X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。
| Revision | 95 (tree) |
|---|---|
| Time | 2015-06-28 18:52:02 |
| Author | |
グラフィックスで用いるDirectXとOpenGLをソースファイルごと分割
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| 1 | -//! @file d3dgraphics.cpp | |
| 2 | -//! @brief D3DGraphicsクラスの定義 | |
| 3 | - | |
| 4 | -//-------------------------------------------------------------------------------- | |
| 5 | -// | |
| 6 | -// OpenXOPS | |
| 7 | -// Copyright (c) 2014-2015, OpenXOPS Project / [-_-;](mikan) All rights reserved. | |
| 8 | -// | |
| 9 | -// Redistribution and use in source and binary forms, with or without | |
| 10 | -// modification, are permitted provided that the following conditions are met: | |
| 11 | -// * Redistributions of source code must retain the above copyright notice, | |
| 12 | -// this list of conditions and the following disclaimer. | |
| 13 | -// * Redistributions in binary form must reproduce the above copyright notice, | |
| 14 | -// this list of conditions and the following disclaimer in the documentation | |
| 15 | -// and/or other materials provided with the distribution. | |
| 16 | -// * Neither the name of the OpenXOPS Project nor the names of its contributors | |
| 17 | -// may be used to endorse or promote products derived from this software | |
| 18 | -// without specific prior written permission. | |
| 19 | -// | |
| 20 | -// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
| 21 | -// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
| 22 | -// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| 23 | -// DISCLAIMED. IN NO EVENT SHALL OpenXOPS Project BE LIABLE FOR ANY | |
| 24 | -// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
| 25 | -// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
| 26 | -// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
| 27 | -// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| 28 | -// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
| 29 | -// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| 30 | -//-------------------------------------------------------------------------------- | |
| 31 | - | |
| 32 | -// ***** OpenGL core only ***** | |
| 33 | -// | |
| 34 | -// libjpeg | |
| 35 | -// Copyright (C) 1991-2014, Thomas G. Lane, Guido Vollbeding. | |
| 36 | -// this software is based in part on the work of the Independent JPEG Group | |
| 37 | -// | |
| 38 | -// zlib | |
| 39 | -// Copyright (C) 1995-2013 Jean-loup Gailly and Mark Adler | |
| 40 | -// | |
| 41 | -// libpng | |
| 42 | -// Copyright (c) 1998-2014 Glenn Randers-Pehrson | |
| 43 | -// | |
| 44 | -// **************************** | |
| 45 | - | |
| 46 | -#include "d3dgraphics.h" | |
| 47 | - | |
| 48 | -#ifndef GRAPHICS_OPENGL | |
| 49 | - | |
| 50 | -//! @brief コンストラクタ | |
| 51 | -D3DGraphics::D3DGraphics() | |
| 52 | -{ | |
| 53 | - pD3D = NULL; | |
| 54 | - pd3dDevice = NULL; | |
| 55 | - aspect = 1.0f; | |
| 56 | - fullscreenflag = false; | |
| 57 | - for(int i=0; i<MAX_MODEL; i++){ | |
| 58 | - pmesh[i] = NULL; | |
| 59 | - } | |
| 60 | - for(int i=0; i<MAX_TEXTURE; i++){ | |
| 61 | - ptextures[i] = NULL; | |
| 62 | - } | |
| 63 | - | |
| 64 | - blockdata = NULL; | |
| 65 | - for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 66 | - mapTextureID[i] = -1; | |
| 67 | - } | |
| 68 | - | |
| 69 | - StartRenderFlag = false; | |
| 70 | - | |
| 71 | - //ptextsprite = NULL; | |
| 72 | - pxmsfont = NULL; | |
| 73 | - TextureFont = -1; | |
| 74 | -} | |
| 75 | - | |
| 76 | -//! @brief ディストラクタ | |
| 77 | -D3DGraphics::~D3DGraphics() | |
| 78 | -{ | |
| 79 | - //リソース解放 | |
| 80 | - CleanupD3Dresource(); | |
| 81 | - | |
| 82 | - if( pd3dDevice != NULL ) pd3dDevice->Release(); | |
| 83 | - if( pD3D != NULL ) pD3D->Release(); | |
| 84 | - | |
| 85 | -#ifdef ENABLE_DEBUGLOG | |
| 86 | - //ログに出力 | |
| 87 | - OutputLog.WriteLog(LOG_CLEANUP, "グラフィック", "DirectX"); | |
| 88 | -#endif | |
| 89 | -} | |
| 90 | - | |
| 91 | -//! @brief 初期化@n | |
| 92 | -//! (DirectX 9) | |
| 93 | -//! @param WindowCtrl WindowControlクラスのポインタ | |
| 94 | -//! @param TextureFontFilename 使用するテクスチャフォントのファイル名 | |
| 95 | -//! @param fullscreen false:ウィンドウ表示 true:フルスクリーン用表示 | |
| 96 | -//! @return 成功:0 失敗:1 | |
| 97 | -int D3DGraphics::InitD3D(WindowControl *WindowCtrl, char *TextureFontFilename, bool fullscreen) | |
| 98 | -{ | |
| 99 | -#ifdef ENABLE_DEBUGLOG | |
| 100 | - //ログに出力 | |
| 101 | - OutputLog.WriteLog(LOG_INIT, "グラフィック", "DirectX"); | |
| 102 | -#endif | |
| 103 | - | |
| 104 | - D3DPRESENT_PARAMETERS d3dpp; | |
| 105 | - RECT rec; | |
| 106 | - | |
| 107 | - GetClientRect(WindowCtrl->GethWnd(), &rec); | |
| 108 | - | |
| 109 | - fullscreenflag = fullscreen; | |
| 110 | - | |
| 111 | - //D3D9の作成 | |
| 112 | - pD3D = Direct3DCreate9(D3D_SDK_VERSION); | |
| 113 | - if( pD3D == NULL ){ | |
| 114 | - return 1; | |
| 115 | - } | |
| 116 | - | |
| 117 | - //D3Dデバイスの作成 | |
| 118 | - ZeroMemory(&d3dpp, sizeof(d3dpp)); | |
| 119 | - if( fullscreenflag == false ){ | |
| 120 | - d3dpp.Windowed = TRUE; | |
| 121 | - d3dpp.BackBufferWidth = rec.right; | |
| 122 | - d3dpp.BackBufferHeight = rec.bottom; | |
| 123 | - d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; | |
| 124 | - d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 125 | - d3dpp.EnableAutoDepthStencil = TRUE; | |
| 126 | - d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 127 | - d3dpp.FullScreen_RefreshRateInHz = 0; | |
| 128 | - } | |
| 129 | - else{ | |
| 130 | - D3DDISPLAYMODE dispmode; | |
| 131 | - pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &dispmode); | |
| 132 | - | |
| 133 | - d3dpp.Windowed = FALSE; | |
| 134 | - d3dpp.BackBufferWidth = rec.right; | |
| 135 | - d3dpp.BackBufferHeight = rec.bottom; | |
| 136 | - d3dpp.BackBufferFormat = dispmode.Format; | |
| 137 | - d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 138 | - d3dpp.EnableAutoDepthStencil = TRUE; | |
| 139 | - d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 140 | - d3dpp.FullScreen_RefreshRateInHz = dispmode.RefreshRate; | |
| 141 | - } | |
| 142 | - | |
| 143 | - if( FAILED( pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, WindowCtrl->GethWnd(), D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) ) ){ | |
| 144 | - if( FAILED( pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, WindowCtrl->GethWnd(), D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) ) ){ | |
| 145 | - return 1; | |
| 146 | - } | |
| 147 | - } | |
| 148 | - | |
| 149 | -#ifdef ENABLE_DEBUGLOG | |
| 150 | - //ログに出力 | |
| 151 | - OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 152 | -#endif | |
| 153 | - | |
| 154 | - //テクスチャフォント用画像のファイル名を設定 | |
| 155 | - strcpy(TextureFontFname, TextureFontFilename); | |
| 156 | - | |
| 157 | - //描画関係の詳細な設定 | |
| 158 | - if( InitSubset() != 0){ | |
| 159 | - return 1; | |
| 160 | - } | |
| 161 | - | |
| 162 | - | |
| 163 | - //アスペクト比を設定 | |
| 164 | - aspect = (float)rec.right / (float)rec.bottom; | |
| 165 | - | |
| 166 | - //マウスカーソルを消す | |
| 167 | - //ShowCursor(FALSE); | |
| 168 | - | |
| 169 | - | |
| 170 | - float aspecth, prx, pry, r; | |
| 171 | - aspecth = (float)SCREEN_WIDTH/SCREEN_HEIGHT; | |
| 172 | - | |
| 173 | - //HUD_myweapon [奥行き, 縦, 横] | |
| 174 | - | |
| 175 | - //HUD_A 現在持っている武器を表示する座標 | |
| 176 | - prx = DegreeToRadian(-39) * aspecth /2; | |
| 177 | - pry = DegreeToRadian(-55) /2; | |
| 178 | - r = 7.5f; | |
| 179 | - HUD_myweapon_x[0] = cos(pry)*r; | |
| 180 | - HUD_myweapon_y[0] = sin(pry)*r; | |
| 181 | - HUD_myweapon_z[0] = sin(prx)*r; | |
| 182 | - | |
| 183 | - //HUD_A 予備の武器を表示する座標 | |
| 184 | - prx = DegreeToRadian(-52) * aspecth /2; | |
| 185 | - pry = DegreeToRadian(-60) /2; | |
| 186 | - r = 16.0f; | |
| 187 | - HUD_myweapon_x[1] = cos(pry)*r; | |
| 188 | - HUD_myweapon_y[1] = sin(pry)*r; | |
| 189 | - HUD_myweapon_z[1] = sin(prx)*r; | |
| 190 | - | |
| 191 | - return 0; | |
| 192 | -} | |
| 193 | - | |
| 194 | -//! @brief リセット@n | |
| 195 | -//! (ウィンドウ最小化からの復帰 など) | |
| 196 | -//! @param WindowCtrl WindowControlクラスのポインタ | |
| 197 | -//! @return 成功:0 待ち:1 失敗:2 | |
| 198 | -int D3DGraphics::ResetD3D(WindowControl *WindowCtrl) | |
| 199 | -{ | |
| 200 | - //フォーカスを失っているなら待たせる | |
| 201 | - if( pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICELOST ){ | |
| 202 | - return 1; | |
| 203 | - } | |
| 204 | - | |
| 205 | -#ifdef ENABLE_DEBUGLOG | |
| 206 | - //ログに出力 | |
| 207 | - OutputLog.WriteLog(LOG_INIT, "グラフィック", "DirectX(リセット)"); | |
| 208 | -#endif | |
| 209 | - | |
| 210 | - //リソース解放 | |
| 211 | - CleanupD3Dresource(); | |
| 212 | - | |
| 213 | - D3DPRESENT_PARAMETERS d3dpp; | |
| 214 | - RECT rec; | |
| 215 | - | |
| 216 | - GetClientRect(WindowCtrl->GethWnd(), &rec); | |
| 217 | - | |
| 218 | - //D3Dデバイスの作成 | |
| 219 | - ZeroMemory(&d3dpp, sizeof(d3dpp)); | |
| 220 | - if( fullscreenflag == false ){ | |
| 221 | - d3dpp.Windowed = TRUE; | |
| 222 | - d3dpp.BackBufferWidth = rec.right; | |
| 223 | - d3dpp.BackBufferHeight = rec.bottom; | |
| 224 | - d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; | |
| 225 | - d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 226 | - d3dpp.EnableAutoDepthStencil = TRUE; | |
| 227 | - d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 228 | - d3dpp.FullScreen_RefreshRateInHz = 0; | |
| 229 | - } | |
| 230 | - else{ | |
| 231 | - D3DDISPLAYMODE dispmode; | |
| 232 | - pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &dispmode); | |
| 233 | - | |
| 234 | - d3dpp.Windowed = FALSE; | |
| 235 | - d3dpp.BackBufferWidth = rec.right; | |
| 236 | - d3dpp.BackBufferHeight = rec.bottom; | |
| 237 | - d3dpp.BackBufferFormat = dispmode.Format; | |
| 238 | - d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 239 | - d3dpp.EnableAutoDepthStencil = TRUE; | |
| 240 | - d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 241 | - d3dpp.FullScreen_RefreshRateInHz = dispmode.RefreshRate; | |
| 242 | - } | |
| 243 | - | |
| 244 | - if( FAILED( pd3dDevice->Reset(&d3dpp) ) ){ | |
| 245 | - return 2; | |
| 246 | - } | |
| 247 | - | |
| 248 | - //描画関係の詳細な設定 | |
| 249 | - if( InitSubset() != 0){ | |
| 250 | - return 2; | |
| 251 | - } | |
| 252 | - | |
| 253 | -#ifdef ENABLE_DEBUGLOG | |
| 254 | - //ログに出力 | |
| 255 | - OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 256 | -#endif | |
| 257 | - | |
| 258 | - return 0; | |
| 259 | -} | |
| 260 | - | |
| 261 | -//! @brief 描画関係の細部設定 | |
| 262 | -//! @attention 初期化時に1度だけ実行してください。 | |
| 263 | -int D3DGraphics::InitSubset() | |
| 264 | -{ | |
| 265 | - //ライト | |
| 266 | - //pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,255,255,255) ); | |
| 267 | - pd3dDevice->LightEnable(0, FALSE); | |
| 268 | - pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); | |
| 269 | - | |
| 270 | - //フォグ | |
| 271 | - float fog_st = 100; | |
| 272 | - float fog_end = 800; | |
| 273 | - pd3dDevice->SetRenderState(D3DRS_FOGENABLE, TRUE); | |
| 274 | - pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, D3DCOLOR_RGBA(0, 0, 0, 0)); | |
| 275 | - pd3dDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); | |
| 276 | - pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE); | |
| 277 | - pd3dDevice->SetRenderState(D3DRS_FOGSTART,*(DWORD*)(&fog_st)); | |
| 278 | - pd3dDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)(&fog_end)); | |
| 279 | - | |
| 280 | - // テクスチャフィルタを使う | |
| 281 | - pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); | |
| 282 | - pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); | |
| 283 | - pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); | |
| 284 | - | |
| 285 | - //ミップマップの詳細レベル (LOD) バイアスを指定する。 | |
| 286 | - float LODBias = -0.2f; | |
| 287 | - pd3dDevice->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, *((LPDWORD)(&LODBias)) ); | |
| 288 | - | |
| 289 | - //アルファ・ブレンディングを行う | |
| 290 | - pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); | |
| 291 | - | |
| 292 | - //透過処理を行う | |
| 293 | - pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); | |
| 294 | - pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); | |
| 295 | - | |
| 296 | - //アルファテストに対応しているかチェック | |
| 297 | - D3DCAPS9 Caps; | |
| 298 | - pd3dDevice->GetDeviceCaps(&Caps); | |
| 299 | - if( Caps.AlphaCmpCaps & D3DPCMPCAPS_GREATEREQUAL ){ | |
| 300 | - //アルファテスト設定 | |
| 301 | - // 完全に透明なピクセルは描画しない | |
| 302 | - pd3dDevice->SetRenderState(D3DRS_ALPHAREF, (DWORD)0x00000001); | |
| 303 | - pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); | |
| 304 | - pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); | |
| 305 | - } | |
| 306 | - | |
| 307 | - //深度バッファ比較関数 | |
| 308 | - pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); | |
| 309 | - pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS); | |
| 310 | - | |
| 311 | - //ポリゴンの裏・表 | |
| 312 | - pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); | |
| 313 | - | |
| 314 | - | |
| 315 | - //テキストスプライト初期化 | |
| 316 | - if( FAILED( D3DXCreateSprite( pd3dDevice, &ptextsprite ) ) ){ | |
| 317 | - return 1; | |
| 318 | - } | |
| 319 | - //フォント名:MS ゴシック サイズ:18 | |
| 320 | - HRESULT hr = D3DXCreateFont( pd3dDevice, -18, 0, FW_NORMAL, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, | |
| 321 | - DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "MS ゴシック", &pxmsfont); | |
| 322 | - if( FAILED(hr) ) return 1; | |
| 323 | - | |
| 324 | - //テクスチャフォント用画像を取得 | |
| 325 | - TextureFont = LoadTexture(TextureFontFname, true, false); | |
| 326 | - return 0; | |
| 327 | -} | |
| 328 | - | |
| 329 | -//! @brief デバイスのリソースを解放 | |
| 330 | -void D3DGraphics::CleanupD3Dresource() | |
| 331 | -{ | |
| 332 | - if( TextureFont != -1 ){ CleanupTexture(TextureFont); } | |
| 333 | - if( pxmsfont != NULL ){ | |
| 334 | - pxmsfont->Release(); | |
| 335 | - pxmsfont = NULL; | |
| 336 | - } | |
| 337 | - if( ptextsprite != NULL ){ ptextsprite->Release(); } | |
| 338 | - | |
| 339 | - CleanupMapdata(); | |
| 340 | - | |
| 341 | - for(int i=0; i<MAX_MODEL; i++){ | |
| 342 | - CleanupModel(i); | |
| 343 | - } | |
| 344 | - for(int i=0; i<MAX_TEXTURE; i++){ | |
| 345 | - CleanupTexture(i); | |
| 346 | - } | |
| 347 | -} | |
| 348 | - | |
| 349 | -//! @brief モデルファイルを読み込む(.x) | |
| 350 | -//! @param filename ファイル名 | |
| 351 | -//! @return 成功:モデル認識番号(0以上) 失敗:-1 | |
| 352 | -int D3DGraphics::LoadModel(char* filename) | |
| 353 | -{ | |
| 354 | -#ifdef ENABLE_DEBUGLOG | |
| 355 | - //ログに出力 | |
| 356 | - OutputLog.WriteLog(LOG_LOAD, "モデル", filename); | |
| 357 | -#endif | |
| 358 | - | |
| 359 | - int id = -1; | |
| 360 | - | |
| 361 | - //空いている要素を探す | |
| 362 | - for(int i=0; i<MAX_MODEL; i++){ | |
| 363 | - if( pmesh[i] == NULL ){ | |
| 364 | - id = i; | |
| 365 | - break; | |
| 366 | - } | |
| 367 | - } | |
| 368 | - if( id == -1 ){ return -1; } | |
| 369 | - | |
| 370 | - LPD3DXBUFFER pD3DXMtrlBuffer; | |
| 371 | - | |
| 372 | -#ifdef PATH_DELIMITER_SLASH | |
| 373 | - //パス区切り文字を変換 | |
| 374 | - filename = ChangePathDelimiter(filename); | |
| 375 | -#endif | |
| 376 | - | |
| 377 | - //.xファイルをバッファーに読み込む | |
| 378 | - if( FAILED( D3DXLoadMeshFromX( filename, D3DXMESH_SYSTEMMEM, pd3dDevice, NULL, | |
| 379 | - &pD3DXMtrlBuffer, NULL, &nummaterials[id], &pmesh[id] ) ) ) { | |
| 380 | - return -1; | |
| 381 | - } | |
| 382 | - | |
| 383 | - //マテリアル情報を取得 | |
| 384 | - D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); | |
| 385 | - int num = nummaterials[id]; | |
| 386 | - pmaterials[id] = new D3DMATERIAL9[num]; | |
| 387 | - if( pmaterials[id] == NULL ) return -1; | |
