SoundMap.size() > m_InitProp.m_dwLimitSound )
{
SOUNDMAP::iterator iter_snd;
// DWORD dwFlowTime;
for( iter_snd = m_SoundMap.begin(); iter_snd != m_SoundMap.end(); )
{
if( !iter_snd->second->IsPlaying() )
{
--iter_snd->second->m_iPreserveScore;
if( iter_snd->second->m_iPreserveScore < 0 )
{
SOUNDMAP::iterator iter_delete;
iter_delete = iter_snd;
++iter_snd;
SAFE_DELETE( iter_delete->second );
m_SoundMap.erase( iter_delete );
if( m_SoundMap.size() <= m_InitProp.m_dwLimitSound ) break;
continue;
}
}
++iter_snd;
}
}
}
break;
case SOUND3D:
{
if( m_Sound3DMap.size() > m_InitProp.m_dwLimitSound3D )
{
SOUND3DMAP::iterator iter_snd3d;
// DWORD dwFlowTime;
for( iter_snd3d = m_Sound3DMap.begin(); iter_snd3d != m_Sound3DMap.end(); )
{
if( !iter_snd3d->second->IsPlaying() )
{
--iter_snd3d->second->m_pSound->m_iPreserveScore;
if( iter_snd3d->second->m_pSound->m_iPreserveScore < 0 )
{
SOUND3DMAP::iterator iter_delete;
iter_delete = iter_snd3d;
++iter_snd3d;
SAFE_DELETE( iter_delete->second );
m_Sound3DMap.erase( iter_delete );
if( m_Sound3DMap.size() <= m_InitProp.m_dwLimitSound3D ) break;
continue;
}
}
++iter_snd3d;
}
}
}
break;
case STREAM:
{
if( m_StreamingMap.size() > m_InitProp.m_dwLimitStreaming )
{
STREAMINGMAP::iterator iter_strm;
for( iter_strm = m_StreamingMap.begin(); iter_strm != m_StreamingMap.end(); )
{
if( !iter_strm->second->IsPlaying() )
{
STREAMINGMAP::iterator iter_delete;
iter_delete = iter_strm;
++iter_strm;
SAFE_DELETE( iter_delete->second );
m_StreamingMap.erase( iter_delete );
if( m_StreamingMap.size() <= m_InitProp.m_dwLimitStreaming ) break;
continue;
}
++iter_strm;
}
}
}
break;
case STREAM3D:
{
if( m_Streaming3DMap.size() > m_InitProp.m_dwLimitStreaming )
{
STREAMING3DMAP::iterator iter_strm3d;
for( iter_strm3d = m_Streaming3DMap.begin(); iter_strm3d != m_Streaming3DMap.end(); )
{
if( !iter_strm3d->second->IsPlaying() )
{
STREAMING3DMAP::iterator iter_delete;
iter_delete = iter_strm3d;
++iter_strm3d;
SAFE_DELETE( iter_delete->second );
m_Streaming3DMap.erase( iter_delete );
if( m_Streaming3DMap.size() <= m_InitProp.m_dwLimitStreaming ) break;
continue;
}
++iter_strm3d;
}
}
}
break;
}
}
DSCAPS CSoundMgr::GetCaps()
{
return m_Caps;
}
void CSoundMgr::SetVolume( float fVol )
{
m_fMasterVolume = fVol;
}
float CSoundMgr::GetVolume()
{
return m_fMasterVolume;
}
void CSoundMgr::_Destroy()
{
if( ms_pSoundMgr )
{
ms_pSoundMgr->ReleaseAllData();
}
SAFE_DELETE( ms_pSoundMgr );
}
void CSoundMgr::AllStopStreamingSound()
{
STREAMINGMAP::iterator iter;
for( iter = m_StreamingMap.begin(); iter != m_StreamingMap.end(); iter++ )
{
iter->second->Stop();
}
}
void CSoundMgr::AllStopStreamingSound3D()
{
STREAMING3DMAP::iterator iter;
for( iter = m_Streaming3DMap.begin(); iter != m_Streaming3DMap.end(); iter++ )
{
iter->second->Stop();
}
}
DWORD CSoundMgr::GetHashID( const char* strFileName )
{
DWORD id = 0;
int iLength = (int)strlen(strFileName);
for(int i=0;i < iLength; ++i)
{
id += (( i + 1) * strFileName[i]);
}
return id;
}
void CSoundMgr::ThreadFunc()
{
while(1)
{
Sleep( 50 );
if( !m_bInit )
{
SetEvent( m_hDestroyEvent );
break;
}
//-----------------------------------------
EnterCriticalSection( &m_csSoundUpdate );
//-----------------------------------------
static int iServiceStreams = 0;
if((iServiceStreams++) % 12 == 1) ServiceStreamingBuffers();
m_pListener->Update();
//-----------------------------------------
LeaveCriticalSection( &m_csSoundUpdate );
//-----------------------------------------
}
}