| 388 | - | |
| 389 | - //構造体に代入 | |
| 390 | - for( int i=0; i<num; i=i+1 ){ | |
| 391 | - pmaterials[id][i] = d3dxMaterials[i].MatD3D; | |
| 392 | - pmaterials[id][i].Ambient = pmaterials[id][i].Diffuse; | |
| 393 | - } | |
| 394 | - | |
| 395 | - //バッファを開放 | |
| 396 | - pD3DXMtrlBuffer->Release(); | |
| 397 | - | |
| 398 | -#ifdef ENABLE_DEBUGLOG | |
| 399 | - //ログに出力 | |
| 400 | - OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 401 | -#endif | |
| 402 | - return id; | |
| 403 | -} | |
| 404 | - | |
| 405 | -//! @brief モデルファイルの中間データを作成(モーフィング) | |
| 406 | -//! @param idA モデルAの認識番号 | |
| 407 | -//! @param idB モデルBの認識番号 | |
| 408 | -//! @return 成功:新しいモデル認識番号(0以上) 失敗:-1 | |
| 409 | -//! @attention モデルAとモデルBは、頂点数・ポリゴン数・インデックスが同じである必要があります。 | |
| 410 | -//! @attention それぞれのモデルデータが正しくないか 頂点数が異なる場合、実行に失敗します。 | |
| 411 | -int D3DGraphics::MorphingModel(int idA, int idB) | |
| 412 | -{ | |
| 413 | -#ifdef ENABLE_DEBUGLOG | |
| 414 | - char str[128]; | |
| 415 | - sprintf(str, "中間データ作成 ID:%d and %d", idA, idB); | |
| 416 | - | |
| 417 | - //ログに出力 | |
| 418 | - OutputLog.WriteLog(LOG_LOAD, "モデル", str); | |
| 419 | -#endif | |
| 420 | - | |
| 421 | - //データが正しいか調べる | |
| 422 | - if( (idA < 0)||((MAX_MODEL -1) < idA) ){ return -1; } | |
| 423 | - if( pmesh[idA] == NULL ){ return -1; } | |
| 424 | - if( (idB < 0)||((MAX_MODEL -1) < idB) ){ return -1; } | |
| 425 | - if( pmesh[idB] == NULL ){ return -1; } | |
| 426 | - | |
| 427 | - int idN = -1; | |
| 428 | - int numvA, numvB; | |
| 429 | - LPDIRECT3DVERTEXBUFFER9 pvbA, pvbB, pvbN; | |
| 430 | - D3DXVECTOR3 *pVerticesA, *pVerticesB, *pVerticesN; | |
| 431 | - int FVFsize; | |
| 432 | - | |
| 433 | - //空いている要素を探す | |
| 434 | - for(int i=0; i<MAX_MODEL; i++){ | |
| 435 | - if( pmesh[i] == NULL ){ | |
| 436 | - idN = i; | |
| 437 | - break; | |
| 438 | - } | |
| 439 | - } | |
| 440 | - if( idN == -1 ){ return -1; } | |
| 441 | - | |
| 442 | - //頂点数を取得 | |
| 443 | - numvA = pmesh[idA]->GetNumVertices(); | |
| 444 | - numvB = pmesh[idB]->GetNumVertices(); | |
| 445 | - | |
| 446 | - //頂点数が同じかどうか調べる | |
| 447 | - if( numvA != numvB ){ return -1; } | |
| 448 | - | |
| 449 | - //頂点データをコピー(実質的に領域確保用のダミー) | |
| 450 | - if( pmesh[idA]->CloneMeshFVF(pmesh[idA]->GetOptions(), pmesh[idA]->GetFVF(), pd3dDevice, &pmesh[idN]) != D3D_OK ){ | |
| 451 | - return -1; | |
| 452 | - } | |
| 453 | - | |
| 454 | - //マテリアル情報をコピー | |
| 455 | - int num = nummaterials[idA]; | |
| 456 | - nummaterials[idN] = nummaterials[idA]; | |
| 457 | - pmaterials[idN] = new D3DMATERIAL9[num]; | |
| 458 | - if( pmaterials[idN] == NULL ) return -1; | |
| 459 | - for( int i=0; i<num; i=i+1 ){ | |
| 460 | - pmaterials[idN][i] = pmaterials[idA][i]; | |
| 461 | - } | |
| 462 | - | |
| 463 | - //バッファーを取得 | |
| 464 | - pmesh[idA]->GetVertexBuffer(&pvbA); | |
| 465 | - pmesh[idB]->GetVertexBuffer(&pvbB); | |
| 466 | - pmesh[idN]->GetVertexBuffer(&pvbN); | |
| 467 | - | |
| 468 | - //1頂点当たりのバイト数取得 | |
| 469 | - FVFsize = D3DXGetFVFVertexSize(pmesh[idN]->GetFVF()); | |
| 470 | - | |
| 471 | - //各頂点を読み出し計算 | |
| 472 | - for(int i=0; i<numvA; i++){ | |
| 473 | - pvbA->Lock(i*FVFsize, sizeof(D3DXVECTOR3), (void**)&pVerticesA, D3DLOCK_READONLY); | |
| 474 | - pvbB->Lock(i*FVFsize, sizeof(D3DXVECTOR3), (void**)&pVerticesB, D3DLOCK_READONLY); | |
| 475 | - pvbN->Lock(i*FVFsize, sizeof(D3DXVECTOR3), (void**)&pVerticesN, 0); | |
| 476 | - | |
| 477 | - //平均化 | |
| 478 | - pVerticesN->x = (pVerticesA->x + pVerticesB->x)/2; | |
| 479 | - pVerticesN->y = (pVerticesA->y + pVerticesB->y)/2; | |
| 480 | - pVerticesN->z = (pVerticesA->z + pVerticesB->z)/2; | |
| 481 | - | |
| 482 | - pvbA->Unlock(); | |
| 483 | - pvbB->Unlock(); | |
| 484 | - pvbN->Unlock(); | |
| 485 | - } | |
| 486 | - | |
| 487 | -#ifdef ENABLE_DEBUGLOG | |
| 488 | - //ログに出力 | |
| 489 | - OutputLog.WriteLog(LOG_COMPLETE, "", idN); | |
| 490 | -#endif | |
| 491 | - return idN; | |
| 492 | -} | |
| 493 | - | |
| 494 | -//! @brief モデルファイルを解放 | |
| 495 | -//! @param id モデル認識番号 | |
| 496 | -void D3DGraphics::CleanupModel(int id) | |
| 497 | -{ | |
| 498 | - if( (id < 0)||((MAX_MODEL -1) < id) ){ return; } | |
| 499 | - if( pmesh[id] != NULL ){ | |
| 500 | - delete [] pmaterials[id]; | |
| 501 | - | |
| 502 | - pmesh[id]->Release(); | |
| 503 | - pmesh[id] = NULL; | |
| 504 | - | |
| 505 | -#ifdef ENABLE_DEBUGLOG | |
| 506 | - //ログに出力 | |
| 507 | - OutputLog.WriteLog(LOG_CLEANUP, "モデル", id); | |
| 508 | -#endif | |
| 509 | - } | |
| 510 | -} | |
| 511 | - | |
| 512 | -//! @brief テクスチャを読み込む | |
| 513 | -//! @param filename ファイル名 | |
| 514 | -//! @param texturefont テクスチャフォントフラグ | |
| 515 | -//! @param BlackTransparent 黒を透過する | |
| 516 | -//! @return 成功:テクスチャ認識番号(0以上) 失敗:-1 | |
| 517 | -int D3DGraphics::LoadTexture(char* filename, bool texturefont, bool BlackTransparent) | |
| 518 | -{ | |
| 519 | - int id = -1; | |
| 520 | - D3DXIMAGE_INFO info; | |
| 521 | - int MipLevels; | |
| 522 | - | |
| 523 | -#ifdef ENABLE_DEBUGLOG | |
| 524 | - //ログに出力 | |
| 525 | - OutputLog.WriteLog(LOG_LOAD, "テクスチャ", filename); | |
| 526 | -#endif | |
| 527 | - | |
| 528 | - //空いている認識番号を探す | |
| 529 | - for(int i=0; i<MAX_TEXTURE; i++){ | |
| 530 | - if( ptextures[i] == NULL ){ | |
| 531 | - id = i; | |
| 532 | - break; | |
| 533 | - } | |
| 534 | - } | |
| 535 | - if( id == -1 ){ return -1; } | |
| 536 | - | |
| 537 | -#ifdef PATH_DELIMITER_SLASH | |
| 538 | - //パス区切り文字を変換 | |
| 539 | - filename = ChangePathDelimiter(filename); | |
| 540 | -#endif | |
| 541 | - | |
| 542 | - //ファイル情報を取得 | |
| 543 | - if( D3DXGetImageInfoFromFile(filename, &info) != D3D_OK ){ return -1; } | |
| 544 | - | |
| 545 | - //ミップマップレベルを設定 | |
| 546 | - if( texturefont == true ){ | |
| 547 | - MipLevels = 1; | |
| 548 | - } | |
| 549 | - else{ | |
| 550 | - MipLevels = 4;//D3DX_DEFAULT; | |
| 551 | - } | |
| 552 | - | |
| 553 | - //テクスチャを読み込む | |
| 554 | - if( BlackTransparent == false ){ | |
| 555 | - if( FAILED( D3DXCreateTextureFromFileEx(pd3dDevice, filename, info.Width, info.Height, MipLevels, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0x00000000, NULL, NULL, &ptextures[id]) ) ) { | |
| 556 | - return -1; | |
| 557 | - } | |
| 558 | - } | |
| 559 | - else{ | |
| 560 | - if( FAILED( D3DXCreateTextureFromFileEx(pd3dDevice, filename, info.Width, info.Height, MipLevels, 0, D3DFMT_A1R5G5B5, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_ARGB(255, 0, 0, 0), NULL, NULL, &ptextures[id]) ) ) { | |
| 561 | - return -1; | |
| 562 | - } | |
| 563 | - } | |
| 564 | - | |
| 565 | -#ifdef ENABLE_DEBUGLOG | |
| 566 | - //ログに出力 | |
| 567 | - OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 568 | -#endif | |
| 569 | - return id; | |
| 570 | -} | |
| 571 | - | |
| 572 | -//! @brief テクスチャのサイズを取得 | |
| 573 | -//! @param id テクスチャ認識番号 | |
| 574 | -//! @param width 幅を受け取るポインタ | |
| 575 | -//! @param height 高さを受け取るポインタ | |
| 576 | -//! @return 成功:0 失敗:1 | |
| 577 | -//! @attention サーフェイスのサイズを取得します。GPUにロードされたサイズであり、テクスチャ(現物)と異なる場合があります。 | |
| 578 | -int D3DGraphics::GetTextureSize(int id, int *width, int *height) | |
| 579 | -{ | |
| 580 | - //無効な認識番号が指定されていたら、処理せず返す。 | |
| 581 | - if( id == -1 ){ return 1; } | |
| 582 | - if( ptextures[id] == NULL ){ return 1; } | |
| 583 | - | |
| 584 | - IDirect3DSurface9 *surface; | |
| 585 | - D3DSURFACE_DESC desc; | |
| 586 | - | |
| 587 | - //サーフェイスを取得 | |
| 588 | - ptextures[id]->GetSurfaceLevel(0, &surface); | |
| 589 | - | |
| 590 | - //幅と高さを取得 | |
| 591 | - surface->GetDesc(&desc); | |
| 592 | - *width = desc.Width; | |
| 593 | - *height = desc.Height; | |
| 594 | - | |
| 595 | - //サーフェイスを開放 | |
| 596 | - surface->Release(); | |
| 597 | - | |
| 598 | - return 0; | |
| 599 | -} | |
| 600 | - | |
| 601 | -//! @brief テクスチャを解放 | |
| 602 | -//! @param id テクスチャ認識番号 | |
| 603 | -void D3DGraphics::CleanupTexture(int id) | |
| 604 | -{ | |
| 605 | - if( (id < 0)||((MAX_TEXTURE -1) < id) ){ return; } | |
| 606 | - if( ptextures[id] != NULL ){ | |
| 607 | - ptextures[id]->Release(); | |
| 608 | - ptextures[id] = NULL; | |
| 609 | - | |
| 610 | -#ifdef ENABLE_DEBUGLOG | |
| 611 | - //ログに出力 | |
| 612 | - OutputLog.WriteLog(LOG_CLEANUP, "テクスチャ", id); | |
| 613 | -#endif | |
| 614 | - } | |
| 615 | -} | |
| 616 | - | |
| 617 | -//! @brief 全ての描画処理を開始 | |
| 618 | -//! @return 成功:0 失敗:1 | |
| 619 | -//! @attention 描画処理の最初に呼び出す必要があります。 | |
| 620 | -int D3DGraphics::StartRender() | |
| 621 | -{ | |
| 622 | - if( StartRenderFlag == true ){ return 1; } | |
| 623 | - | |
| 624 | - //領域を初期化 | |
| 625 | - pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); | |
| 626 | - | |
| 627 | - if( SUCCEEDED( pd3dDevice->BeginScene() ) ){ | |
| 628 | - //Zバッファ初期化 | |
| 629 | - pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); | |
| 630 | - | |
| 631 | - //座標ゼロ地点にワールド変換行列 | |
| 632 | - ResetWorldTransform(); | |
| 633 | - | |
| 634 | - //描画中のフラグを立てる | |
| 635 | - StartRenderFlag = true; | |
| 636 | - return 0; | |
| 637 | - } | |
| 638 | - | |
| 639 | - return 1; | |
| 640 | -} | |
| 641 | - | |
| 642 | -//! @brief 全ての描画処理を終了 | |
| 643 | -//! @return 成功:false 失敗:true | |
| 644 | -//! @attention 描画処理の最後に呼び出す必要があります。 | |
| 645 | -bool D3DGraphics::EndRender() | |
| 646 | -{ | |
| 647 | - //描画中なら終了 | |
| 648 | - if( StartRenderFlag == true ){ | |
| 649 | - pd3dDevice->EndScene(); | |
| 650 | - } | |
| 651 | - | |
| 652 | - HRESULT hr = pd3dDevice->Present(NULL, NULL, NULL, NULL); | |
| 653 | - | |
| 654 | - //フラグを false に | |
| 655 | - StartRenderFlag = false; | |
| 656 | - | |
| 657 | - if( hr == D3DERR_DEVICELOST ){ | |
| 658 | - return true; | |
| 659 | - } | |
| 660 | - return false; | |
| 661 | -} | |
| 662 | - | |
| 663 | -//! @brief Zバッファをリセット | |
| 664 | -void D3DGraphics::ResetZbuffer() | |
| 665 | -{ | |
| 666 | - //Zバッファを一度無効にし、初期化後、再度有効に | |
| 667 | - pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); | |
| 668 | - pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); | |
| 669 | - pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); | |
| 670 | -} | |
| 671 | - | |
| 672 | -//! @brief ワールド空間を原点(0,0,0)に戻す など | |
| 673 | -void D3DGraphics::ResetWorldTransform() | |
| 674 | -{ | |
| 675 | - D3DXMATRIX matWorld; | |
| 676 | - D3DXMatrixIdentity(&matWorld); | |
| 677 | - pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); | |
| 678 | -} | |
| 679 | - | |
| 680 | -//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 681 | -//! @param x X座標 | |
| 682 | -//! @param y Y座標 | |
| 683 | -//! @param z Z座標 | |
| 684 | -//! @param rx 横軸角度 | |
| 685 | -//! @param ry 縦軸角度 | |
| 686 | -//! @param size 拡大率 | |
| 687 | -void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry, float size) | |
| 688 | -{ | |
| 689 | - SetWorldTransform(x, y, z, rx, ry, 0.0f, size); | |
| 690 | -} | |
| 691 | - | |
| 692 | -//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 693 | -//! @param x X座標 | |
| 694 | -//! @param y Y座標 | |
| 695 | -//! @param z Z座標 | |
| 696 | -//! @param rx 横軸角度 | |
| 697 | -//! @param ry1 縦軸角度 | |
| 698 | -//! @param ry2 縦軸角度 | |
| 699 | -//! @param size 拡大率 | |
| 700 | -void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry1, float ry2, float size) | |
| 701 | -{ | |
| 702 | - D3DXMATRIX matWorld; | |
| 703 | - D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5; | |
| 704 | - | |
| 705 | - //行列を作成 | |
| 706 | - D3DXMatrixTranslation(&matWorld1, x, y, z); | |
| 707 | - D3DXMatrixRotationY(&matWorld2, rx); | |
| 708 | - D3DXMatrixRotationX(&matWorld3, ry1); | |
| 709 | - D3DXMatrixRotationZ(&matWorld4, ry2); | |
| 710 | - D3DXMatrixScaling(&matWorld5, size, size, size); | |
| 711 | - | |
| 712 | - //計算 | |
| 713 | - matWorld = matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 714 | - | |
| 715 | - //適用 | |
| 716 | - pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 717 | -} | |
| 718 | - | |
| 719 | -//! @brief ワールド空間の座標・角度・拡大率を設定(エフェクト用) | |
| 720 | -//! @param x X座標 | |
| 721 | -//! @param y Y座標 | |
| 722 | -//! @param z Z座標 | |
| 723 | -//! @param rx 横軸角度 | |
| 724 | -//! @param ry 縦軸角度 | |
| 725 | -//! @param rt 回転角度 | |
| 726 | -//! @param size 拡大率 | |
| 727 | -void D3DGraphics::SetWorldTransformEffect(float x, float y, float z, float rx, float ry, float rt, float size) | |
| 728 | -{ | |
| 729 | - D3DXMATRIX matWorld; | |
| 730 | - D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5; | |
| 731 | - | |
| 732 | - //行列を作成 | |
| 733 | - D3DXMatrixTranslation(&matWorld1, x, y, z); | |
| 734 | - D3DXMatrixRotationY(&matWorld2, rx); | |
| 735 | - D3DXMatrixRotationZ(&matWorld3, ry); | |
| 736 | - D3DXMatrixRotationX(&matWorld4, rt); | |
| 737 | - D3DXMatrixScaling(&matWorld5, size, size, size); | |
| 738 | - | |
| 739 | - //計算 | |
| 740 | - matWorld = matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 741 | - | |
| 742 | - //適用 | |
| 743 | - pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 744 | -} | |
| 745 | - | |
| 746 | -//! @brief ワールド空間を人が武器を持つ場所に設定 | |
| 747 | -//! @param x X座標 | |
| 748 | -//! @param y Y座標 | |
| 749 | -//! @param z Z座標 | |
| 750 | -//! @param mx 手元を原点にした モデルのX座標 | |
| 751 | -//! @param my 手元を原点にした モデルのY座標 | |
| 752 | -//! @param mz 手元を原点にした モデルのZ座標 | |
| 753 | -//! @param rx 横軸角度 | |
| 754 | -//! @param ry 縦軸角度 | |
| 755 | -//! @param size 拡大率 | |
| 756 | -void D3DGraphics::SetWorldTransformHumanWeapon(float x, float y, float z, float mx, float my, float mz, float rx, float ry, float size) | |
| 757 | -{ | |
| 758 | - D3DXMATRIX matWorld; | |
| 759 | - D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5; | |
| 760 | - | |
| 761 | - //行列を作成 | |
| 762 | - D3DXMatrixTranslation(&matWorld1, x, y, z); | |
| 763 | - D3DXMatrixRotationY(&matWorld2, rx); | |
| 764 | - D3DXMatrixRotationX(&matWorld3, ry); | |
| 765 | - D3DXMatrixTranslation(&matWorld4, mx, my, mz); | |
| 766 | - D3DXMatrixScaling(&matWorld5, size, size, size); | |
| 767 | - | |
| 768 | - //計算 | |
| 769 | - matWorld = matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 770 | - | |
| 771 | - //適用 | |
| 772 | - pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 773 | -} | |
| 774 | - | |
| 775 | -//! @brief ワールド空間を所持している武器を表示する場所に設定 | |
| 776 | -//! @param rotation 武器を回転させる | |
| 777 | -//! @param camera_x カメラのX座標 | |
| 778 | -//! @param camera_y カメラのY座標 | |
| 779 | -//! @param camera_z カメラのZ座標 | |
| 780 | -//! @param camera_rx カメラの横軸角度 | |
| 781 | -//! @param camera_ry カメラの縦軸角度 | |
| 782 | -//! @param rx 武器のの縦軸角度 | |
| 783 | -//! @param size 表示サイズ | |
| 784 | -//! @note rotation・・ true:現在持っている武器です。 false:予備の武器です。(rx は無視されます) | |
| 785 | -//! @todo 位置やサイズの微調整 | |
| 786 | -void D3DGraphics::SetWorldTransformPlayerWeapon(bool rotation, float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, float rx, float size) | |
| 787 | -{ | |
| 788 | - D3DXMATRIX matWorld; | |
| 789 | - D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5, matWorld6; | |
| 790 | - | |
| 791 | - size = size * 0.3f; | |
| 792 | - | |
| 793 | - //行列を作成 | |
| 794 | - D3DXMatrixTranslation(&matWorld1, camera_x, camera_y, camera_z); | |
| 795 | - D3DXMatrixRotationY(&matWorld2, camera_rx *-1); | |
| 796 | - D3DXMatrixRotationZ(&matWorld3, camera_ry); | |
| 797 | - // matWorld4 = [奥行き, 縦, 横] | |
| 798 | - if( rotation == true ){ | |
| 799 | - D3DXMatrixTranslation(&matWorld4, HUD_myweapon_x[0], HUD_myweapon_y[0], HUD_myweapon_z[0]); | |
| 800 | - D3DXMatrixRotationY(&matWorld5, rx); | |
| 801 | - } | |
| 802 | - else{ | |
| 803 | - D3DXMatrixTranslation(&matWorld4, HUD_myweapon_x[1], HUD_myweapon_y[1], HUD_myweapon_z[1]); | |
| 804 | - D3DXMatrixRotationY(&matWorld5, D3DX_PI); | |
| 805 | - } | |
| 806 | - D3DXMatrixScaling(&matWorld6, size, size, size); | |
| 807 | - | |
| 808 | - //計算 | |
| 809 | - matWorld = matWorld6 * matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 810 | - | |
| 811 | - //適用 | |
| 812 | - pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 813 | -} | |
| 814 | - | |
| 815 | -//! @brief ワールド空間の座標を取得 | |
| 816 | -//! @param *x x軸を受け取るポインタ | |
| 817 | -//! @param *y y軸を受け取るポインタ | |
| 818 | -//! @param *z z軸を受け取るポインタ | |
| 819 | -void D3DGraphics::GetWorldTransformPos(float *x, float *y, float *z) | |
| 820 | -{ | |
| 821 | - D3DXMATRIX matWorld; | |
| 822 | - pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld ); | |
| 823 | - *x = matWorld._41; | |
| 824 | - *y = matWorld._42; | |
| 825 | - *z = matWorld._43; | |
| 826 | -} | |
| 827 | - | |
| 828 | -//! @brief フォグを設定 | |
| 829 | -//! @param skynumber 空の番号 | |
| 830 | -void D3DGraphics::SetFog(int skynumber) | |
| 831 | -{ | |
| 832 | - D3DCOLOR skycolor; | |
| 833 | - | |
| 834 | - //空の番号により色を決定 | |
| 835 | - switch(skynumber){ | |
| 836 | - case 1: skycolor = D3DCOLOR_RGBA(64, 64+16, 64, 0); break; | |
| 837 | - case 2: skycolor = D3DCOLOR_RGBA(16, 16, 16, 0); break; | |
| 838 | - case 3: skycolor = D3DCOLOR_RGBA(0, 16, 32, 0); break; | |
| 839 | - case 4: skycolor = D3DCOLOR_RGBA(32, 16, 16, 0); break; | |
| 840 | - case 5: skycolor = D3DCOLOR_RGBA(64, 32, 32, 0); break; | |
| 841 | - default: skycolor = D3DCOLOR_RGBA(0, 0, 0, 0); break; | |
| 842 | - } | |
| 843 | - | |
| 844 | - //フォグを設定 | |
| 845 | - pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, skycolor); | |
| 846 | -} | |
| 847 | - | |
| 848 | -//! @brief カメラ(視点)を設定 | |
| 849 | -//! @param camera_x カメラのX座標 | |
| 850 | -//! @param camera_y カメラのY座標 | |
| 851 | -//! @param camera_z カメラのZ座標 | |
| 852 | -//! @param camera_rx カメラの横軸角度 | |
| 853 | -//! @param camera_ry カメラの縦軸角度 | |
| 854 | -//! @param viewangle 視野角 | |
| 855 | -void D3DGraphics::SetCamera(float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, float viewangle) | |
| 856 | -{ | |
| 857 | - float vUpVecF; | |
| 858 | - D3DXMATRIX matWorld; | |
| 859 | - D3DXMATRIXA16 matView; | |
| 860 | - | |
| 861 | - //camera_ryを -PI〜PI の間に正規化 | |
| 862 | - for(; camera_ry>D3DX_PI; camera_ry -= D3DX_PI*2){} | |
| 863 | - for(; camera_ry<D3DX_PI*-1; camera_ry += D3DX_PI*2){} | |
| 864 | - | |
| 865 | - //カメラの向きを決定 | |
| 866 | - if( fabs(camera_ry) < D3DX_PI/2 ){ | |
| 867 | - vUpVecF = 1.0f; | |
| 868 | - } | |
| 869 | - else{ | |
| 870 | - vUpVecF = -1.0f; | |
| 871 | - } | |
| 872 | - | |
| 873 | - D3DXMatrixIdentity(&matWorld); | |
| 874 | - pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); | |
| 875 | - | |
| 876 | - //カメラ座標 | |
| 877 | - D3DXVECTOR3 vEyePt( camera_x, camera_y, camera_z ); | |
| 878 | - D3DXVECTOR3 vLookatPt( cos(camera_rx)*cos(camera_ry) + camera_x, sin(camera_ry) + camera_y, sin(camera_rx)*cos(camera_ry) + camera_z ); | |
| 879 | - D3DXVECTOR3 vUpVec( 0.0f, vUpVecF, 0.0f ); | |
| 880 | - D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); | |
| 881 | - pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); | |
| 882 | - | |
| 883 | - //カメラ設定(射影変換行列)viewangle | |
| 884 | - D3DXMATRIXA16 matProj; | |
| 885 | - D3DXMatrixPerspectiveFovLH( &matProj, viewangle, aspect, CLIPPINGPLANE_NEAR, CLIPPINGPLANE_FAR); | |
| 886 | - pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj); | |
| 887 | -} | |
| 888 | - | |
| 889 | -//! @brief マップデータを取り込む | |
| 890 | -//! @param in_blockdata ブロックデータ | |
| 891 | -//! @param directory ブロックデータが存在するディレクトリ | |
| 892 | -void D3DGraphics::LoadMapdata(BlockDataInterface* in_blockdata, char *directory) | |
| 893 | -{ | |
| 894 | - //ブロックデータが指定されていなければ、処理しない。 | |
| 895 | - if( in_blockdata == NULL ){ return; } | |
| 896 | - | |
| 897 | - char fname[MAX_PATH]; | |
| 898 | - char fnamefull[MAX_PATH]; | |
| 899 | - //int bs; | |
| 900 | - struct blockdata data; | |
| 901 | - int vID[4]; | |
| 902 | - int uvID[4]; | |
| 903 | - | |
| 904 | - //クラスを設定 | |
| 905 | - blockdata = in_blockdata; | |
| 906 | - | |
| 907 | - //テクスチャ読み込み | |
| 908 | - for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 909 | - //テクスチャ名を取得 | |
| 910 | - blockdata->GetTexture(fname, i); | |
| 911 | - | |
| 912 | - if( strcmp(fname, "") == 0 ){ //指定されていなければ、処理しない | |
| 913 | - mapTextureID[i] = -1; | |
| 914 | - } | |
| 915 | - else{ | |
| 916 | - //「ディレクトリ+ファイル名」を生成し、読み込む | |
| 917 | - strcpy(fnamefull, directory); | |
| 918 | - strcat(fnamefull, fname); | |
| 919 | - mapTextureID[i] = LoadTexture(fnamefull, false, false); | |
| 920 | - } | |
| 921 | - } | |
| 922 | - | |
| 923 | -#ifdef ENABLE_DEBUGLOG | |
| 924 | - //ログに出力 | |
| 925 | - OutputLog.WriteLog(LOG_LOAD, "マップ", "(頂点データ)"); | |
| 926 | -#endif | |
| 927 | - | |
| 928 | -#ifdef BLOCKDATA_GPUMEMORY | |
| 929 | - VERTEXTXTA* pVertices; | |
| 930 | - | |
| 931 | - //ブロック数を取得 | |
| 932 | - bs = blockdata->GetTotaldatas(); | |
| 933 | - | |
| 934 | - //ブロック数分のバッファーを作成 | |
| 935 | - pd3dDevice->CreateVertexBuffer(bs*6*4*sizeof(VERTEXTXTA),0,D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1,D3DPOOL_DEFAULT,&g_pVB,NULL); | |
| 936 | - | |
| 937 | - for(int i=0; i<bs; i++){ | |
| 938 | - //データを取得 | |
| 939 | - blockdata->Getdata(&data, i); | |
| 940 | - | |
| 941 | - for(int j=0; j<6; j++){ | |
| 942 | - //面の頂点データの関連付けを取得 | |
| 943 | - blockdataface(j, &vID[0], &uvID[0]); | |
| 944 | - | |
| 945 | - //GPUをロック(1面分) | |
| 946 | - g_pVB->Lock((i*6+j)*4*sizeof(VERTEXTXTA), 4*sizeof(VERTEXTXTA), (void**)&pVertices, 0); | |
| 947 | - | |
| 948 | - //頂点座標・UV座標・色を設定 | |
| 949 | - pVertices[0].position = D3DXVECTOR3( data.x[ vID[1] ], data.y[ vID[1] ], data.z[ vID[1] ] ); | |
| 950 | - pVertices[0].tu = data.material[j].u[ uvID[1] ]; | |
| 951 | - pVertices[0].tv = data.material[j].v[ uvID[1] ]; | |
| 952 | - pVertices[1].position = D3DXVECTOR3( data.x[ vID[2] ], data.y[ vID[2] ], data.z[ vID[2] ] ); | |
| 953 | - pVertices[1].tu = data.material[j].u[ uvID[2] ]; | |
| 954 | - pVertices[1].tv = data.material[j].v[ uvID[2] ]; | |
| 955 | - pVertices[2].position = D3DXVECTOR3( data.x[ vID[0] ], data.y[ vID[0] ], data.z[ vID[0] ] ); | |
| 956 | - pVertices[2].tu = data.material[j].u[ uvID[0] ]; | |
| 957 | - pVertices[2].tv = data.material[j].v[ uvID[0] ]; | |
| 958 | - pVertices[3].position = D3DXVECTOR3( data.x[ vID[3] ], data.y[ vID[3] ], data.z[ vID[3] ] ); | |
| 959 | - pVertices[3].tu = data.material[j].u[ uvID[3] ]; | |
| 960 | - pVertices[3].tv = data.material[j].v[ uvID[3] ]; | |
| 961 | - for(int k=0; k<4; k++){ | |
| 962 | - pVertices[k].color = D3DCOLOR_COLORVALUE(data.material[j].shadow, data.material[j].shadow, data.material[j].shadow, 1.0f); | |
| 963 | - } | |
| 964 | - | |
| 965 | - //GPUのロックを解除 | |
| 966 | - g_pVB->Unlock(); | |
| 967 | - } | |
| 968 | - } | |
| 969 | -#else | |
| 970 | - //ブロック数を取得 | |
| 971 | - bs = blockdata->GetTotaldatas(); | |
| 972 | - | |
| 973 | - for(int i=0; i<bs; i++){ | |
| 974 | - //データを取得 | |
| 975 | - blockdata->Getdata(&data, i); | |
| 976 | - | |
| 977 | - for(int j=0; j<6; j++){ | |
| 978 | - //面の頂点データの関連付けを取得 | |
| 979 | - blockdataface(j, vID, uvID); | |
| 980 | - | |
| 981 | - //頂点座標・UV座標・色を設定 | |
| 982 | - g_pVertices[i][j][0].position = D3DXVECTOR3( data.x[ vID[1] ], data.y[ vID[1] ], data.z[ vID[1] ] ); | |
| 983 | - g_pVertices[i][j][0].tu = data.material[j].u[ uvID[1] ]; | |
| 984 | - g_pVertices[i][j][0].tv = data.material[j].v[ uvID[1] ]; | |
| 985 | - g_pVertices[i][j][1].position = D3DXVECTOR3( data.x[ vID[2] ], data.y[ vID[2] ], data.z[ vID[2] ] ); | |
| 986 | - g_pVertices[i][j][1].tu = data.material[j].u[ uvID[2] ]; | |
| 987 | - g_pVertices[i][j][1].tv = data.material[j].v[ uvID[2] ]; | |
| 988 | - g_pVertices[i][j][2].position = D3DXVECTOR3( data.x[ vID[0] ], data.y[ vID[0] ], data.z[ vID[0] ] ); | |
| 989 | - g_pVertices[i][j][2].tu = data.material[j].u[ uvID[0] ]; | |
| 990 | - g_pVertices[i][j][2].tv = data.material[j].v[ uvID[0] ]; | |
| 991 | - g_pVertices[i][j][3].position = D3DXVECTOR3( data.x[ vID[3] ], data.y[ vID[3] ], data.z[ vID[3] ] ); | |
| 992 | - g_pVertices[i][j][3].tu = data.material[j].u[ uvID[3] ]; | |
| 993 | - g_pVertices[i][j][3].tv = data.material[j].v[ uvID[3] ]; | |
| 994 | - for(int k=0; k<4; k++){ | |
| 995 | - g_pVertices[i][j][k].color = D3DCOLOR_COLORVALUE(data.material[j].shadow, data.material[j].shadow, data.material[j].shadow, 1.0f); | |
| 996 | - } | |
| 997 | - } | |
| 998 | - } | |
| 999 | -#endif | |
| 1000 | - | |
| 1001 | -#ifdef ENABLE_DEBUGLOG | |
| 1002 | - //ログに出力 | |
| 1003 | - OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 1004 | -#endif | |
| 1005 | -} | |
| 1006 | - | |
| 1007 | -//! @brief マップデータを描画 | |
| 1008 | -//! @param wireframe ワイヤーフレーム表示 | |
| 1009 | -void D3DGraphics::DrawMapdata(bool wireframe) | |
| 1010 | -{ | |
| 1011 | - //ブロックデータが読み込まれていなければ、処理しない。 | |
| 1012 | - if( blockdata == NULL ){ return; } | |
| 1013 | - | |
| 1014 | - struct blockdata data; | |
| 1015 | - int textureID; | |
| 1016 | - | |
| 1017 | - if( wireframe == true ){ | |
| 1018 | - //ワイヤーフレーム表示 | |
| 1019 | - for(int i=0; i<bs; i++){ | |
| 1020 | - blockdata->Getdata(&data, i); | |
| 1021 | - Drawline(data.x[0], data.y[0], data.z[0], data.x[1], data.y[1], data.z[1]); | |
| 1022 | - Drawline(data.x[1], data.y[1], data.z[1], data.x[2], data.y[2], data.z[2]); | |
| 1023 | - Drawline(data.x[2], data.y[2], data.z[2], data.x[3], data.y[3], data.z[3]); | |
| 1024 | - Drawline(data.x[3], data.y[3], data.z[3], data.x[0], data.y[0], data.z[0]); | |
| 1025 | - Drawline(data.x[4], data.y[4], data.z[4], data.x[5], data.y[5], data.z[5]); | |
| 1026 | - Drawline(data.x[5], data.y[5], data.z[5], data.x[6], data.y[6], data.z[6]); | |
| 1027 | - Drawline(data.x[6], data.y[6], data.z[6], data.x[7], data.y[7], data.z[7]); | |
| 1028 | - Drawline(data.x[7], data.y[7], data.z[7], data.x[4], data.y[4], data.z[4]); | |
| 1029 | - Drawline(data.x[0], data.y[0], data.z[0], data.x[4], data.y[4], data.z[4]); | |
| 1030 | - Drawline(data.x[1], data.y[1], data.z[1], data.x[5], data.y[5], data.z[5]); | |
| 1031 | - Drawline(data.x[2], data.y[2], data.z[2], data.x[6], data.y[6], data.z[6]); | |
| 1032 | - Drawline(data.x[3], data.y[3], data.z[3], data.x[7], data.y[7], data.z[7]); | |
| 1033 | - } | |
| 1034 | - return; | |
| 1035 | - } | |
| 1036 | - | |
| 1037 | - //深度バッファ比較関数を設定 | |
| 1038 | - //pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS); | |
| 1039 | - | |
| 1040 | - | |
| 1041 | -#ifdef BLOCKDATA_GPUMEMORY | |
| 1042 | - //データ設定 | |
| 1043 | - pd3dDevice->SetStreamSource(0,g_pVB,0,sizeof(VERTEXTXTA)); | |
| 1044 | - | |
| 1045 | - for(textureID=0; textureID<TOTAL_BLOCKTEXTURE; textureID++){ | |
| 1046 | - //テクスチャが正常に読み込めていなければ設定 | |
| 1047 | - if( mapTextureID[textureID] == -1 ){ | |
| 1048 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1049 | - pd3dDevice->SetTexture(0, NULL); | |
| 1050 | - } | |
| 1051 | - else if( ptextures[ mapTextureID[textureID] ] == NULL ){ | |
| 1052 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1053 | - pd3dDevice->SetTexture(0, NULL); | |
| 1054 | - } | |
| 1055 | - else{ | |
| 1056 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1057 | - pd3dDevice->SetTexture(0, ptextures[mapTextureID[textureID]] ); | |
| 1058 | - } | |
| 1059 | - | |
| 1060 | - for(int i=0; i<bs; i++){ | |
| 1061 | - //データ取得 | |
| 1062 | - blockdata->Getdata(&data, i); | |
| 1063 | - | |
| 1064 | - for(int j=0; j<6; j++){ | |
| 1065 | - //テクスチャ認識番号を取得 | |
| 1066 | - int ID = data.material[j].textureID; | |
| 1067 | - | |
| 1068 | - if( textureID == ID ){ | |
| 1069 | - //面を描画 | |
| 1070 | - pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, (i*6+j)*4, 2); | |
| 1071 | - } | |
| 1072 | - } | |
| 1073 | - } | |
| 1074 | - } | |
| 1075 | -#else | |
| 1076 | - //データを設定 | |
| 1077 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1078 | - | |
| 1079 | - for(textureID=0; textureID<TOTAL_BLOCKTEXTURE; textureID++){ | |
| 1080 | - //テクスチャが正常に読み込めていなければ設定 | |
| 1081 | - if( mapTextureID[textureID] == -1 ){ | |
| 1082 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1083 | - pd3dDevice->SetTexture(0, NULL); | |
| 1084 | - } | |
| 1085 | - else if( ptextures[ mapTextureID[textureID] ] == NULL ){ | |
| 1086 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1087 | - pd3dDevice->SetTexture(0, NULL); | |
| 1088 | - } | |
| 1089 | - else{ | |
| 1090 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1091 | - pd3dDevice->SetTexture(0, ptextures[mapTextureID[textureID]] ); | |
| 1092 | - } | |
| 1093 | - | |
| 1094 | - for(int i=0; i<bs; i++){ | |
| 1095 | - //データ取得 | |
| 1096 | - blockdata->Getdata(&data, i); | |
| 1097 | - | |
| 1098 | - for(int j=0; j<6; j++){ | |
| 1099 | - //テクスチャ認識番号を取得 | |
| 1100 | - int ID = data.material[j].textureID; | |
| 1101 | - | |
| 1102 | - if( textureID == ID ){ | |
| 1103 | - //面を描画 | |
| 1104 | - pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, g_pVertices[i][j], sizeof(VERTEXTXTA)); | |
| 1105 | - } | |
| 1106 | - } | |
| 1107 | - } | |
| 1108 | - } | |
| 1109 | -#endif | |
| 1110 | - | |
| 1111 | - //深度バッファ比較関数を元に戻す | |
| 1112 | - //pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); | |
| 1113 | -} | |
| 1114 | - | |
| 1115 | -//! @brief マップテクスチャを取得 | |
| 1116 | -//! @param id テクスチャ番号 | |
| 1117 | -//! @return テクスチャ認識番号(失敗:-1) | |
| 1118 | -int D3DGraphics::GetMapTextureID(int id) | |
| 1119 | -{ | |
| 1120 | - if( (id < 0)||((TOTAL_BLOCKTEXTURE -1) < id ) ){ return -1; } | |
| 1121 | - return mapTextureID[id]; | |
| 1122 | -} | |
| 1123 | - | |
| 1124 | -//! @brief マップデータを解放 | |
| 1125 | -void D3DGraphics::CleanupMapdata() | |
| 1126 | -{ | |
| 1127 | - //テクスチャを開放 | |
| 1128 | - for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 1129 | - CleanupTexture(mapTextureID[i]); | |
| 1130 | - } | |
| 1131 | - | |
| 1132 | -#ifdef BLOCKDATA_GPUMEMORY | |
| 1133 | - //頂点データ解放 | |
| 1134 | - if( g_pVB != NULL ){ | |
| 1135 | - g_pVB->Release(); | |
| 1136 | - g_pVB = NULL; | |
| 1137 | - } | |
| 1138 | -#endif | |
| 1139 | - bs = 0; | |
| 1140 | - | |
| 1141 | - blockdata = NULL; | |
| 1142 | - | |
| 1143 | -#ifdef ENABLE_DEBUGLOG | |
| 1144 | - //ログに出力 | |
| 1145 | - OutputLog.WriteLog(LOG_CLEANUP, "マップ", "(頂点データ)"); | |
| 1146 | -#endif | |
| 1147 | -} | |
| 1148 | - | |
| 1149 | -//! @brief モデルファイルを描画 | |
| 1150 | -//! @param id_model モデル認識番号 | |
| 1151 | -//! @param id_texture テクスチャ認識番号 | |
| 1152 | -void D3DGraphics::RenderModel(int id_model, int id_texture) | |
| 1153 | -{ | |
| 1154 | - //無効な引数が設定されていれば失敗 | |
| 1155 | - if( id_model == -1 ){ return; } | |
| 1156 | - //if( id_texture == -1 ){ return; } | |
| 1157 | - | |
| 1158 | - //指定したモデルが初期化されていなければ失敗 | |
| 1159 | - if( pmesh[id_model] == NULL) return; | |
| 1160 | - | |
| 1161 | - //描画 | |
| 1162 | - for(int i=0; i<(signed)nummaterials[id_model]; i=i+1){ | |
| 1163 | - pd3dDevice->SetMaterial( &pmaterials[id_model][i] ); | |
| 1164 | - if( id_texture == -1 ){ | |
| 1165 | - pd3dDevice->SetTexture(0, NULL); | |
| 1166 | - } | |
| 1167 | - else if( ptextures[id_texture] == NULL ){ | |
| 1168 | - pd3dDevice->SetTexture(0, NULL); | |
| 1169 | - } | |
| 1170 | - else{ | |
| 1171 | - pd3dDevice->SetTexture( 0, ptextures[id_texture] ); | |
| 1172 | - } | |
| 1173 | - pmesh[id_model]->DrawSubset(i); | |
| 1174 | - } | |
| 1175 | -} | |
| 1176 | - | |
| 1177 | -//! @brief 板を描画 | |