View File

@@ -0,0 +1,99 @@
// SoundMgr.h: interface for the CSoundMgr class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SOUNDMGR_H__5CBFAA8B_CAA9_47E7_8C9C_456C45247983__INCLUDED_)
#define AFX_SOUNDMGR_H__5CBFAA8B_CAA9_47E7_8C9C_456C45247983__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <dsound.h>
#include "DefineSound.h"
#include "Common.h"
#include "Sound.h"
#include "Sound3D.h"
#include "StreamingSound.h"
#include "StreamingSound3D.h"
#include "Listener.h"
#include "SoundMgrInit.h"
using namespace std;
class CSoundMgr
{
enum eCIRCLEBUFTYPE
{
SOUND = 0,
SOUND3D,
STREAM,
STREAM3D,
};
private:
typedef map<DWORD, CSound*> SOUNDMAP;
typedef map<DWORD, CSound3D*> SOUND3DMAP;
typedef map<DWORD, CStreamingSound*> STREAMINGMAP;
typedef map<DWORD, CStreamingSound3D*> STREAMING3DMAP;
typedef list<CStreamingSound*> STREAMLIST;
typedef list<CStreamingSound3D*> STREAM3DLIST;
LPDIRECTSOUND8 m_pDS;
static CSoundMgr* ms_pSoundMgr;
bool m_bInit;
SoundMgrInit m_InitProp;
DSCAPS m_Caps;
CListener* m_pListener;
SOUNDMAP m_SoundMap;
SOUND3DMAP m_Sound3DMap;
STREAMINGMAP m_StreamingMap;
STREAMING3DMAP m_Streaming3DMap;
HANDLE m_hTimeEventThread;
DWORD m_dwTimeEventID;
STREAMLIST m_StreamProcess;
STREAMLIST m_StreamRemoval;
CRITICAL_SECTION m_csSoundUpdate;
float m_fMasterVolume;
public:
HANDLE m_hDestroyEvent;
private:
bool SetPrimaryBufferFormat(DWORD dwPrimaryChannels,
DWORD dwPrimaryFreq, DWORD dwPrimaryBitRate);
void SimpleCircleBuffer( DWORD dwType );
DWORD GetHashID( const char* strFileName );
void ServiceStreamingBuffers();
public:
inline LPDIRECTSOUND8 GetDirectSound() { return m_pDS; }
inline CRITICAL_SECTION& GetUpdateCS() { return m_csSoundUpdate; }
void InsertStream( CStreamingSound* pStreamSound );
void RemoveStream( CStreamingSound* pStreamSound );
void ThreadFunc();
public:
CSoundMgr() {};
virtual ~CSoundMgr() {};
bool Init( SoundMgrInit& Init );
void ReleaseAllData();
inline bool IsInitialized() { return m_bInit; }
inline CListener* GetListener() { return m_pListener; }
bool GetSound( CSound*& pSound, char* strFileName, DWORD dwNumBuffers=5 );
bool GetSound3D( CSound3D*& pSound3D, const char* strFileName, DWORD dwNumBuffers=10 );
void GetStreamingSound( CStreamingSound*& pStreamingSound, char* strFileName );
void GetStreamingSound3D( CStreamingSound3D*& pStreamingSound3D, char* strFileName );
void AllStopStreamingSound();
void AllStopStreamingSound3D();
DWORD GetUseMemory();
DSCAPS GetCaps();
void SetVolume( float fVol );
float GetVolume();
inline SoundMgrInit* GetInitProp() { return &m_InitProp; }
static CSoundMgr* _GetInstance();
static void _Destroy();
};
#endif // !defined(AFX_SOUNDMGR_H__5CBFAA8B_CAA9_47E7_8C9C_456C45247983__INCLUDED_)

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#ifndef ___SOUNDMGRINIT_H___
#define ___SOUNDMGRINIT_H___
#include <dsound.h>
#include "DefineSound.h"
class SoundMgrInit
{
public:
HWND m_hWnd;
bool m_bUseEAX;
GUID m_guidSound3DAlgorithm;
DWORD m_dwPrimaryFrequency;
DWORD m_dwPrimaryChannels;
DWORD m_dwPrimaryBitRate;
DWORD m_dwLimitSound;
DWORD m_dwLimitSound3D;
DWORD m_dwLimitStreaming;
SoundMgrInit() { Clear(); };
virtual ~SoundMgrInit() {};
void Clear()
{
m_hWnd = 0;
m_bUseEAX = false;
m_guidSound3DAlgorithm = SOUND_ALGORITHM_NO;
m_dwPrimaryFrequency = SOUND_SAMPLE_22k;
m_dwPrimaryChannels = 2;
m_dwPrimaryBitRate = 16;
m_dwLimitSound = 5;
m_dwLimitSound3D = 20;
m_dwLimitStreaming = 10;
}
};
#endif //___SOUNDMGRINIT_H___

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