| 1178 | -//! @param id_texture テクスチャ認識番号 | |
| 1179 | -//! @param alpha 透明度 (0.0〜1.0 0.0:完全透明) | |
| 1180 | -void D3DGraphics::RenderBoard(int id_texture, float alpha) | |
| 1181 | -{ | |
| 1182 | - //テクスチャが設定されていなければ、処理しない。 | |
| 1183 | - if( id_texture == -1 ){ return; } | |
| 1184 | - | |
| 1185 | - VERTEXTXTA BoardVertices[4]; | |
| 1186 | - | |
| 1187 | - //頂点座標・UV座標・色/透明度を設定 | |
| 1188 | - BoardVertices[0].position = D3DXVECTOR3(0.0f, 0.5f, -0.5f); | |
| 1189 | - BoardVertices[0].tu = 1.0f; | |
| 1190 | - BoardVertices[0].tv = 0.0f; | |
| 1191 | - BoardVertices[1].position = D3DXVECTOR3(0.0f, -0.5f, -0.5f); | |
| 1192 | - BoardVertices[1].tu = 1.0f; | |
| 1193 | - BoardVertices[1].tv = 1.0f; | |
| 1194 | - BoardVertices[2].position = D3DXVECTOR3(0.0f, 0.5f, 0.5f); | |
| 1195 | - BoardVertices[2].tu = 0.0f; | |
| 1196 | - BoardVertices[2].tv = 0.0f; | |
| 1197 | - BoardVertices[3].position = D3DXVECTOR3(0.0f, -0.5f, 0.5f); | |
| 1198 | - BoardVertices[3].tu = 0.0f; | |
| 1199 | - BoardVertices[3].tv = 1.0f; | |
| 1200 | - for(int i=0; i<4; i++){ | |
| 1201 | - BoardVertices[i].color = D3DCOLOR_COLORVALUE(1.0f, 1.0f, 1.0f, alpha); | |
| 1202 | - } | |
| 1203 | - | |
| 1204 | - //アルファブレンドを設定 | |
| 1205 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); | |
| 1206 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1207 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); | |
| 1208 | - | |
| 1209 | - //テクスチャとデータ形式を設定し描画 | |
| 1210 | - pd3dDevice->SetTexture(0, ptextures[id_texture]); | |
| 1211 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1212 | - pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, BoardVertices, sizeof(VERTEXTXTA)); | |
| 1213 | - | |
| 1214 | - //アルファブレンドを元に戻す | |
| 1215 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); | |
| 1216 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1217 | -} | |
| 1218 | - | |
| 1219 | -//! @brief 画面の明るさを設定 | |
| 1220 | -//! @param Width 幅 | |
| 1221 | -//! @param Height 高さ | |
| 1222 | -//! @param Brightness 画面の明るさ (0 で不変、1 以上で明るさの度合い) | |
| 1223 | -void D3DGraphics::ScreenBrightness(int Width, int Height, int Brightness) | |
| 1224 | -{ | |
| 1225 | - //明るさ不変なら処理しない(軽量化) | |
| 1226 | - if( Brightness == 0 ){ return; } | |
| 1227 | - | |
| 1228 | - //透明度を設定し、描画 | |
| 1229 | - float alpha = 0.02f * Brightness; | |
| 1230 | - Draw2DBox(0, 0, Width, Height, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,alpha)); | |
| 1231 | -} | |
| 1232 | - | |
| 1233 | -//! @brief 【デバック用】中心線描画 | |
| 1234 | -void D3DGraphics::Centerline() | |
| 1235 | -{ | |
| 1236 | - ResetWorldTransform(); | |
| 1237 | - Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f); | |
| 1238 | - Drawline(0.0f, 100.0f, 0.0f, 0.0f, -100.0f, 0.0f); | |
| 1239 | - Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f); | |
| 1240 | -} | |
| 1241 | - | |
| 1242 | -//! @brief 【デバック用】緑線描画 | |
| 1243 | -void D3DGraphics::Drawline(float x1, float y1, float z1, float x2, float y2, float z2) | |
| 1244 | -{ | |
| 1245 | - VERTEXTXTA mv[2]; | |
| 1246 | - | |
| 1247 | - mv[0].position = D3DXVECTOR3(x1, y1, z1); | |
| 1248 | - mv[1].position = D3DXVECTOR3(x2, y2, z2); | |
| 1249 | - for(int i=0; i<2; i++){ | |
| 1250 | - mv[i].color = 0xFF00FF00; | |
| 1251 | - mv[i].tu = 0.0f; | |
| 1252 | - mv[i].tv = 0.0f; | |
| 1253 | - } | |
| 1254 | - | |
| 1255 | - pd3dDevice->SetTexture(0, NULL); | |
| 1256 | - pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1257 | - pd3dDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, mv, sizeof(VERTEXTXTA)); | |
| 1258 | -} | |
| 1259 | - | |
| 1260 | -//! @brief 2D システムフォントによるテキスト描画を開始 | |
| 1261 | -//! @attention DirectXの ID3DXSprite を初期化しています。 | |
| 1262 | -void D3DGraphics::Start2DMSFontTextRender() | |
| 1263 | -{ | |
| 1264 | - ptextsprite->Begin(D3DXSPRITE_ALPHABLEND); | |
| 1265 | -} | |
| 1266 | - | |
| 1267 | -//! @brief 文字を描画(システムフォント使用) | |
| 1268 | -//! @param x x座標 | |
| 1269 | -//! @param y y座標 | |
| 1270 | -//! @param str 文字列 (改行コード:可) | |
| 1271 | -//! @param color 色 | |
| 1272 | -//! @warning <b>描画は非常に低速です。</b>画面内で何度も呼び出すとパフォーマンスに影響します。 | |
| 1273 | -//! @warning「改行コードを活用し一度に描画する」「日本語が必要ない文字はテクスチャフォントを活用する」などの対応を講じてください。 | |
| 1274 | -//! @attention DirectXの ID3DXSprite を使用し、システムフォントで描画ています。 | |
| 1275 | -//! @attention フォントの種類やサイズは固定です。 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1276 | -void D3DGraphics::Draw2DMSFontText(int x, int y, char *str, int color) | |
| 1277 | -{ | |
| 1278 | - //if( ptextsprite == NULL ){ return; } | |
| 1279 | - | |
| 1280 | - //テキストスプライト初期化 | |
| 1281 | - Start2DMSFontTextRender(); | |
| 1282 | - | |
| 1283 | - //基準座標を設定 | |
| 1284 | - D3DXMATRIX matWorld; | |
| 1285 | - D3DXMatrixIdentity(&matWorld); | |
| 1286 | - ptextsprite->SetTransform(&matWorld); | |
| 1287 | - | |
| 1288 | - //文字をを描画 | |
| 1289 | - RECT rc = {x, y, 0, 0}; | |
| 1290 | - pxmsfont->DrawText(ptextsprite, str, -1, &rc, DT_NOCLIP, color); | |
| 1291 | - | |
| 1292 | - //テキストスプライト解放 | |
| 1293 | - End2DMSFontTextRender(); | |
| 1294 | -} | |
| 1295 | - | |
| 1296 | -//! @brief 文字を中央揃えで描画(システムフォント使用) | |
| 1297 | -//! @param x x座標 | |
| 1298 | -//! @param y y座標 | |
| 1299 | -//! @param w 横の大きさ | |
| 1300 | -//! @param h 縦の大きさ | |
| 1301 | -//! @param str 文字列 (改行コード:可) | |
| 1302 | -//! @param color 色 | |
| 1303 | -//! @warning <b>描画は非常に低速です。</b>画面内で何度も呼び出すとパフォーマンスに影響します。 | |
| 1304 | -//! @warning「改行コードを活用し一度に描画する」「日本語が必要ない文字はテクスチャフォントを活用する」などの対応を講じてください。 | |
| 1305 | -//! @attention DirectXの ID3DXSprite を使用し、システムフォントで描画ています。 | |
| 1306 | -//! @attention フォントの種類やサイズは固定です。 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1307 | -void D3DGraphics::Draw2DMSFontTextCenter(int x, int y, int w, int h, char *str, int color) | |
| 1308 | -{ | |
| 1309 | - //if( ptextsprite == NULL ){ return; } | |
| 1310 | - | |
| 1311 | - //テキストスプライト初期化 | |
| 1312 | - Start2DMSFontTextRender(); | |
| 1313 | - | |
| 1314 | - //基準座標を設定 | |
| 1315 | - D3DXMATRIX matWorld; | |
| 1316 | - D3DXMatrixIdentity(&matWorld); | |
| 1317 | - ptextsprite->SetTransform(&matWorld); | |
| 1318 | - | |
| 1319 | - //文字をを描画 | |
| 1320 | - RECT rc = {x, y, x+w, y+h}; | |
| 1321 | - pxmsfont->DrawText(ptextsprite, str, -1, &rc, DT_CENTER, color); | |
| 1322 | - | |
| 1323 | - //テキストスプライト解放 | |
| 1324 | - End2DMSFontTextRender(); | |
| 1325 | -} | |
| 1326 | - | |
| 1327 | -//! @brief 2D システムフォントによるテキスト描画を終了 | |
| 1328 | -//! @attention DirectXの ID3DXSprite を解放しています。 | |
| 1329 | -void D3DGraphics::End2DMSFontTextRender() | |
| 1330 | -{ | |
| 1331 | - ptextsprite->End(); | |
| 1332 | -} | |
| 1333 | - | |
| 1334 | -//! @brief 2D描画用設定 | |
| 1335 | -void D3DGraphics::Start2DRender() | |
| 1336 | -{ | |
| 1337 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); | |
| 1338 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1339 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); | |
| 1340 | - | |
| 1341 | - //深度バッファ比較関数を設定 | |
| 1342 | - pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); | |
| 1343 | -} | |
| 1344 | - | |
| 1345 | -//! @brief 文字を描画(テクスチャフォント使用) | |
| 1346 | -//! @param x x座標 | |
| 1347 | -//! @param y y座標 | |
| 1348 | -//! @param str 文字列 (改行コード:<b>不可</b>) | |
| 1349 | -//! @param color 色 | |
| 1350 | -//! @param fontwidth 一文字の幅 | |
| 1351 | -//! @param fontheight 一文字の高さ | |
| 1352 | -//! @attention 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1353 | -void D3DGraphics::Draw2DTextureFontText(int x, int y, char *str, int color, int fontwidth, int fontheight) | |
| 1354 | -{ | |
| 1355 | - //テクスチャフォントの取得に失敗していれば、処理しない | |
| 1356 | - if( TextureFont == -1 ){ return; } | |
| 1357 | - | |
| 1358 | - //2D描画用設定を適用 | |
| 1359 | - Start2DRender(); | |
| 1360 | - | |
| 1361 | - int w; | |
| 1362 | - float font_u, font_v; | |
| 1363 | - float t_u, t_v; | |
| 1364 | - TLVERTX pBoxVertices[4]; | |
| 1365 | - | |
| 1366 | - //1文字のUV座標を計算 | |
| 1367 | - font_u = 1.0f / 16; | |
| 1368 | - font_v = 1.0f / 16; | |
| 1369 | - | |
| 1370 | - //ワールド座標を原点に戻す | |
| 1371 | - ResetWorldTransform(); | |
| 1372 | - | |
| 1373 | - //テクスチャをフォントテクスチャに設定 | |
| 1374 | - pd3dDevice->SetTexture( 0, ptextures[TextureFont] ); | |
| 1375 | - | |
| 1376 | - //データ形式を設定 | |
| 1377 | - pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1378 | - | |
| 1379 | - // 与えられた文字数分ループ | |
| 1380 | - for(int i=0; i<(int)strlen(str); i++){ | |
| 1381 | - //UV座標を計算 | |
| 1382 | - w = str[i]; | |
| 1383 | - if( w < 0 ){ w += 256; } | |
| 1384 | - t_u = (w % 16) * font_u; | |
| 1385 | - t_v = (w / 16) * font_v; | |
| 1386 | - | |
| 1387 | - //頂点座標・UV座標・色を設定 | |
| 1388 | - pBoxVertices[0].x = (float)x + i*fontwidth; | |
| 1389 | - pBoxVertices[0].y = (float)y; | |
| 1390 | - pBoxVertices[0].tu = t_u; | |
| 1391 | - pBoxVertices[0].tv = t_v; | |
| 1392 | - pBoxVertices[1].x = (float)x + fontwidth + i*fontwidth; | |
| 1393 | - pBoxVertices[1].y = (float)y; | |
| 1394 | - pBoxVertices[1].tu = t_u + font_u; | |
| 1395 | - pBoxVertices[1].tv = t_v; | |
| 1396 | - pBoxVertices[2].x = (float)x + i*fontwidth; | |
| 1397 | - pBoxVertices[2].y = (float)y + fontheight; | |
| 1398 | - pBoxVertices[2].tu = t_u; | |
| 1399 | - pBoxVertices[2].tv = t_v + font_v; | |
| 1400 | - pBoxVertices[3].x = (float)x + fontwidth + i*fontwidth; | |
| 1401 | - pBoxVertices[3].y = (float)y + fontheight; | |
| 1402 | - pBoxVertices[3].tu = t_u + font_u; | |
| 1403 | - pBoxVertices[3].tv = t_v + font_v; | |
| 1404 | - for(int j=0; j<4; j++){ | |
| 1405 | - pBoxVertices[j].z = 0.0f; | |
| 1406 | - pBoxVertices[j].rhw = 1.0f; | |
| 1407 | - pBoxVertices[j].color = color; | |
| 1408 | - } | |
| 1409 | - | |
| 1410 | - //描画 | |
| 1411 | - pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, pBoxVertices, sizeof(TLVERTX)); | |
| 1412 | - } | |
| 1413 | - | |
| 1414 | - //2D描画用設定を解除 | |
| 1415 | - End2DRender(); | |
| 1416 | -} | |
| 1417 | - | |
| 1418 | -//! @brief 線を描画 | |
| 1419 | -//! @param x1 始点の x座標 | |
| 1420 | -//! @param y1 始点の y座標 | |
| 1421 | -//! @param x2 終点の x座標 | |
| 1422 | -//! @param y2 終点の y座標 | |
| 1423 | -//! @param color 色 | |
| 1424 | -void D3DGraphics::Draw2DLine(int x1, int y1, int x2, int y2, int color) | |
| 1425 | -{ | |
| 1426 | - TLVERTX pLineVertices[2]; | |
| 1427 | - | |
| 1428 | - //2D描画用設定を適用 | |
| 1429 | - Start2DRender(); | |
| 1430 | - | |
| 1431 | - //ワールド座標を原点に戻す | |
| 1432 | - ResetWorldTransform(); | |
| 1433 | - | |
| 1434 | - //頂点座標と色などを設定 | |
| 1435 | - pLineVertices[0].x = (float)x1; | |
| 1436 | - pLineVertices[0].y = (float)y1; | |
| 1437 | - pLineVertices[1].x = (float)x2; | |
| 1438 | - pLineVertices[1].y = (float)y2; | |
| 1439 | - for(int i=0; i<2; i++){ | |
| 1440 | - pLineVertices[i].z = 0.0f; | |
| 1441 | - pLineVertices[i].rhw = 1.0f; | |
| 1442 | - pLineVertices[i].color = color; | |
| 1443 | - pLineVertices[i].tu = 0.0f; | |
| 1444 | - pLineVertices[i].tv = 0.0f; | |
| 1445 | - } | |
| 1446 | - | |
| 1447 | - pd3dDevice->SetTexture(0, NULL); | |
| 1448 | - | |
| 1449 | - //データ形式を設定し、描画。 | |
| 1450 | - pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1451 | - pd3dDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, pLineVertices, sizeof(TLVERTX)); | |
| 1452 | - | |
| 1453 | - //2D描画用設定を解除 | |
| 1454 | - End2DRender(); | |
| 1455 | -} | |
| 1456 | - | |
| 1457 | -//! @brief 円(16角形)を描画 | |
| 1458 | -//! @param x 中心の x座標 | |
| 1459 | -//! @param y 中心の y座標 | |
| 1460 | -//! @param r 半径 | |
| 1461 | -//! @param color 色 | |
| 1462 | -void D3DGraphics::Draw2DCycle(int x, int y, int r, int color) | |
| 1463 | -{ | |
| 1464 | - TLVERTX pLineVertices[16+1]; | |
| 1465 | - | |
| 1466 | - //2D描画用設定を適用 | |
| 1467 | - Start2DRender(); | |
| 1468 | - | |
| 1469 | - //ワールド座標を原点に戻す | |
| 1470 | - ResetWorldTransform(); | |
| 1471 | - | |
| 1472 | - //頂点座標と色などを設定 | |
| 1473 | - for(int i=0; i<16+1; i++){ | |
| 1474 | - pLineVertices[i].x = (float)x + cos(DegreeToRadian((360.0f/16.0f)) * i) * r; | |
| 1475 | - pLineVertices[i].y = (float)y + sin(DegreeToRadian((360.0f/16.0f)) * i) * r; | |
| 1476 | - | |
| 1477 | - pLineVertices[i].z = 0.0f; | |
| 1478 | - pLineVertices[i].rhw = 1.0f; | |
| 1479 | - pLineVertices[i].color = color; | |
| 1480 | - pLineVertices[i].tu = 0.0f; | |
| 1481 | - pLineVertices[i].tv = 0.0f; | |
| 1482 | - } | |
| 1483 | - | |
| 1484 | - pd3dDevice->SetTexture(0, NULL); | |
| 1485 | - | |
| 1486 | - //データ形式を設定し、描画。 | |
| 1487 | - pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1488 | - pd3dDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, 16, pLineVertices, sizeof(TLVERTX)); | |
| 1489 | - | |
| 1490 | - //2D描画用設定を解除 | |
| 1491 | - End2DRender(); | |
| 1492 | -} | |
| 1493 | - | |
| 1494 | -//! @brief 四角形を描画 | |
| 1495 | -//! @param x1 左上の x座標 | |
| 1496 | -//! @param y1 左上の y座標 | |
| 1497 | -//! @param x2 右下の x座標 | |
| 1498 | -//! @param y2 右下の y座標 | |
| 1499 | -//! @param color 色 | |
| 1500 | -void D3DGraphics::Draw2DBox(int x1, int y1, int x2, int y2, int color) | |
| 1501 | -{ | |
| 1502 | - TLVERTX pBoxVertices[4]; | |
| 1503 | - | |
| 1504 | - //2D描画用設定を適用 | |
| 1505 | - Start2DRender(); | |
| 1506 | - | |
| 1507 | - //ワールド座標を原点に戻す | |
| 1508 | - ResetWorldTransform(); | |
| 1509 | - | |
| 1510 | - //頂点座標と色などを設定 | |
| 1511 | - pBoxVertices[0].x = (float)x1; | |
| 1512 | - pBoxVertices[0].y = (float)y1; | |
| 1513 | - pBoxVertices[1].x = (float)x2; | |
| 1514 | - pBoxVertices[1].y = (float)y1; | |
| 1515 | - pBoxVertices[2].x = (float)x1; | |
| 1516 | - pBoxVertices[2].y = (float)y2; | |
| 1517 | - pBoxVertices[3].x = (float)x2; | |
| 1518 | - pBoxVertices[3].y = (float)y2; | |
| 1519 | - for(int i=0; i<4; i++){ | |
| 1520 | - pBoxVertices[i].z = 0.0f; | |
| 1521 | - pBoxVertices[i].rhw = 1.0f; | |
| 1522 | - pBoxVertices[i].color = color; | |
| 1523 | - pBoxVertices[i].tu = 0.0f; | |
| 1524 | - pBoxVertices[i].tv = 0.0f; | |
| 1525 | - } | |
| 1526 | - | |
| 1527 | - pd3dDevice->SetTexture(0, NULL); | |
| 1528 | - | |
| 1529 | - //データ形式を設定し、描画。 | |
| 1530 | - pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1531 | - pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, pBoxVertices, sizeof(TLVERTX)); | |
| 1532 | - | |
| 1533 | - //2D描画用設定を解除 | |
| 1534 | - End2DRender(); | |
| 1535 | -} | |
| 1536 | - | |
| 1537 | -//! @brief 画像を描画 | |
| 1538 | -//! @param x x座標 | |
| 1539 | -//! @param y y座標 | |
| 1540 | -//! @param id テクスチャ認識番号 | |
| 1541 | -//! @param width 幅 | |
| 1542 | -//! @param height 高さ | |
| 1543 | -//! @param alpha 透明度(0.0〜1.0) | |
| 1544 | -void D3DGraphics::Draw2DTexture(int x, int y, int id, int width, int height, float alpha) | |
| 1545 | -{ | |
| 1546 | - //無効なテクスチャ番号を指定されていれば処理しない | |
| 1547 | - if( id == -1 ){ return; } | |
| 1548 | - | |
| 1549 | - TLVERTX pBoxVertices[4]; | |
| 1550 | - | |
| 1551 | - //2D描画用設定を適用 | |
| 1552 | - Start2DRender(); | |
| 1553 | - | |
| 1554 | - //ワールド座標を原点に戻す | |
| 1555 | - ResetWorldTransform(); | |
| 1556 | - | |
| 1557 | - //頂点座標・UV座標・色を設定 | |
| 1558 | - pBoxVertices[0].x = (float)x; | |
| 1559 | - pBoxVertices[0].y = (float)y; | |
| 1560 | - pBoxVertices[0].tu = 0.0f; | |
| 1561 | - pBoxVertices[0].tv = 0.0f; | |
| 1562 | - pBoxVertices[1].x = (float)x + width; | |
| 1563 | - pBoxVertices[1].y = (float)y; | |
| 1564 | - pBoxVertices[1].tu = 1.0f; | |
| 1565 | - pBoxVertices[1].tv = 0.0f; | |
| 1566 | - pBoxVertices[2].x = (float)x; | |
| 1567 | - pBoxVertices[2].y = (float)y + height; | |
| 1568 | - pBoxVertices[2].tu = 0.0f; | |
| 1569 | - pBoxVertices[2].tv = 1.0f; | |
| 1570 | - pBoxVertices[3].x = (float)x + width; | |
| 1571 | - pBoxVertices[3].y = (float)y + height; | |
| 1572 | - pBoxVertices[3].tu = 1.0f; | |
| 1573 | - pBoxVertices[3].tv = 1.0f; | |
| 1574 | - for(int i=0; i<4; i++){ | |
| 1575 | - pBoxVertices[i].z = 0.0f; | |
| 1576 | - pBoxVertices[i].rhw = 1.0f; | |
| 1577 | - pBoxVertices[i].color = D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,alpha); | |
| 1578 | - } | |
| 1579 | - | |
| 1580 | - //テクスチャとデータ形式を設定し、描画 | |
| 1581 | - pd3dDevice->SetTexture( 0, ptextures[id] ); | |
| 1582 | - pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1583 | - pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, pBoxVertices, sizeof(TLVERTX)); | |
| 1584 | - | |
| 1585 | - //2D描画用設定を解除 | |
| 1586 | - End2DRender(); | |
| 1587 | -} | |
| 1588 | - | |
| 1589 | -//! @brief 2D描画用設定を解除 | |
| 1590 | -void D3DGraphics::End2DRender() | |
| 1591 | -{ | |
| 1592 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); | |
| 1593 | - pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1594 | - | |
| 1595 | - //深度バッファ比較関数を元に戻す | |
| 1596 | - pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); | |
| 1597 | -} | |
| 1598 | - | |
| 1599 | -//! @brief 画面のスクリーンショットを保存 | |
| 1600 | -//! @param filename ファイル名 | |
| 1601 | -//! @return 成功:true 失敗:false | |
| 1602 | -bool D3DGraphics::SaveScreenShot(char* filename) | |
| 1603 | -{ | |
| 1604 | - LPDIRECT3DSURFACE9 pSurface = NULL; | |
| 1605 | - HRESULT hr; | |
| 1606 | - | |
| 1607 | - //サーフェースを作成し、画面を取得 | |
| 1608 | - pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface); | |
| 1609 | - | |
| 1610 | - //サーフェイスを画像に出力 | |
| 1611 | - hr = D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, pSurface, NULL, NULL); | |
| 1612 | - | |
| 1613 | - //解放 | |
| 1614 | - pSurface->Release(); | |
| 1615 | - | |
| 1616 | - if( hr == D3D_OK ){ | |
| 1617 | - return true; | |
| 1618 | - } | |
| 1619 | - return false; | |
| 1620 | -} | |
| 1621 | - | |
| 1622 | -//! @brief カラーコードを取得 | |
| 1623 | -//! @param red 赤(0.0f〜1.0f) | |
| 1624 | -//! @param green 緑(0.0f〜1.0f) | |
| 1625 | -//! @param blue 青(0.0f〜1.0f) | |
| 1626 | -//! @param alpha 透明度(0.0f〜1.0f) | |
| 1627 | -//! @return カラーコード | |
| 1628 | -int D3DGraphics::GetColorCode(float red, float green, float blue, float alpha) | |
| 1629 | -{ | |
| 1630 | - return D3DCOLOR_COLORVALUE(red, green, blue, alpha); | |
| 1631 | -} | |
| 1632 | - | |
| 1633 | -#else //GRAPHICS_OPENGL | |
| 1634 | - | |
| 1635 | -//! @brief コンストラクタ | |
| 1636 | -D3DGraphics::D3DGraphics() | |
| 1637 | -{ | |
| 1638 | - hGLRC = NULL; | |
| 1639 | - width = 0; | |
| 1640 | - height = 0; | |
| 1641 | - SystemFont = NULL; | |
| 1642 | - now_SystemFontUStr = new WCHAR [1]; | |
| 1643 | - now_SystemFontUStr[0] = NULL; | |
| 1644 | - SystemFontListIdx = 0; | |
| 1645 | - SystemFontListIdxSize = 0; | |
| 1646 | - now_textureid = -1; | |
| 1647 | - | |
| 1648 | - camera_x = 0.0f; | |
| 1649 | - camera_y = 0.0f; | |
| 1650 | - camera_z = 0.0f; | |
| 1651 | - camera_rx = 0.0f; | |
| 1652 | - camera_ry = 0.0f; | |
| 1653 | - viewangle = 0.0f; | |
| 1654 | - | |
| 1655 | - blockdata = NULL; | |
| 1656 | - for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 1657 | - mapTextureID[i] = -1; | |
| 1658 | - } | |
| 1659 | - | |
| 1660 | - TextureFont = -1; | |
| 1661 | -} | |
| 1662 | - | |
| 1663 | -//! @brief ディストラクタ | |
| 1664 | -D3DGraphics::~D3DGraphics() | |
| 1665 | -{ | |
| 1666 | - for(int i=0; i<MAX_MODEL; i++){ | |
| 1667 | - CleanupModel(i); | |
| 1668 | - } | |
| 1669 | - for(int i=0; i<MAX_TEXTURE; i++){ | |
| 1670 | - CleanupTexture(i); | |
| 1671 | - } | |
| 1672 | - | |
| 1673 | - if( SystemFont != NULL ){ | |
| 1674 | - DeleteObject(SystemFont); | |
| 1675 | - } | |
| 1676 | - if( now_SystemFontUStr != NULL ){ | |
| 1677 | - delete [] now_SystemFontUStr; | |
| 1678 | - } | |
| 1679 | - if( SystemFontListIdx != 0 ){ | |
| 1680 | - glDeleteLists(SystemFontListIdx, SystemFontListIdxSize); | |
| 1681 | - } | |
| 1682 | - | |
| 1683 | - if( hGLRC != NULL ){ wglDeleteContext(hGLRC); } | |
| 1684 | - | |
| 1685 | -#ifdef ENABLE_DEBUGLOG | |
| 1686 | - //ログに出力 | |
| 1687 | - OutputLog.WriteLog(LOG_CLEANUP, "グラフィック", "OpenGL"); | |
| 1688 | -#endif | |
| 1689 | - | |
| 1690 | - //libjpeg解放 | |
| 1691 | - jpeg_destroy_decompress(&cinfo); | |
| 1692 | -} | |
| 1693 | - | |
| 1694 | -//! @brief 初期化@n | |
| 1695 | -//! (OpenGL 1.1) | |
| 1696 | -//! @param WindowCtrl WindowControlクラスのポインタ | |
| 1697 | -//! @param TextureFontFilename 使用するテクスチャフォントのファイル名 | |
| 1698 | -//! @param fullscreen false:ウィンドウ表示 true:フルスクリーン用表示 | |
| 1699 | -//! @return 成功:0 失敗:1 | |
| 1700 | -int D3DGraphics::InitD3D(WindowControl *WindowCtrl, char *TextureFontFilename, bool fullscreen) | |
| 1701 | -{ | |
| 1702 | -#ifdef ENABLE_DEBUGLOG | |
| 1703 | - //ログに出力 | |
| 1704 | - OutputLog.WriteLog(LOG_INIT, "グラフィック", "OpenGL"); | |
| 1705 | -#endif | |
| 1706 | - | |
| 1707 | - hWnd = WindowCtrl->GethWnd(); | |
| 1708 | - | |
| 1709 | - RECT prc; | |
| 1710 | - GetClientRect(hWnd, &prc); | |
| 1711 | - width = prc.right; | |
| 1712 | - height = prc.bottom; | |
| 1713 | - | |
| 1714 | - //フルスクリーン化 | |
| 1715 | - if( fullscreen == true ){ | |
| 1716 | - DEVMODE devmode; | |
| 1717 | - ZeroMemory(&devmode, sizeof(devmode)); | |
| 1718 | - devmode.dmSize = sizeof(devmode); | |
| 1719 | - devmode.dmPelsWidth = width; | |
| 1720 | - devmode.dmPelsHeight = height; | |
| 1721 | - devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; | |
| 1722 | - | |
| 1723 | - if( ChangeDisplaySettings(&devmode, CDS_TEST) != DISP_CHANGE_SUCCESSFUL ){ | |
| 1724 | - return 1; | |
| 1725 | - } | |
| 1726 | - ChangeDisplaySettings(&devmode, CDS_FULLSCREEN); | |
| 1727 | - } | |
| 1728 | - | |
| 1729 | - | |
| 1730 | - | |
| 1731 | - HDC hDC; | |
| 1732 | - int pfdID; | |
| 1733 | - BOOL bResult; | |
| 1734 | - | |
| 1735 | - //ピクセルフォーマット | |
| 1736 | - static PIXELFORMATDESCRIPTOR pfd = { | |
| 1737 | - sizeof (PIXELFORMATDESCRIPTOR), | |
| 1738 | - 1, | |
| 1739 | - PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL, | |
| 1740 | - PFD_TYPE_RGBA, | |
| 1741 | - 24, | |
| 1742 | - 0, 0, 0, | |
| 1743 | - 0, 0, 0, | |
| 1744 | - 0, 0, | |
| 1745 | - 0, 0, 0, 0, 0, | |
| 1746 | - 32, | |
| 1747 | - 0, | |
| 1748 | - 0, | |
| 1749 | - PFD_MAIN_PLANE, | |
| 1750 | - 0, | |
| 1751 | - 0, | |
| 1752 | - 0, | |
| 1753 | - 0 | |
| 1754 | - }; | |
| 1755 | - | |
| 1756 | - //デバイスコンテキスト取得 | |
| 1757 | - hDC = GetDC(hWnd); | |
| 1758 | - | |
| 1759 | - //ピクセルフォーマットを取得 | |
| 1760 | - pfdID = ChoosePixelFormat(hDC, &pfd); | |
| 1761 | - if (pfdID == 0) { return 1; } | |
| 1762 | - | |
| 1763 | - //ピクセルフォーマットを指定 | |
| 1764 | - bResult = SetPixelFormat(hDC, pfdID, &pfd); | |
| 1765 | - if (bResult == FALSE) { return 1; } | |
| 1766 | - | |
| 1767 | - //コンテキストを指定 | |
| 1768 | - hGLRC = wglCreateContext(hDC); | |
| 1769 | - if (hGLRC == NULL) { return 1; } | |
| 1770 | - | |
| 1771 | - //デバイスコンテキスト解放 | |
| 1772 | - ReleaseDC(hWnd, hDC); | |
| 1773 | - | |
| 1774 | - //システムフォント用意 | |
| 1775 | - //フォント名:MS ゴシック サイズ:18 | |
| 1776 | - SystemFont = CreateFont(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック"); | |
| 1777 | - | |
| 1778 | -#ifdef ENABLE_DEBUGLOG | |
| 1779 | - //ログに出力 | |
| 1780 | - OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 1781 | -#endif | |
| 1782 | - | |
| 1783 | - //テクスチャフォント用画像のファイル名を設定 | |
| 1784 | - strcpy(TextureFontFname, TextureFontFilename); | |
| 1785 | - | |
| 1786 | - //テクスチャフォント用画像を取得 | |
| 1787 | - TextureFont = LoadTexture(TextureFontFname, true, false); | |
| 1788 | - | |
| 1789 | - | |
| 1790 | - float aspecth, prx, pry, r; | |
| 1791 | - aspecth = (float)SCREEN_WIDTH/SCREEN_HEIGHT; | |
| 1792 | - | |
| 1793 | - //HUD_myweapon [奥行き, 縦, 横] | |
| 1794 | - | |
| 1795 | - //HUD_A 現在持っている武器を表示する座標 | |
| 1796 | - prx = (float)M_PI/180*-39 * aspecth /2; | |
| 1797 | - pry = (float)M_PI/180*-55 /2; | |
| 1798 | - r = 7.5f; | |
| 1799 | - HUD_myweapon_x[0] = cos(pry)*r; | |
| 1800 | - HUD_myweapon_y[0] = sin(pry)*r; | |
| 1801 | - HUD_myweapon_z[0] = sin(prx)*r; | |
| 1802 | - | |
| 1803 | - //HUD_A 予備の武器を表示する座標 | |
| 1804 | - prx = (float)M_PI/180*-52 * aspecth /2; | |
| 1805 | - pry = (float)M_PI/180*-60 /2; | |
| 1806 | - r = 16.0f; | |
| 1807 | - HUD_myweapon_x[1] = cos(pry)*r; | |
| 1808 | - HUD_myweapon_y[1] = sin(pry)*r; | |
| 1809 | - HUD_myweapon_z[1] = sin(prx)*r; | |
| 1810 | - | |
| 1811 | - | |
| 1812 | - //libjpeg初期化 | |
| 1813 | - cinfo.err = jpeg_std_error(&jerr); | |
| 1814 | - jpeg_create_decompress(&cinfo); | |
| 1815 | - | |
| 1816 | - return 0; | |
| 1817 | -} | |
| 1818 | - | |
| 1819 | -//! @brief リセット@n | |
| 1820 | -//! (ウィンドウ最小化からの復帰 など) | |
| 1821 | -//! @param WindowCtrl WindowControlクラスのポインタ | |
| 1822 | -//! @return 成功:0 待ち:1 失敗:2 | |
| 1823 | -int D3DGraphics::ResetD3D(WindowControl *WindowCtrl) | |
| 1824 | -{ | |
| 1825 | -#ifdef ENABLE_DEBUGLOG | |
| 1826 | - //ログに出力 | |
| 1827 | - OutputLog.WriteLog(LOG_INIT, "グラフィック", "OpenGL(リセット)"); | |
| 1828 | -#endif | |
| 1829 | - | |
| 1830 | - hWnd = WindowCtrl->GethWnd(); | |
| 1831 | - | |
| 1832 | -#ifdef ENABLE_DEBUGLOG | |
| 1833 | - //ログに出力 | |
| 1834 | - OutputLog.WriteLog(LOG_ERROR, "", ""); | |
| 1835 | -#endif | |
| 1836 | - | |
| 1837 | - return 2; | |
| 1838 | -} | |
| 1839 | - | |
| 1840 | -//! @brief モデルファイルを読み込む(.x) | |
| 1841 | -//! @param filename ファイル名 | |
| 1842 | -//! @return 成功:モデル認識番号(0以上) 失敗:-1 | |
| 1843 | -int D3DGraphics::LoadModel(char* filename) | |
| 1844 | -{ | |
| 1845 | -#ifdef ENABLE_DEBUGLOG | |
| 1846 | - //ログに出力 | |
| 1847 | - OutputLog.WriteLog(LOG_LOAD, "モデル", filename); | |
| 1848 | -#endif | |
| 1849 | - | |
| 1850 | - int id = -1; | |
| 1851 | - FILE *fp; | |
| 1852 | - char buf[256]; | |
| 1853 | - char str[256]; | |
| 1854 | - | |
| 1855 | - int vertexs = 0; | |
| 1856 | - MODELVDATA *vertex = NULL; | |
| 1857 | - int polygons = 0; | |
| 1858 | - int *index = NULL; | |
| 1859 | - int in_vertexs, in_polygons; | |
| 1860 | - MODELVDATA *old_vertex; | |
| 1861 | - int *old_index; | |
| 1862 | - | |
| 1863 | - char stroks[] = " ;,"; //区切る文字列 | |
| 1864 | - | |
| 1865 | - //空いている認識番号を探す | |
| 1866 | - for(int i=0; i<MAX_TEXTURE; i++){ | |
| 1867 | - if( pmodel[i].useflag == false ){ | |
| 1868 | - id = i; | |
| 1869 | - break; | |
| 1870 | - } | |
| 1871 | - } | |
| 1872 | - if( id == -1 ){ return -1; } | |
| 1873 | - | |
| 1874 | - //ファイルを読み込む | |
| 1875 | - fp = fopen(filename, "r"); | |
| 1876 | - if( fp == NULL ){ | |
| 1877 | - return -1; //ファイルが読めない | |
| 1878 | - } | |
| 1879 | - | |
| 1880 | - //マジックコード取得 | |
| 1881 | - fgets(buf, 256, fp); | |
| 1882 | - buf[ strlen("xof 0302txt") ] = 0x00; | |
| 1883 | - if( strcmp(buf, "xof 0302txt") != 0 ){ | |
| 1884 | - fclose( fp ); | |
| 1885 | - return -1; //Xファイルでない | |
| 1886 | - } | |
| 1887 | - | |
| 1888 | - while( fgets(buf, 256, fp) != NULL ){ | |
| 1889 | - strcpy(str, buf); | |
| 1890 | - str[ strlen("Mesh") ] = 0x00; | |
| 1891 | - if( strcmp(str, "Mesh") == 0 ){ | |
| 1892 | - | |
| 1893 | - fgets(buf, 256, fp); | |
| 1894 | - in_vertexs = atoi(buf); | |
| 1895 | - | |
| 1896 | - if( vertexs == 0 ){ | |
| 1897 | - //1つ目のメッシュデータならば、領域を作成するだけ。 | |
| 1898 | - vertex = new MODELVDATA [in_vertexs]; | |
| 1899 | - } | |
| 1900 | - else{ | |
| 1901 | - //2つ目の以降なら、領域を確保し直してコピーし、古い領域は削除。 | |
| 1902 | - old_vertex = vertex; | |
| 1903 | - vertex = new MODELVDATA [vertexs+in_vertexs]; | |
| 1904 | - memcpy(vertex, old_vertex, sizeof(MODELVDATA)*vertexs); | |
| 1905 | - delete [] old_vertex; | |
| 1906 | - } | |
| 1907 | - | |
| 1908 | - for(int i=0; i<in_vertexs; i++){ | |
| 1909 | - fgets(buf, 256, fp); | |
| 1910 | - vertex[i+vertexs].x = (float)atof( strtok(buf, stroks) ) * -1; | |
| 1911 | - vertex[i+vertexs].y = (float)atof( strtok(NULL, stroks) ); | |
| 1912 | - vertex[i+vertexs].z = (float)atof( strtok(NULL, stroks) ); | |
| 1913 | - } | |
| 1914 | - | |
| 1915 | - fgets(buf, 256, fp); | |
| 1916 | - | |
| 1917 | - fgets(buf, 256, fp); | |
| 1918 | - in_polygons = atoi(buf); | |
| 1919 | - | |
| 1920 | - if( polygons == 0 ){ | |
| 1921 | - //1つ目のインデックスデータならば、領域を作成するだけ。 | |
| 1922 | - index = new int [in_polygons*5]; | |
| 1923 | - } | |
| 1924 | - else{ | |
| 1925 | - //2つ目の以降なら、領域を確保し直してコピーし、古い領域は削除。 | |
| 1926 | - old_index = index; | |
| 1927 | - index = new int [(polygons+in_polygons)*5]; | |
| 1928 | - memcpy(index, old_index, sizeof(int)*polygons*5); | |
| 1929 | - delete [] old_index; | |
| 1930 | - } | |
| 1931 | - | |
| 1932 | - for(int i=0; i<in_polygons; i++){ | |
| 1933 | - fgets(buf, 256, fp); | |
| 1934 | - index[(i+polygons)*5] = atoi( strtok(buf, stroks) ); | |
| 1935 | - for(int j=0; j<index[(i+polygons)*5]; j++){ | |
| 1936 | - index[(i+polygons)*5 + j + 1] = atoi( strtok(NULL, stroks) ) + vertexs; | |
| 1937 | - } | |
| 1938 | - } | |
| 1939 | - | |
| 1940 | - while( fgets(buf, 256, fp) != NULL ){ | |
| 1941 | - strcpy(str, buf); | |
| 1942 | - str[ strlen(" MeshTextureCoords") ] = 0x00; | |
| 1943 | - if( strcmp(str, " MeshTextureCoords") == 0 ){ | |
| 1944 | - | |
| 1945 | - fgets(buf, 256, fp); | |
| 1946 | - if( atoi(buf) != in_vertexs ){ break; } | |
| 1947 | - | |
| 1948 | - for(int i=0; i<in_vertexs; i++){ | |
| 1949 | - fgets(buf, 256, fp); | |
| 1950 | - vertex[i+vertexs].u = (float)atof( strtok(buf, stroks) ); | |
| 1951 | - vertex[i+vertexs].v = (float)atof( strtok(NULL, stroks) ); | |
| 1952 | - } | |
| 1953 | - | |
| 1954 | - break; | |
| 1955 | - } | |
| 1956 | - } | |
| 1957 | - | |
| 1958 | - vertexs += in_vertexs; | |
| 1959 | - polygons += in_polygons; | |
| 1960 | - } | |
| 1961 | - } | |
| 1962 | - | |
| 1963 | - //ファイルハンドルを解放 | |
| 1964 | - fclose( fp ); | |
| 1965 | - | |
| 1966 | - float *VertexAry = new float [polygons*6*3]; | |
| 1967 | - float *ColorAry = new float [polygons*6*4]; | |
| 1968 | - float *TexCoordAry = new float [polygons*6*2]; | |
| 1969 | - int vid; | |
| 1970 | - int cnt = 0; | |
| 1971 | - | |
| 1972 | - for(int i=0; i<polygons; i++){ | |
| 1973 | - if( index[i*5] == 3 ){ | |
| 1974 | - //三角形 | |
| 1975 | - vid = index[i*5+1]; | |
| 1976 | - VertexAry[0 + cnt*3] = vertex[vid].x; | |
| 1977 | - VertexAry[1 + cnt*3] = vertex[vid].y; | |
| 1978 | - VertexAry[2 + cnt*3] = vertex[vid].z; | |
| 1979 | - TexCoordAry[0 + cnt*2] = vertex[vid].u; | |
| 1980 | - TexCoordAry[1 + cnt*2] = vertex[vid].v; | |
| 1981 | - | |
| 1982 | - VertexAry[3 + cnt*3] = vertex[vid].x; | |
| 1983 | - VertexAry[4 + cnt*3] = vertex[vid].y; | |
| 1984 | - VertexAry[5 + cnt*3] = vertex[vid].z; | |
| 1985 | - TexCoordAry[2 + cnt*2] = vertex[vid].u; | |
| 1986 | - TexCoordAry[3 + cnt*2] = vertex[vid].v; | |
| 1987 | - | |
| 1988 | - vid = index[i*5+3]; | |
| 1989 | - VertexAry[6 + cnt*3] = vertex[vid].x; | |
| 1990 | - VertexAry[7 + cnt*3] = vertex[vid].y; | |
| 1991 | - VertexAry[8 + cnt*3] = vertex[vid].z; | |
| 1992 | - TexCoordAry[4 + cnt*2] = vertex[vid].u; | |
| 1993 | - TexCoordAry[5 + cnt*2] = vertex[vid].v; | |
| 1994 | - | |
| 1995 | - vid = index[i*5+2]; | |
| 1996 | - VertexAry[9 + cnt*3] = vertex[vid].x; | |
| 1997 | - VertexAry[10 + cnt*3] = vertex[vid].y; | |
| 1998 | - VertexAry[11 + cnt*3] = vertex[vid].z; | |
| 1999 | - TexCoordAry[6 + cnt*2] = vertex[vid].u; | |
| 2000 | - TexCoordAry[7 + cnt*2] = vertex[vid].v; | |
| 2001 | - | |
| 2002 | - VertexAry[12 + cnt*3] = vertex[vid].x; | |
| 2003 | - VertexAry[13 + cnt*3] = vertex[vid].y; | |
| 2004 | - VertexAry[14 + cnt*3] = vertex[vid].z; | |
| 2005 | - TexCoordAry[8 + cnt*2] = vertex[vid].u; | |
| 2006 | - TexCoordAry[9 + cnt*2] = vertex[vid].v; | |
| 2007 | - | |
| 2008 | - VertexAry[15 + cnt*3] = vertex[vid].x; | |
| 2009 | - VertexAry[16 + cnt*3] = vertex[vid].y; | |
| 2010 | - VertexAry[17 + cnt*3] = vertex[vid].z; | |
| 2011 | - TexCoordAry[10 + cnt*2] = vertex[vid].u; | |
| 2012 | - TexCoordAry[11 + cnt*2] = vertex[vid].v; | |
| 2013 | - | |
| 2014 | - cnt += 6; | |
| 2015 | - } | |
| 2016 | - else{ | |
| 2017 | - //四角形 | |
| 2018 | - vid = index[i*5+1]; | |
| 2019 | - VertexAry[0 + cnt*3] = vertex[vid].x; | |
| 2020 | - VertexAry[1 + cnt*3] = vertex[vid].y; | |
| 2021 | - VertexAry[2 + cnt*3] = vertex[vid].z; | |
| 2022 | - TexCoordAry[0 + cnt*2] = vertex[vid].u; | |
| 2023 | - TexCoordAry[1 + cnt*2] = vertex[vid].v; | |
| 2024 | - | |
| 2025 | - VertexAry[3 + cnt*3] = vertex[vid].x; | |
| 2026 | - VertexAry[4 + cnt*3] = vertex[vid].y; | |
| 2027 | - VertexAry[5 + cnt*3] = vertex[vid].z; | |
| 2028 | - TexCoordAry[2 + cnt*2] = vertex[vid].u; | |
| 2029 | - TexCoordAry[3 + cnt*2] = vertex[vid].v; | |
| 2030 | - | |
| 2031 | - vid = index[i*5+4]; | |
| 2032 | - VertexAry[6 + cnt*3] = vertex[vid].x; | |
| 2033 | - VertexAry[7 + cnt*3] = vertex[vid].y; | |
| 2034 | - VertexAry[8 + cnt*3] = vertex[vid].z; | |
| 2035 | - TexCoordAry[4 + cnt*2] = vertex[vid].u; | |
| 2036 | - TexCoordAry[5 + cnt*2] = vertex[vid].v; | |
| 2037 | - | |
| 2038 | - vid = index[i*5+2]; | |
| 2039 | - VertexAry[9 + cnt*3] = vertex[vid].x; | |
| 2040 | - VertexAry[10 + cnt*3] = vertex[vid].y; | |
| 2041 | - VertexAry[11 + cnt*3] = vertex[vid].z; | |
| 2042 | - TexCoordAry[6 + cnt*2] = vertex[vid].u; | |
| 2043 | - TexCoordAry[7 + cnt*2] = vertex[vid].v; | |
| 2044 | - | |
| 2045 | - vid = index[i*5+3]; | |
| 2046 | - VertexAry[12 + cnt*3] = vertex[vid].x; | |
| 2047 | - VertexAry[13 + cnt*3] = vertex[vid].y; | |
| 2048 | - VertexAry[14 + cnt*3] = vertex[vid].z; | |
| 2049 | - TexCoordAry[8 + cnt*2] = vertex[vid].u; | |
| 2050 | - TexCoordAry[9 + cnt*2] = vertex[vid].v; | |
| 2051 | - | |
| 2052 | - VertexAry[15 + cnt*3] = vertex[vid].x; | |
| 2053 | - VertexAry[16 + cnt*3] = vertex[vid].y; | |
| 2054 | - VertexAry[17 + cnt*3] = vertex[vid].z; | |
| 2055 | - TexCoordAry[10 + cnt*2] = vertex[vid].u; | |
| 2056 | - TexCoordAry[11 + cnt*2] = vertex[vid].v; | |
| 2057 | - | |
| 2058 | - cnt += 6; | |
| 2059 | - } | |
| 2060 | - } | |
| 2061 | - | |
| 2062 | - //色情報配列を用意 | |
| 2063 | - ColorAry[0] = 1.0f; | |
| 2064 | - ColorAry[1] = 1.0f; | |
| 2065 | - ColorAry[2] = 1.0f; | |
| 2066 | - ColorAry[3] = 1.0f; | |
| 2067 | - for(int i=1; i<cnt; i++){ | |
| 2068 | - memcpy(&(ColorAry[i*4]), ColorAry, sizeof(float)*4); | |
| 2069 | - } | |
| 2070 | - | |
| 2071 | - delete [] vertex; | |
| 2072 | - delete [] index; | |
| 2073 | - | |
| 2074 | - pmodel[id].useflag = true; | |
| 2075 | - pmodel[id].polygons = polygons; | |
| 2076 | - pmodel[id].VertexAry = VertexAry; | |
| 2077 | - pmodel[id].ColorAry = ColorAry; | |
| 2078 | - pmodel[id].TexCoordAry = TexCoordAry; | |
| 2079 | - | |
| 2080 | -#ifdef ENABLE_DEBUGLOG | |
| 2081 | - //ログに出力 | |
| 2082 | - OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 2083 | -#endif | |
| 2084 | - return id; | |
| 2085 | -} | |
| 2086 | - | |
| 2087 | -//! @brief モデルファイルの中間データを作成(モーフィング) | |
| 2088 | -//! @param idA モデルAの認識番号 | |
| 2089 | -//! @param idB モデルBの認識番号 | |
| 2090 | -//! @return 成功:新しいモデル認識番号(0以上) 失敗:-1 | |
| 2091 | -//! @attention モデルAとモデルBは、頂点数・ポリゴン数・インデックスが同じである必要があります。 | |
| 2092 | -//! @attention それぞれのモデルデータが正しくないか 頂点数が異なる場合、実行に失敗します。 | |
| 2093 | -int D3DGraphics::MorphingModel(int idA, int idB) | |
| 2094 | -{ | |
| 2095 | -#ifdef ENABLE_DEBUGLOG | |
| 2096 | - char str[128]; | |
| 2097 | - sprintf(str, "中間データ作成 ID:%d and %d", idA, idB); | |
| 2098 | - | |
| 2099 | - //ログに出力 | |
| 2100 | - OutputLog.WriteLog(LOG_LOAD, "モデル", str); | |
| 2101 | -#endif | |
| 2102 | - | |
| 2103 | - /* | |
| 2104 | - //データが正しいか調べる | |
| 2105 | - if( (idA < 0)||((MAX_MODEL -1) < idA) ){ return -1; } | |
| 2106 | - if( pmodel[idA].useflag == false ){ return; } | |
| 2107 | - if( (idB < 0)||((MAX_MODEL -1) < idB) ){ return -1; } | |
| 2108 | - if( pmodel[idB].useflag == false ){ return; } | |
| 2109 | - | |
| 2110 | - int id = -1; | |
| 2111 | - | |
| 2112 | - //空いている認識番号を探す | |
| 2113 | - for(int i=0; i<MAX_TEXTURE; i++){ | |
| 2114 | - if( pmodel[i].useflag == false ){ | |
| 2115 | - id = i; | |
| 2116 | - break; | |
| 2117 | - } | |
| 2118 | - } | |
| 2119 | - if( id == -1 ){ return -1; } | |
| 2120 | - | |
| 2121 | - return -1; | |
| 2122 | - */ | |
| 2123 | - | |
| 2124 | -#ifdef ENABLE_DEBUGLOG | |
| 2125 | - //ログに出力 | |
| 2126 | - OutputLog.WriteLog(LOG_ERROR, "", ""); | |
| 2127 | -#endif | |
| 2128 | - | |
| 2129 | - return idA; | |
| 2130 | -} | |
| 2131 | - | |
| 2132 | -//! @brief モデルファイルを解放 | |
| 2133 | -//! @param id モデル認識番号 | |
| 2134 | -void D3DGraphics::CleanupModel(int id) | |
| 2135 | -{ | |
| 2136 | - if( (id < 0)||((MAX_MODEL -1) < id) ){ return; } | |
| 2137 | - if( pmodel[id].useflag == false ){ return; } | |
| 2138 | - | |
| 2139 | - delete pmodel[id].VertexAry; | |
| 2140 | - delete pmodel[id].ColorAry; | |
| 2141 | - delete pmodel[id].TexCoordAry; | |
| 2142 | - pmodel[id].useflag = false; | |
| 2143 | - | |
| 2144 | -#ifdef ENABLE_DEBUGLOG | |
| 2145 | - //ログに出力 | |
| 2146 | - OutputLog.WriteLog(LOG_CLEANUP, "モデル", id); | |
| 2147 | -#endif | |
| 2148 | -} | |
| 2149 | - | |
| 2150 | -//! @brief テクスチャを読み込む | |
| 2151 | -//! @param filename ファイル名 | |
| 2152 | -//! @param texturefont テクスチャフォントフラグ | |
| 2153 | -//! @param BlackTransparent 黒を透過する | |
| 2154 | -//! @return 成功:テクスチャ認識番号(0以上) 失敗:-1 | |
| 2155 | -int D3DGraphics::LoadTexture(char* filename, bool texturefont, bool BlackTransparent) | |
| 2156 | -{ | |
| 2157 | - int id = -1; | |
| 2158 | - char filename2[MAX_PATH]; | |
| 2159 | - int format = 0; | |
| 2160 | - | |
| 2161 | -#ifdef ENABLE_DEBUGLOG | |
| 2162 | - //ログに出力 | |
| 2163 | - OutputLog.WriteLog(LOG_LOAD, "テクスチャ", filename); | |
| 2164 | -#endif | |
| 2165 | - | |
| 2166 | - //空いている認識番号を探す | |
| 2167 | - for(int i=0; i<MAX_TEXTURE; i++){ | |
| 2168 | - if( ptextures[i].useflag == false ){ | |
| 2169 | - id = i; | |
| 2170 | - break; | |
| 2171 | - } | |
| 2172 | - } | |
| 2173 | - if( id == -1 ){ return -1; } | |
| 2174 | - | |
| 2175 | - //ファイル名を小文字へ変換(拡張子判定用) | |
| 2176 | - for(int i=0; i<strlen(filename); i++){ | |
| 2177 | - filename2[i] = (char)tolower(filename[i]); | |
| 2178 | - } | |
| 2179 | - filename2[ strlen(filename) ] = NULL; | |
| 2180 | - | |
| 2181 | - //拡張子でファイルフォーマットを判定 | |
| 2182 | - for(int i=strlen(filename2)-1; i>0; i--){ | |
| 2183 | - if( filename2[i] == '.' ){ | |
| 2184 | - if( strcmp(&(filename2[i]), ".bmp") == 0 ){ | |
| 2185 | - format = 1; | |
| 2186 | - } | |
| 2187 | - if( strcmp(&(filename2[i]), ".dds") == 0 ){ | |
| 2188 | - format = 2; | |
| 2189 | - } | |
| 2190 | - if( strcmp(&(filename2[i]), ".jpeg") == 0 ){ | |
| 2191 | - format = 3; | |
| 2192 | - } | |
| 2193 | - if( strcmp(&(filename2[i]), ".jpg") == 0 ){ | |
| 2194 | - format = 3; | |
| 2195 | - } | |
| 2196 | - if( strcmp(&(filename2[i]), ".png") == 0 ){ | |
| 2197 | - format = 4; | |
| 2198 | - } | |
| 2199 | - break; | |
| 2200 | - } | |
| 2201 | - } | |
| 2202 | - | |
| 2203 | - //対応してないフォーマット | |
| 2204 | - if( format == 0 ){ return -1; } | |
| 2205 | - | |
| 2206 | - if( format == 1 ){ // .bmp | |
| 2207 | - if( LoadBMPTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 2208 | - return -1; | |
| 2209 | - } | |
| 2210 | - } | |
| 2211 | - if( format == 2 ){ // .dds | |
| 2212 | - if( LoadDDSTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 2213 | - return -1; | |
| 2214 | - } | |
| 2215 | - } | |
| 2216 | - if( format == 3 ){ // .jpeg | |
| 2217 | - if( LoadJPEGTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 2218 | - return -1; | |
| 2219 | - } | |
| 2220 | - } | |
| 2221 | - if( format == 4 ){ // .png | |
| 2222 | - if( LoadPNGTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 2223 | - return -1; | |
| 2224 | - } | |
| 2225 | - } | |
| 2226 | - | |
| 2227 | - | |
| 2228 | - //テクスチャ有効 | |
| 2229 | - glEnable(GL_TEXTURE_2D); | |
| 2230 | - | |
| 2231 | - HDC hDC; | |
| 2232 | - hDC = GetDC(hWnd); | |
| 2233 | - wglMakeCurrent(hDC, hGLRC); | |
| 2234 | - glGenTextures(1 , &(textureobjname[id])); | |
| 2235 | - ReleaseDC(hWnd, hDC); | |
| 2236 | - | |
| 2237 | - glBindTexture(GL_TEXTURE_2D, textureobjname[id]); | |
| 2238 | - | |
| 2239 | - //OpenGLにセット | |
| 2240 | - int width = ptextures[id].width; | |
| 2241 | - int height = ptextures[id].height; | |
| 2242 | - unsigned char *data = ptextures[id].data; | |
| 2243 | - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); | |
| 2244 | - | |
| 2245 | - //ミップマップ設定 | |
| 2246 | - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| 2247 | - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
| 2248 | - | |
| 2249 | - //乗算合成 | |
| 2250 | - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | |
| 2251 | - | |
| 2252 | - //テクスチャ無効 | |
| 2253 | - glDisable(GL_TEXTURE_2D); | |
| 2254 | - | |
| 2255 | -#ifdef ENABLE_DEBUGLOG | |
| 2256 | - //ログに出力 | |
| 2257 | - OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 2258 | -#endif | |
| 2259 | - | |
| 2260 | - return id; | |
| 2261 | - | |
| 2262 | - | |
| 2263 | - /* | |
| 2264 | - unsigned char *data = new unsigned char [16*4]; | |
| 2265 | - | |
| 2266 | - data[0*4 + 0] = 255; data[0*4 + 1] = 255; data[0*4 + 2] = 255; data[0*4 + 3] = 255; | |
| 2267 | - data[1*4 + 0] = 0; data[1*4 + 1] = 0; data[1*4 + 2] = 0; data[1*4 + 3] = 255; | |
| 2268 | - data[2*4 + 0] = 255; data[2*4 + 1] = 255; data[2*4 + 2] = 255; data[2*4 + 3] = 255; | |
| 2269 | - data[3*4 + 0] = 0; data[3*4 + 1] = 0; data[3*4 + 2] = 0; data[3*4 + 3] = 255; | |
| 2270 | - data[4*4 + 0] = 255; data[4*4 + 1] = 0; data[4*4 + 2] = 0; data[4*4 + 3] = 255; | |
| 2271 | - data[5*4 + 0] = 0; data[5*4 + 1] = 255; data[5*4 + 2] = 0; data[5*4 + 3] = 255; | |
| 2272 | - data[6*4 + 0] = 0; data[6*4 + 1] = 0; data[6*4 + 2] = 255; data[6*4 + 3] = 255; | |
| 2273 | - data[7*4 + 0] = 0; data[7*4 + 1] = 0; data[7*4 + 2] = 0; data[7*4 + 3] = 255; | |
| 2274 | - data[8*4 + 0] = 128; data[8*4 + 1] = 0; data[8*4 + 2] = 0; data[8*4 + 3] = 255; | |
| 2275 | - data[9*4 + 0] = 0; data[9*4 + 1] = 128; data[9*4 + 2] = 0; data[9*4 + 3] = 255; | |
| 2276 | - data[10*4 + 0] = 0; data[10*4 + 1] = 0; data[10*4 + 2] = 128; data[10*4 + 3] = 255; | |
| 2277 | - data[11*4 + 0] = 0; data[11*4 + 1] = 0; data[11*4 + 2] = 0; data[11*4 + 3] = 255; | |
| 2278 | - data[12*4 + 0] = 255; data[12*4 + 1] = 255; data[12*4 + 2] = 0; data[12*4 + 3] = 255; | |
| 2279 | - data[13*4 + 0] = 255; data[13*4 + 1] = 0; data[13*4 + 2] = 255; data[13*4 + 3] = 255; | |
| 2280 | - data[14*4 + 0] = 0; data[14*4 + 1] = 255; data[14*4 + 2] = 255; data[14*4 + 3] = 255; | |
| 2281 | - data[15*4 + 0] = 255; data[15*4 + 1] = 255; data[15*4 + 2] = 255; data[15*4 + 3] = 255; | |
| 2282 | - | |
| 2283 | - ptextures[id].data = data; | |
| 2284 | - ptextures[id].width = 4; | |
| 2285 | - ptextures[id].height = 4; | |
| 2286 | - | |
| 2287 | - ptextures[id].useflag = true; | |
| 2288 | - | |
| 2289 | - return id; | |
| 2290 | - */ | |
| 2291 | -} | |
| 2292 | - | |
| 2293 | -//! @brief BMPファイルをを読み込む | |
| 2294 | -//! @param filename ファイル名 | |
| 2295 | -//! @param BlackTransparent 黒を透過する | |
| 2296 | -//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 2297 | -//! @return 成功:true 失敗:false | |
| 2298 | -//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 2299 | -bool D3DGraphics::LoadBMPTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 2300 | -{ | |
| 2301 | - FILE *fp; | |
| 2302 | - unsigned char header[54]; | |
| 2303 | - unsigned int dataPos; | |
| 2304 | - unsigned int width, height; | |
| 2305 | - unsigned int index; | |
| 2306 | - | |
| 2307 | - //ファイルを読み込む | |
| 2308 | - fp = fopen(filename, "rb"); | |
| 2309 | - if( fp == NULL ){ | |
| 2310 | - return false; //ファイルが読めない | |
| 2311 | - } | |
| 2312 | - | |
| 2313 | - //ヘッダーを読む | |
| 2314 | - fread(header, 1, 54, fp); | |
| 2315 | - | |
| 2316 | - if( (header[0x00] != 'B')||(header[0x01] != 'M') ){ | |
| 2317 | - fclose(fp); | |
| 2318 | - return false; //.bmpではない | |
| 2319 | - } | |
| 2320 | - | |
| 2321 | - // バイト配列から整数を読み込む | |
| 2322 | - dataPos = *(int*)&(header[0x0E]) + 14; | |
| 2323 | - width = *(int*)&(header[0x12]); | |
| 2324 | - height = *(int*)&(header[0x16]); | |
| 2325 | - index = *(int*)&(header[0x1C]); | |
| 2326 | - | |
| 2327 | - //実データの先頭まで移動 | |
| 2328 | - fseek(fp, dataPos, SEEK_SET); | |
| 2329 | - | |
| 2330 | - unsigned char *data = new unsigned char [width*height*4]; | |
| 2331 | - | |
| 2332 | - //各ピクセル8ビットなら、256色パレットモード | |
| 2333 | - if( index == 8 ){ | |
| 2334 | - unsigned char pixel; | |
| 2335 | - unsigned char *pallet = new unsigned char [256*4]; | |
| 2336 | - fread(pallet, 1, 256*4, fp); | |
| 2337 | - | |
| 2338 | - for(int h=height-1; h>=0; h--){ | |
| 2339 | - for(int w=0; w<width; w++){ | |
| 2340 | - fread(&pixel, 1, 1, fp); | |
| 2341 | - | |
| 2342 | - data[(h*width+w)*4 + 0] = pallet[pixel*4 + 2]; | |
| 2343 | - data[(h*width+w)*4 + 1] = pallet[pixel*4 + 1]; | |
| 2344 | - data[(h*width+w)*4 + 2] = pallet[pixel*4 + 0]; | |
| 2345 | - data[(h*width+w)*4 + 3] = 255; | |
| 2346 | - | |
| 2347 | - if( BlackTransparent == true ){ | |
| 2348 | - //黒ならば透過する | |
| 2349 | - if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 2350 | - data[(h*width+w)*4 + 3] = 0; | |
| 2351 | - } | |
| 2352 | - } | |
| 2353 | - } | |
| 2354 | - } | |
| 2355 | - | |
| 2356 | - delete []pallet; | |
| 2357 | - } | |
| 2358 | - | |
| 2359 | - //各ピクセル24ビットなら、フルカラー | |
| 2360 | - if( index == 24 ){ | |
| 2361 | - unsigned char pixel[3]; | |
| 2362 | - for(int h=height-1; h>=0; h--){ | |
| 2363 | - for(int w=0; w<width; w++){ | |
| 2364 | - fread(&pixel, 1, 3, fp); | |
| 2365 | - | |
| 2366 | - data[(h*width+w)*4 + 0] = pixel[2]; | |
| 2367 | - data[(h*width+w)*4 + 1] = pixel[1]; | |
| 2368 | - data[(h*width+w)*4 + 2] = pixel[0]; | |
| 2369 | - data[(h*width+w)*4 + 3] = 255; | |
| 2370 | - | |
| 2371 | - if( BlackTransparent == true ){ | |
| 2372 | - //黒ならば透過する | |
| 2373 | - if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 2374 | - data[(h*width+w)*4 + 3] = 0; | |
| 2375 | - } | |
| 2376 | - } | |
| 2377 | - } | |
| 2378 | - } | |
| 2379 | - } | |
| 2380 | - | |
| 2381 | - //ファイルハンドルを解放 | |
| 2382 | - fclose( fp ); | |
| 2383 | - | |
| 2384 | - //構造体に代入 | |
| 2385 | - ptexture->data = data; | |
| 2386 | - ptexture->width = width; | |
| 2387 | - ptexture->height = height; | |
| 2388 | - | |
| 2389 | - ptexture->useflag = true; | |
| 2390 | - | |
| 2391 | - return true; | |
| 2392 | -} | |
| 2393 | - | |
| 2394 | -//! @brief DDSファイルをを読み込む | |
| 2395 | -//! @param filename ファイル名 | |
| 2396 | -//! @param BlackTransparent 黒を透過する | |
| 2397 | -//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 2398 | -//! @return 成功:true 失敗:false | |
| 2399 | -//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 2400 | -bool D3DGraphics::LoadDDSTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 2401 | -{ | |
| 2402 | - FILE *fp; | |
| 2403 | - unsigned char header[124+4]; | |
| 2404 | - unsigned int width, height; | |
| 2405 | - unsigned int index; | |
| 2406 | - | |
| 2407 | - //ファイルを読み込む | |
| 2408 | - fp = fopen(filename, "rb"); | |
| 2409 | - if( fp == NULL ){ | |
| 2410 | - return false; //ファイルが読めない | |
| 2411 | - } | |
| 2412 | - | |
| 2413 | - //ヘッダーを読む | |
| 2414 | - fread(header, 1, 124+4, fp); | |
| 2415 | - | |
| 2416 | - if( (header[0x00] != 'D')||(header[0x01] != 'D')||(header[0x02] != 'S')||(header[0x03] != ' ') ){ | |
| 2417 | - fclose(fp); | |
| 2418 | - return false; //.ddsではない | |
| 2419 | - } | |
| 2420 | - | |
| 2421 | - // バイト配列から整数を読み込む | |
| 2422 | - width = *(int*)&(header[0x10]); | |
| 2423 | - height = *(int*)&(header[0x0C]); | |
| 2424 | - index = *(int*)&(header[0x58]); | |
| 2425 | - | |
| 2426 | - if( (index != 16)&&(index != 32) ){ | |
| 2427 | - fclose(fp); | |
| 2428 | - return false; //対応してないフォーマット | |
| 2429 | - } | |
| 2430 | - | |
| 2431 | - unsigned char *data = new unsigned char [width*height*4]; | |
| 2432 | - | |
| 2433 | - for(int h=0; h<height; h++){ | |
| 2434 | - for(int w=0; w<width; w++){ | |
| 2435 | - unsigned char pixel[4]; | |
| 2436 | - fread(&pixel, 1, index/8, fp); | |
| 2437 | - | |
| 2438 | - if( index == 16 ){ //各ピクセル16ビット | |
| 2439 | - data[(h*width+w)*4 + 0] = (pixel[1]<<4)&0xF0; | |
| 2440 | - data[(h*width+w)*4 + 1] = pixel[0]&0xF0; | |
| 2441 | - data[(h*width+w)*4 + 2] = (pixel[0]<<4)&0xF0; | |
| 2442 | - data[(h*width+w)*4 + 3] = pixel[1]&0xF0; | |
| 2443 | - } | |
| 2444 | - if( index == 32 ){ //各ピクセル32ビット | |
| 2445 | - data[(h*width+w)*4 + 0] = pixel[2]; | |
| 2446 | - data[(h*width+w)*4 + 1] = pixel[1]; | |
| 2447 | - data[(h*width+w)*4 + 2] = pixel[0]; | |
| 2448 | - data[(h*width+w)*4 + 3] = pixel[3]; | |
| 2449 | - } | |
| 2450 | - | |
| 2451 | - if( BlackTransparent == true ){ | |
| 2452 | - //黒ならば透過する | |
| 2453 | - if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 2454 | - data[(h*width+w)*4 + 3] = 0; | |
| 2455 | - } | |
| 2456 | - } | |
| 2457 | - } | |
| 2458 | - } | |
| 2459 | - | |
| 2460 | - //ファイルハンドルを解放 | |
| 2461 | - fclose( fp ); | |
| 2462 | - | |
| 2463 | - //構造体に代入 | |
| 2464 | - ptexture->data = data; | |
| 2465 | - ptexture->width = width; | |
| 2466 | - ptexture->height = height; | |
| 2467 | - | |
| 2468 | - ptexture->useflag = true; | |
| 2469 | - | |
| 2470 | - return true; | |
| 2471 | -} | |
| 2472 | - | |
| 2473 | -//! @brief JPEGファイルをを読み込む | |
| 2474 | -//! @param filename ファイル名 | |
| 2475 | -//! @param BlackTransparent 黒を透過する | |
| 2476 | -//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 2477 | -//! @return 成功:true 失敗:false | |
| 2478 | -//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 2479 | -bool D3DGraphics::LoadJPEGTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 2480 | -{ | |
| 2481 | - FILE *fp; | |
| 2482 | - JSAMPARRAY img; | |
| 2483 | - unsigned int width, height; | |
| 2484 | - | |
| 2485 | - //ファイルを読み込む | |
| 2486 | - fp = fopen(filename, "rb"); | |
| 2487 | - if( fp == NULL ){ | |
| 2488 | - return false; //ファイルが読めない | |
| 2489 | - } | |
| 2490 | - jpeg_stdio_src(&cinfo, fp); | |
| 2491 | - | |
| 2492 | - //パラメータの設定 | |
| 2493 | - jpeg_read_header(&cinfo, true); | |
| 2494 | - | |
| 2495 | - //展開開始 | |
| 2496 | - jpeg_start_decompress(&cinfo); | |
| 2497 | - | |
| 2498 | - //領域確保 | |
| 2499 | - img = (JSAMPARRAY)new JSAMPROW [cinfo.output_height]; | |
| 2500 | - for(int i=0; i<cinfo.output_height; i++){ | |
| 2501 | - img[i] = (JSAMPROW)new JSAMPLE [cinfo.output_width * cinfo.out_color_components]; | |
| 2502 | - } | |
| 2503 | - | |
| 2504 | - //展開 | |
| 2505 | - while( cinfo.output_scanline < cinfo.output_height ) { | |
| 2506 | - jpeg_read_scanlines(&cinfo, img + cinfo.output_scanline, cinfo.output_height - cinfo.output_scanline); | |
| 2507 | - } | |
| 2508 | - | |
| 2509 | - //展開終了 | |
| 2510 | - jpeg_finish_decompress(&cinfo); | |
| 2511 | - | |
| 2512 | - | |
| 2513 | - //ファイルハンドルを解放 | |
| 2514 | - fclose( fp ); | |
| 2515 | - | |
| 2516 | - | |
| 2517 | - // バイト配列から整数を読み込む | |
| 2518 | - width = (int)cinfo.output_width; | |
| 2519 | - height = (int)cinfo.output_height; | |
| 2520 | - | |
| 2521 | - unsigned char *data = new unsigned char [width*height*4]; | |
| 2522 | - | |
| 2523 | - for(int h=0; h<height; h++){ | |
| 2524 | - //1ライン分取得 | |
| 2525 | - JSAMPROW p = img[h]; | |
| 2526 | - | |
| 2527 | - for(int w=0; w<width; w++){ | |
| 2528 | - data[(h*width+w)*4 + 0] = p[w*3 + 0]; | |
| 2529 | - data[(h*width+w)*4 + 1] = p[w*3 + 1]; | |
| 2530 | - data[(h*width+w)*4 + 2] = p[w*3 + 2]; | |
| 2531 | - data[(h*width+w)*4 + 3] = 255; | |
| 2532 | - | |
| 2533 | - if( BlackTransparent == true ){ | |
| 2534 | - //黒ならば透過する | |
| 2535 | - if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 2536 | - data[(h*width+w)*4 + 3] = 0; | |
| 2537 | - } | |
| 2538 | - } | |
| 2539 | - | |
| 2540 | - } | |
| 2541 | - } | |
| 2542 | - | |
| 2543 | - //領域解放 | |
| 2544 | - for(int i=0; i<cinfo.output_height; i++){ | |
| 2545 | - delete [] img[i]; | |
| 2546 | - } | |
| 2547 | - delete [] img; | |
| 2548 | - | |
| 2549 | - //構造体に代入 | |
| 2550 | - ptexture->data = data; | |
| 2551 | - ptexture->width = width; | |
| 2552 | - ptexture->height = height; | |
| 2553 | - | |
| 2554 | - ptexture->useflag = true; | |
| 2555 | - | |
| 2556 | - return true; | |
| 2557 | -} | |
| 2558 | - | |
| 2559 | -//! @brief PNGファイルをを読み込む | |
| 2560 | -//! @param filename ファイル名 | |
| 2561 | -//! @param BlackTransparent 黒を透過する | |
| 2562 | -//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 2563 | -//! @return 成功:true 失敗:false | |
| 2564 | -//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 2565 | -bool D3DGraphics::LoadPNGTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 2566 | -{ | |
| 2567 | - FILE *fp; | |
| 2568 | - png_byte sig[4]; | |
| 2569 | - png_structp pPng; | |
| 2570 | - png_infop pInfo; | |
| 2571 | - unsigned int width, height; | |
| 2572 | - | |
| 2573 | - //ファイルを読み込む | |
| 2574 | - fp = fopen(filename, "rb"); | |
| 2575 | - if( fp == NULL ){ | |
| 2576 | - return false; //ファイルが読めない | |
| 2577 | - } | |
| 2578 | - | |
| 2579 | - //PNGファイルか判定 | |
| 2580 | - fread(sig, 4, 1, fp); | |
| 2581 | - if( png_sig_cmp(sig, 0, 4) != 0 ){ | |
| 2582 | - fclose(fp); | |
| 2583 | - return false; //.pngではない | |
| 2584 | - } | |
| 2585 | - | |
| 2586 | - //構造体を初期化 | |
| 2587 | - pPng = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); | |
| 2588 | - pInfo = png_create_info_struct(pPng); | |
| 2589 | - | |
| 2590 | - //情報を取得 | |
| 2591 | - png_init_io(pPng, fp); | |
| 2592 | - png_set_sig_bytes(pPng, 4); | |
| 2593 | - png_read_info(pPng, pInfo); | |
| 2594 | - | |
| 2595 | - //テクスチャの大きさを取得 | |
| 2596 | - width = png_get_image_width(pPng, pInfo); | |
| 2597 | - height = png_get_image_height(pPng, pInfo); | |
| 2598 | - | |
| 2599 | - //インターレス方式か判定 | |
| 2600 | - if( png_get_interlace_type(pPng, pInfo) != PNG_INTERLACE_NONE ){ | |
| 2601 | - png_destroy_read_struct(&pPng, &pInfo, (png_infopp)NULL); | |
| 2602 | - fclose(fp); | |
| 2603 | - return false; //インターレスには対応しない。 | |
| 2604 | - } | |
| 2605 | - | |
| 2606 | - //アルファチャンネルを初期化 | |
| 2607 | - png_set_add_alpha(pPng, 0xff, PNG_FILLER_AFTER); | |
| 2608 | - | |
| 2609 | - // tRNSチャンクがあれば、アルファチャンネルに変換 | |
| 2610 | - if (png_get_valid(pPng, pInfo, PNG_INFO_tRNS)) { | |
| 2611 | - png_set_tRNS_to_alpha(pPng); | |
| 2612 | - } | |
| 2613 | - | |
| 2614 | - unsigned char *data = new unsigned char [width*height*4]; | |
| 2615 | - | |
| 2616 | - //1ライン分の作業領域を確保 | |
| 2617 | - png_bytep buf = new png_byte[width*4]; | |
| 2618 | - | |
| 2619 | - for(int h=0; h<height; h++){ | |
| 2620 | - //1ライン分取得 | |
| 2621 | - png_read_row(pPng,buf,NULL); | |
| 2622 | - | |
| 2623 | - for(int w=0; w<width; w++){ | |
| 2624 | - data[(h*width+w)*4 + 0] = buf[w*4 + 0]; | |
| 2625 | - data[(h*width+w)*4 + 1] = buf[w*4 + 1]; | |
| 2626 | - data[(h*width+w)*4 + 2] = buf[w*4 + 2]; | |
| 2627 | - data[(h*width+w)*4 + 3] = buf[w*4 + 3]; | |
| 2628 | - | |
| 2629 | - if( BlackTransparent == true ){ | |
| 2630 | - //黒ならば透過する | |
| 2631 | - if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 2632 | - data[(h*width+w)*4 + 3] = 0; | |
| 2633 | - } | |
| 2634 | - } | |
| 2635 | - } | |
| 2636 | - } | |
| 2637 | - | |
| 2638 | - //1ライン分の作業領域を解放 | |
| 2639 | - delete [] buf; | |
| 2640 | - | |
| 2641 | - //解放 | |
| 2642 | - png_read_end(pPng, NULL); | |
| 2643 | - png_destroy_read_struct(&pPng, &pInfo, (png_infopp)NULL); | |
| 2644 | - | |
| 2645 | - //ファイルハンドルを解放 | |
| 2646 | - fclose( fp ); | |
| 2647 | - | |
| 2648 | - //構造体に代入 | |
| 2649 | - ptexture->data = data; | |
| 2650 | - ptexture->width = width; | |
| 2651 | - ptexture->height = height; | |
| 2652 | - | |
| 2653 | - ptexture->useflag = true; | |
| 2654 | - | |
| 2655 | - return true; | |
| 2656 | -} | |
| 2657 | - | |
| 2658 | -//! @brief テクスチャのサイズを取得 | |
| 2659 | -//! @param id テクスチャ認識番号 | |
| 2660 | -//! @param width 幅を受け取るポインタ | |
| 2661 | -//! @param height 高さを受け取るポインタ | |
| 2662 | -//! @return 成功:0 失敗:1 | |
| 2663 | -//! @attention サーフェイスのサイズを取得します。GPUにロードされたサイズであり、テクスチャ(現物)と異なる場合があります。 | |
| 2664 | -int D3DGraphics::GetTextureSize(int id, int *width, int *height) | |
| 2665 | -{ | |
| 2666 | - //無効な認識番号が指定されていたら、処理せず返す。 | |
| 2667 | - if( id == -1 ){ return 1; } | |
| 2668 | - if( ptextures[id].useflag == false ){ return 1; } | |
| 2669 | - | |
| 2670 | - *width = ptextures[id].width; | |
| 2671 | - *height = ptextures[id].height; | |
| 2672 | - | |
| 2673 | - return 0; | |
| 2674 | -} | |
| 2675 | - | |
| 2676 | -//! @brief テクスチャを指定 | |
| 2677 | -//! @param TextureID テクスチャ認識番号 | |
| 2678 | -void D3DGraphics::SetTexture(int TextureID) | |
| 2679 | -{ | |
| 2680 | - if( now_textureid == TextureID ){ | |
| 2681 | - return; | |
| 2682 | - } | |
| 2683 | - | |
| 2684 | - //OpenGLにセット | |
| 2685 | - glBindTexture(GL_TEXTURE_2D, textureobjname[TextureID]); | |
| 2686 | - | |
| 2687 | - now_textureid = TextureID; | |
| 2688 | -} | |
| 2689 | - | |
| 2690 | -//! @brief テクスチャを解放 | |
| 2691 | -//! @param id テクスチャ認識番号 | |
| 2692 | -void D3DGraphics::CleanupTexture(int id) | |
| 2693 | -{ | |
| 2694 | - if( (id < 0)||((MAX_TEXTURE -1) < id) ){ return; } | |
| 2695 | - if( ptextures[id].useflag == false ){ return; } | |
| 2696 | - | |
| 2697 | - delete ptextures[id].data; | |
| 2698 | - glDeleteTextures(1 , &(textureobjname[id])); | |
| 2699 | - ptextures[id].useflag = false; | |
| 2700 | - | |
| 2701 | -#ifdef ENABLE_DEBUGLOG | |
| 2702 | - //ログに出力 | |
| 2703 | - OutputLog.WriteLog(LOG_CLEANUP, "テクスチャ", id); | |
| 2704 | -#endif | |
| 2705 | -} | |
| 2706 | - | |
| 2707 | -//! @brief 全ての描画処理を開始 | |
| 2708 | -//! @return 成功:0 失敗:1 | |
| 2709 | -//! @attention 描画処理の最初に呼び出す必要があります。 | |
| 2710 | -int D3DGraphics::StartRender() | |
| 2711 | -{ | |
| 2712 | - HDC hDC; | |
| 2713 | - | |
| 2714 | - hDC = BeginPaint(hWnd, &Paint_ps); | |
| 2715 | - | |
| 2716 | - //コンテキストを指定 | |
| 2717 | - wglMakeCurrent(hDC, hGLRC); | |
| 2718 | - | |
| 2719 | - //初期化 | |
| 2720 | - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
| 2721 | - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| 2722 | - | |
| 2723 | - glEnable(GL_DEPTH_TEST); | |
| 2724 | - glEnable(GL_CULL_FACE); | |
| 2725 | - | |
| 2726 | - //混合処理(透過有効化) | |
| 2727 | - glEnable(GL_BLEND); | |
| 2728 | - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| 2729 | - | |
| 2730 | - //アルファテスト | |
| 2731 | - glAlphaFunc(GL_GREATER, 0.0f); | |
| 2732 | - glEnable(GL_ALPHA_TEST); | |
| 2733 | - | |
| 2734 | - return 0; | |
| 2735 | -} | |
| 2736 | - | |
| 2737 | -//! @brief 全ての描画処理を終了 | |
| 2738 | -//! @return 成功:false 失敗:true | |
| 2739 | -//! @attention 描画処理の最後に呼び出す必要があります。 | |
| 2740 | -bool D3DGraphics::EndRender() | |
| 2741 | -{ | |
| 2742 | - glFlush(); | |
| 2743 | - | |
| 2744 | - wglMakeCurrent(NULL, NULL); | |
| 2745 | - | |
| 2746 | - EndPaint(hWnd, &Paint_ps); | |
| 2747 | - | |
| 2748 | - return false; | |
| 2749 | -} | |
| 2750 | - | |
| 2751 | -//! @brief Zバッファをリセット | |
| 2752 | -void D3DGraphics::ResetZbuffer() | |
| 2753 | -{ | |
| 2754 | - glClear(GL_DEPTH_BUFFER_BIT); | |
| 2755 | -} | |
| 2756 | - | |
| 2757 | -//! @brief ワールド空間を原点(0,0,0)に戻す など | |
| 2758 | -void D3DGraphics::ResetWorldTransform() | |
| 2759 | -{ | |
| 2760 | - glMatrixMode(GL_PROJECTION); | |
| 2761 | - glLoadIdentity(); | |
| 2762 | - gluPerspective(viewangle*(180.0f/(float)M_PI), (float)width/height, CLIPPINGPLANE_NEAR, CLIPPINGPLANE_FAR); | |
| 2763 | - | |
| 2764 | - glMatrixMode(GL_MODELVIEW); | |
| 2765 | - glLoadIdentity(); | |
| 2766 | - gluLookAt(camera_x*-1, camera_y, camera_z, camera_x*-1 + cos(camera_rx*-1 + (float)M_PI)*cos(camera_ry), camera_y + sin(camera_ry), camera_z + sin(camera_rx*-1 + (float)M_PI)*cos(camera_ry), 0.0f, 1.0f, 0.0f); | |
| 2767 | -} | |
| 2768 | - | |
| 2769 | -//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 2770 | -//! @param x X座標 | |
| 2771 | -//! @param y Y座標 | |
| 2772 | -//! @param z Z座標 | |
| 2773 | -//! @param rx 横軸角度 | |
| 2774 | -//! @param ry 縦軸角度 | |
| 2775 | -//! @param size 拡大率 | |
| 2776 | -void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry, float size) | |
| 2777 | -{ | |
| 2778 | - SetWorldTransform(x, y, z, rx, ry, 0.0f, size); | |
| 2779 | -} | |
| 2780 | - | |
| 2781 | -//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 2782 | -//! @param x X座標 | |
| 2783 | -//! @param y Y座標 | |
| 2784 | -//! @param z Z座標 | |
| 2785 | -//! @param rx 横軸角度 | |
| 2786 | -//! @param ry1 縦軸角度 | |
| 2787 | -//! @param ry2 縦軸角度 | |
| 2788 | -//! @param size 拡大率 | |
| 2789 | -void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry1, float ry2, float size) | |
| 2790 | -{ | |
| 2791 | - ResetWorldTransform(); | |
| 2792 | - | |
| 2793 | - glMatrixMode(GL_MODELVIEW); | |
| 2794 | - | |
| 2795 | - glTranslatef(x*-1, y, z); | |
| 2796 | - glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 2797 | - glRotatef(ry1*(180.0f/(float)M_PI), 1.0f, 0.0f, 0.0f); | |
| 2798 | - glRotatef(ry2*-1*(180.0f/(float)M_PI), 0.0f, 0.0f, 1.0f); | |
| 2799 | - glScalef(size, size, size); | |
| 2800 | -} | |
| 2801 | - | |
| 2802 | -//! @brief ワールド空間の座標・角度・拡大率を設定(エフェクト用) | |
| 2803 | -//! @param x X座標 | |
| 2804 | -//! @param y Y座標 | |
| 2805 | -//! @param z Z座標 | |
| 2806 | -//! @param rx 横軸角度 | |
| 2807 | -//! @param ry 縦軸角度 | |
| 2808 | -//! @param rt 回転角度 | |
| 2809 | -//! @param size 拡大率 | |
| 2810 | -void D3DGraphics::SetWorldTransformEffect(float x, float y, float z, float rx, float ry, float rt, float size) | |
| 2811 | -{ | |
| 2812 | - ResetWorldTransform(); | |
| 2813 | - | |
| 2814 | - glMatrixMode(GL_MODELVIEW); | |
| 2815 | - | |
| 2816 | - glTranslatef(x*-1, y, z); | |
| 2817 | - glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 2818 | - glRotatef(ry*-1*(180.0f/(float)M_PI), 0.0f, 0.0f, 1.0f); | |
| 2819 | - glRotatef(rt*(180.0f/(float)M_PI), 1.0f, 0.0f, 0.0f); | |
| 2820 | - glScalef(size, size, size); | |
| 2821 | -} | |
| 2822 | - | |
| 2823 | -//! @brief ワールド空間を人が武器を持つ場所に設定 | |
| 2824 | -//! @param x X座標 | |
| 2825 | -//! @param y Y座標 | |
| 2826 | -//! @param z Z座標 | |
| 2827 | -//! @param mx 手元を原点にした モデルのX座標 | |
| 2828 | -//! @param my 手元を原点にした モデルのY座標 | |
| 2829 | -//! @param mz 手元を原点にした モデルのZ座標 | |
| 2830 | -//! @param rx 横軸角度 | |
| 2831 | -//! @param ry 縦軸角度 | |
| 2832 | -//! @param size 拡大率 | |
| 2833 | -void D3DGraphics::SetWorldTransformHumanWeapon(float x, float y, float z, float mx, float my, float mz, float rx, float ry, float size) | |
| 2834 | -{ | |
| 2835 | - ResetWorldTransform(); | |
| 2836 | - | |
| 2837 | - glMatrixMode(GL_MODELVIEW); | |
| 2838 | - | |
| 2839 | - glTranslatef(x*-1, y, z); | |
| 2840 | - glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 2841 | - glRotatef(ry*(180.0f/(float)M_PI), 1.0f, 0.0f, 0.0f); | |
| 2842 | - glTranslatef(mx*-1, my, mz); | |
| 2843 | - glScalef(size, size, size); | |
| 2844 | -} | |
| 2845 | - | |
| 2846 | -//! @brief ワールド空間を所持している武器を表示する場所に設定 | |
| 2847 | -//! @param rotation 武器を回転させる | |
| 2848 | -//! @param camera_x カメラのX座標 | |
| 2849 | -//! @param camera_y カメラのY座標 | |
| 2850 | -//! @param camera_z カメラのZ座標 | |
| 2851 | -//! @param camera_rx カメラの横軸角度 | |
| 2852 | -//! @param camera_ry カメラの縦軸角度 | |
| 2853 | -//! @param rx 武器のの縦軸角度 | |
| 2854 | -//! @param size 表示サイズ | |
| 2855 | -//! @note rotation・・ true:現在持っている武器です。 false:予備の武器です。(rx は無視されます) | |
| 2856 | -//! @todo 位置やサイズの微調整 | |
| 2857 | -void D3DGraphics::SetWorldTransformPlayerWeapon(bool rotation, float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, float rx, float size) | |
| 2858 | -{ | |
| 2859 | - size = size * 0.3f; | |
| 2860 | - | |
| 2861 | - ResetWorldTransform(); | |
| 2862 | - | |
| 2863 | - glMatrixMode(GL_MODELVIEW); | |
| 2864 | - | |
| 2865 | - glTranslatef(camera_x*-1, camera_y, camera_z); | |
| 2866 | - glRotatef(camera_rx*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 2867 | - glRotatef(camera_ry*-1*(180.0f/(float)M_PI), 0.0f, 0.0f, 1.0f); | |
| 2868 | - | |
| 2869 | - if( rotation == true ){ | |
| 2870 | - glTranslatef(HUD_myweapon_x[0]*-1, HUD_myweapon_y[0], HUD_myweapon_z[0]); | |
| 2871 | - glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 2872 | - } | |
| 2873 | - else{ | |
| 2874 | - glTranslatef(HUD_myweapon_x[1]*-1, HUD_myweapon_y[1], HUD_myweapon_z[1]); | |
| 2875 | - glRotatef(180, 0.0f, 1.0f, 0.0f); | |
| 2876 | - } | |
| 2877 | - glScalef(size, size, size); | |
| 2878 | -} | |
| 2879 | - | |
| 2880 | -//! @brief ワールド空間の座標を取得 | |
| 2881 | -//! @param *x x軸を受け取るポインタ | |
| 2882 | -//! @param *y y軸を受け取るポインタ | |
| 2883 | -//! @param *z z軸を受け取るポインタ | |
| 2884 | -void D3DGraphics::GetWorldTransformPos(float *x, float *y, float *z) | |
| 2885 | -{ | |
| 2886 | - GLfloat model[16]; | |
| 2887 | - glMatrixMode(GL_MODELVIEW); | |
| 2888 | - glGetFloatv(GL_MODELVIEW_MATRIX, model); | |
| 2889 | - *x = model[12]; | |
| 2890 | - *y = model[13]; | |
| 2891 | - *z = model[14]; | |
| 2892 | -} | |
| 2893 | - | |
| 2894 | -//! @brief フォグを設定 | |
| 2895 | -//! @param skynumber 空の番号 | |
| 2896 | -void D3DGraphics::SetFog(int skynumber) | |
| 2897 | -{ | |
| 2898 | - float fogColor[4]; | |
| 2899 | - | |
| 2900 | - //空の番号により色を決定 | |
| 2901 | - switch(skynumber){ | |
| 2902 | - case 1: fogColor[0] = 0.25f; fogColor[1] = 0.25f+0.0625; fogColor[2] = 0.25f; fogColor[3] = 1.0f; break; | |
| 2903 | - case 2: fogColor[0] = 0.0625; fogColor[1] = 0.0625; fogColor[2] = 0.0625; fogColor[3] = 1.0f; break; | |
| 2904 | - case 3: fogColor[0] = 0.0f; fogColor[1] = 0.0625; fogColor[2] = 0.125; fogColor[3] = 1.0f; break; | |
| 2905 | - case 4: fogColor[0] = 0.125; fogColor[1] = 0.0625; fogColor[2] = 0.0625; fogColor[3] = 1.0f; break; | |
| 2906 | - case 5: fogColor[0] = 0.25f; fogColor[1] = 0.125; fogColor[2] = 0.125; fogColor[3] = 1.0f; break; | |
| 2907 | - default: fogColor[0] = 0.0f; fogColor[1] = 0.0f; fogColor[2] = 0.0f; fogColor[3] = 1.0f; break; | |
| 2908 | - } | |
| 2909 | - | |
| 2910 | - float fog_st = 100; | |
| 2911 | - float fog_end = 800; | |
| 2912 | - glFogi(GL_FOG_MODE, GL_LINEAR); | |
| 2913 | - glFogfv(GL_FOG_COLOR, fogColor); | |
| 2914 | - glHint(GL_FOG_HINT, GL_NICEST); | |
| 2915 | - glFogf(GL_FOG_START, fog_st); | |
| 2916 | - glFogf(GL_FOG_END, fog_end); | |
| 2917 | - | |
| 2918 | - glEnable(GL_FOG); | |
| 2919 | -} | |
| 2920 | - | |
| 2921 | -//! @brief カメラ(視点)を設定 | |
| 2922 | -//! @param in_camera_x カメラのX座標 | |
| 2923 | -//! @param in_camera_y カメラのY座標 | |
| 2924 | -//! @param in_camera_z カメラのZ座標 | |
| 2925 | -//! @param in_camera_rx カメラの横軸角度 | |
| 2926 | -//! @param in_camera_ry カメラの縦軸角度 | |
| 2927 | -//! @param in_viewangle 視野角 | |
| 2928 | -void D3DGraphics::SetCamera(float in_camera_x, float in_camera_y, float in_camera_z, float in_camera_rx, float in_camera_ry, float in_viewangle) | |
| 2929 | -{ | |
| 2930 | - glViewport(0, 0, width, height); | |
| 2931 | - | |
| 2932 | - camera_x = in_camera_x; | |
| 2933 | - camera_y = in_camera_y; | |
| 2934 | - camera_z = in_camera_z; | |
| 2935 | - camera_rx = in_camera_rx; | |
| 2936 | - camera_ry = in_camera_ry; | |
| 2937 | - viewangle = in_viewangle; | |
| 2938 | - | |
| 2939 | - ResetWorldTransform(); | |
| 2940 | -} | |
| 2941 | - | |
| 2942 | -//! @brief マップデータを取り込む | |
| 2943 | -//! @param in_blockdata ブロックデータ | |
| 2944 | -//! @param directory ブロックデータが存在するディレクトリ | |
| 2945 | -void D3DGraphics::LoadMapdata(BlockDataInterface* in_blockdata, char *directory) | |
| 2946 | -{ | |
| 2947 | - //ブロックデータが指定されていなければ、処理しない。 | |
| 2948 | - if( in_blockdata == NULL ){ return; } | |
| 2949 | - | |
| 2950 | - char fname[MAX_PATH]; | |
| 2951 | - char fnamefull[MAX_PATH]; | |
| 2952 | - | |
| 2953 | - //クラスを設定 | |
| 2954 | - blockdata = in_blockdata; | |
| 2955 | - | |
| 2956 | - //ブロック数を取得 | |
| 2957 | - bs = blockdata->GetTotaldatas(); | |
| 2958 | - | |
| 2959 | - //テクスチャ読み込み | |
| 2960 | - for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 2961 | - //テクスチャ名を取得 | |
| 2962 | - blockdata->GetTexture(fname, i); | |
| 2963 | - | |
| 2964 | - if( strcmp(fname, "") == 0 ){ //指定されていなければ、処理しない | |
| 2965 | - mapTextureID[i] = -1; | |
| 2966 | - } | |
| 2967 | - else{ | |
| 2968 | - //「ディレクトリ+ファイル名」を生成し、読み込む | |
| 2969 | - strcpy(fnamefull, directory); | |
| 2970 | - strcat(fnamefull, fname); | |
| 2971 | - mapTextureID[i] = LoadTexture(fnamefull, false, false); | |
| 2972 | - } | |
| 2973 | - } | |
| 2974 | -} | |
| 2975 | - | |
| 2976 | -//! @brief マップデータを描画 | |
| 2977 | -//! @param wireframe ワイヤーフレーム表示 | |
| 2978 | -void D3DGraphics::DrawMapdata(bool wireframe) | |
| 2979 | -{ | |
| 2980 | - //ブロックデータが読み込まれていなければ、処理しない。 | |
| 2981 | - if( blockdata == NULL ){ return; } | |
| 2982 | - | |
| 2983 | - struct blockdata data; | |
| 2984 | - int textureID; | |
| 2985 | - int vID[4]; | |
| 2986 | - int uvID[4]; | |
| 2987 | - float *VertexAry = new float [bs*6 * 6*3]; | |
| 2988 | - float *ColorAry = new float [bs*6 * 6*4]; | |
| 2989 | - float *TexCoordAry = new float [bs*6 * 6*2]; | |
| 2990 | - | |
| 2991 | - if( wireframe == true ){ | |
| 2992 | - //ワイヤーフレーム表示 | |
| 2993 | - for(int i=0; i<bs; i++){ | |
| 2994 | - blockdata->Getdata(&data, i); | |
| 2995 | - Drawline(data.x[0], data.y[0], data.z[0], data.x[1], data.y[1], data.z[1]); | |
| 2996 | - Drawline(data.x[1], data.y[1], data.z[1], data.x[2], data.y[2], data.z[2]); | |
| 2997 | - Drawline(data.x[2], data.y[2], data.z[2], data.x[3], data.y[3], data.z[3]); | |
| 2998 | - Drawline(data.x[3], data.y[3], data.z[3], data.x[0], data.y[0], data.z[0]); | |
| 2999 | - Drawline(data.x[4], data.y[4], data.z[4], data.x[5], data.y[5], data.z[5]); | |
| 3000 | - Drawline(data.x[5], data.y[5], data.z[5], data.x[6], data.y[6], data.z[6]); | |
| 3001 | - Drawline(data.x[6], data.y[6], data.z[6], data.x[7], data.y[7], data.z[7]); | |
| 3002 | - Drawline(data.x[7], data.y[7], data.z[7], data.x[4], data.y[4], data.z[4]); | |
| 3003 | - Drawline(data.x[0], data.y[0], data.z[0], data.x[4], data.y[4], data.z[4]); | |
| 3004 | - Drawline(data.x[1], data.y[1], data.z[1], data.x[5], data.y[5], data.z[5]); | |
| 3005 | - Drawline(data.x[2], data.y[2], data.z[2], data.x[6], data.y[6], data.z[6]); | |
| 3006 | - Drawline(data.x[3], data.y[3], data.z[3], data.x[7], data.y[7], data.z[7]); | |
| 3007 | - } | |
| 3008 | - return; | |
| 3009 | - } | |
| 3010 | - | |
| 3011 | - //配列有効化 | |
| 3012 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3013 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3014 | - glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3015 | - | |
| 3016 | - for(textureID=0; textureID<TOTAL_BLOCKTEXTURE; textureID++){ | |
| 3017 | - int cnt = 0; | |
| 3018 | - | |
| 3019 | - //テクスチャが正常に読み込めていなければ設定 | |
| 3020 | - if( mapTextureID[textureID] == -1 ){ | |
| 3021 | - //テクスチャ無効 | |
| 3022 | - glDisable(GL_TEXTURE_2D); | |
| 3023 | - } | |
| 3024 | - else if( ptextures[ mapTextureID[textureID] ].useflag == false ){ | |
| 3025 | - //テクスチャ無効 | |
| 3026 | - glDisable(GL_TEXTURE_2D); | |
| 3027 | - } | |
| 3028 | - else{ | |
| 3029 | - //テクスチャ有効 | |
| 3030 | - glEnable(GL_TEXTURE_2D); | |
| 3031 | - | |
| 3032 | - //テクスチャをセット | |
| 3033 | - SetTexture(mapTextureID[textureID]); | |
| 3034 | - } | |
| 3035 | - | |
| 3036 | - for(int i=0; i<bs; i++){ | |
| 3037 | - //データ取得 | |
| 3038 | - blockdata->Getdata(&data, i); | |
| 3039 | - | |
| 3040 | - for(int j=0; j<6; j++){ | |
| 3041 | - //テクスチャ認識番号を取得 | |
| 3042 | - int ID = data.material[j].textureID; | |
| 3043 | - | |
| 3044 | - if( textureID == ID ){ | |
| 3045 | - //面の頂点データの関連付けを取得 | |
| 3046 | - blockdataface(j, &vID[0], &uvID[0]); | |
| 3047 | - | |
| 3048 | - //頂点配列を用意 | |
| 3049 | - VertexAry[0 + cnt*18] = data.x[ vID[1] ]*-1; VertexAry[1 + cnt*18] = data.y[ vID[1] ]; VertexAry[2 + cnt*18] = data.z[ vID[1] ]; | |
| 3050 | - VertexAry[3 + cnt*18] = data.x[ vID[1] ]*-1; VertexAry[4 + cnt*18] = data.y[ vID[1] ]; VertexAry[5 + cnt*18] = data.z[ vID[1] ]; | |
| 3051 | - VertexAry[6 + cnt*18] = data.x[ vID[0] ]*-1; VertexAry[7 + cnt*18] = data.y[ vID[0] ]; VertexAry[8 + cnt*18] = data.z[ vID[0] ]; | |
| 3052 | - VertexAry[9 + cnt*18] = data.x[ vID[2] ]*-1; VertexAry[10 + cnt*18] = data.y[ vID[2] ]; VertexAry[11 + cnt*18] = data.z[ vID[2] ]; | |
| 3053 | - VertexAry[12 + cnt*18] = data.x[ vID[3] ]*-1; VertexAry[13 + cnt*18] = data.y[ vID[3] ]; VertexAry[14 + cnt*18] = data.z[ vID[3] ]; | |
| 3054 | - VertexAry[15 + cnt*18] = data.x[ vID[3] ]*-1; VertexAry[16 + cnt*18] = data.y[ vID[3] ]; VertexAry[17 + cnt*18] = data.z[ vID[3] ]; | |
| 3055 | - | |
| 3056 | - //色情報配列を用意 | |
| 3057 | - ColorAry[0 + cnt*24] = data.material[j].shadow; | |
| 3058 | - ColorAry[1 + cnt*24] = data.material[j].shadow; | |
| 3059 | - ColorAry[2 + cnt*24] = data.material[j].shadow; | |
| 3060 | - ColorAry[3 + cnt*24] = 1.0f; | |
| 3061 | - for(int i=1; i<6; i++){ | |
| 3062 | - memcpy(&(ColorAry[i*4 + cnt*24]), ColorAry, sizeof(float)*4); | |
| 3063 | - } | |
| 3064 | - | |
| 3065 | - //UV座標配列を用意 | |
| 3066 | - TexCoordAry[0 + cnt*12] = data.material[j].u[ uvID[1] ]; TexCoordAry[1 + cnt*12] = data.material[j].v[ uvID[1] ]; | |
| 3067 | - TexCoordAry[2 + cnt*12] = data.material[j].u[ uvID[1] ]; TexCoordAry[3 + cnt*12] = data.material[j].v[ uvID[1] ]; | |
| 3068 | - TexCoordAry[4 + cnt*12] = data.material[j].u[ uvID[0] ]; TexCoordAry[5 + cnt*12] = data.material[j].v[ uvID[0] ]; | |
| 3069 | - TexCoordAry[6 + cnt*12] = data.material[j].u[ uvID[2] ]; TexCoordAry[7 + cnt*12] = data.material[j].v[ uvID[2] ]; | |
| 3070 | - TexCoordAry[8 + cnt*12] = data.material[j].u[ uvID[3] ]; TexCoordAry[9 + cnt*12] = data.material[j].v[ uvID[3] ]; | |
| 3071 | - TexCoordAry[10 + cnt*12] = data.material[j].u[ uvID[3] ]; TexCoordAry[11 + cnt*12] = data.material[j].v[ uvID[3] ]; | |
| 3072 | - | |
| 3073 | - cnt += 1; | |
| 3074 | - } | |
| 3075 | - } | |
| 3076 | - } | |
| 3077 | - | |
| 3078 | - //描画 | |
| 3079 | - glVertexPointer(3, GL_FLOAT, 0, VertexAry); | |
| 3080 | - glColorPointer(4, GL_FLOAT, 0, ColorAry); | |
| 3081 | - glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 3082 | - glDrawArrays(GL_TRIANGLE_STRIP, 1, 6*cnt-2); | |
| 3083 | - } | |
| 3084 | - | |
| 3085 | - //配列無効化 | |
| 3086 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3087 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3088 | - glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3089 | - | |
| 3090 | - delete [] VertexAry; | |
| 3091 | - delete [] ColorAry; | |
| 3092 | - delete [] TexCoordAry; | |
| 3093 | -} | |
| 3094 | - | |
| 3095 | -//! @brief マップテクスチャを取得 | |
| 3096 | -//! @param id テクスチャ番号 | |
| 3097 | -//! @return テクスチャ認識番号(失敗:-1) | |
| 3098 | -int D3DGraphics::GetMapTextureID(int id) | |
| 3099 | -{ | |
| 3100 | - if( (id < 0)||((TOTAL_BLOCKTEXTURE -1) < id ) ){ return -1; } | |
| 3101 | - return mapTextureID[id]; | |
| 3102 | -} | |
| 3103 | - | |
| 3104 | -//! @brief マップデータを解放 | |
| 3105 | -void D3DGraphics::CleanupMapdata() | |
| 3106 | -{ | |
| 3107 | - //テクスチャを開放 | |
| 3108 | - for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 3109 | - CleanupTexture(mapTextureID[i]); | |
| 3110 | - } | |
| 3111 | - | |
| 3112 | - bs = 0; | |
| 3113 | - | |
| 3114 | - blockdata = NULL; | |
| 3115 | -} | |
| 3116 | - | |
| 3117 | -//! @brief モデルファイルを描画 | |
| 3118 | -//! @param id_model モデル認識番号 | |
| 3119 | -//! @param id_texture テクスチャ認識番号 | |
| 3120 | -void D3DGraphics::RenderModel(int id_model, int id_texture) | |
| 3121 | -{ | |
| 3122 | - //無効な引数が設定されていれば失敗 | |
| 3123 | - if( id_model == -1 ){ return; } | |
| 3124 | - if( pmodel[id_model].useflag == false ){ return; } | |
| 3125 | - | |
| 3126 | - //テクスチャが正常に読み込めていなければ設定 | |
| 3127 | - if( id_texture == -1 ){ | |
| 3128 | - //テクスチャ無効 | |
| 3129 | - glDisable(GL_TEXTURE_2D); | |
| 3130 | - } | |
| 3131 | - else if( ptextures[id_texture].useflag == false ){ | |
| 3132 | - //テクスチャ無効 | |
| 3133 | - glDisable(GL_TEXTURE_2D); | |
| 3134 | - } | |
| 3135 | - else{ | |
| 3136 | - //テクスチャ有効 | |
| 3137 | - glEnable(GL_TEXTURE_2D); | |
| 3138 | - | |
| 3139 | - //テクスチャをセット | |
| 3140 | - SetTexture(id_texture); | |
| 3141 | - } | |
| 3142 | - | |
| 3143 | - //配列有効化 | |
| 3144 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3145 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3146 | - glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3147 | - | |
| 3148 | - //描画 | |
| 3149 | - glVertexPointer(3, GL_FLOAT, 0, pmodel[id_model].VertexAry); | |
| 3150 | - glColorPointer(4, GL_FLOAT, 0, pmodel[id_model].ColorAry); | |
| 3151 | - glTexCoordPointer(2, GL_FLOAT, 0, pmodel[id_model].TexCoordAry); | |
| 3152 | - glDrawArrays(GL_TRIANGLE_STRIP, 1, pmodel[id_model].polygons*6-2); | |
| 3153 | - | |
| 3154 | - //配列無効化 | |
| 3155 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3156 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3157 | - glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3158 | - | |
| 3159 | - /* | |
| 3160 | - Drawline(1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f); | |
| 3161 | - Drawline(0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f); | |
| 3162 | - Drawline(0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f); | |
| 3163 | - */ | |
| 3164 | -} | |
| 3165 | - | |
| 3166 | -//! @brief 板を描画 | |
| 3167 | -//! @param id_texture テクスチャ認識番号 | |
| 3168 | -//! @param alpha 透明度 (0.0〜1.0 0.0:完全透明) | |
| 3169 | -void D3DGraphics::RenderBoard(int id_texture, float alpha) | |
| 3170 | -{ | |
| 3171 | - //テクスチャが設定されていなければ、処理しない。 | |
| 3172 | - if( id_texture == -1 ){ return; } | |
| 3173 | - if( ptextures[id_texture].useflag == false ){ return; } | |
| 3174 | - | |
| 3175 | - float VertexAry[4*3]; | |
| 3176 | - float ColorAry[4*4]; | |
| 3177 | - float TexCoordAry[4*2]; | |
| 3178 | - | |
| 3179 | - //テクスチャ有効 | |
| 3180 | - glEnable(GL_TEXTURE_2D); | |
| 3181 | - | |
| 3182 | - //テクスチャをセット | |
| 3183 | - SetTexture(id_texture); | |
| 3184 | - | |
| 3185 | - //頂点配列を用意 | |
| 3186 | - VertexAry[0] = 0.0f; VertexAry[1] = 0.5f; VertexAry[2] = 0.5f; | |
| 3187 | - VertexAry[3] = 0.0f; VertexAry[4] = -0.5f; VertexAry[5] = 0.5f; | |
| 3188 | - VertexAry[6] = 0.0f; VertexAry[7] = 0.5f; VertexAry[8] = -0.5f; | |
| 3189 | - VertexAry[9] = 0.0f; VertexAry[10] = -0.5f; VertexAry[11] = -0.5f; | |
| 3190 | - | |
| 3191 | - //色情報配列を用意 | |
| 3192 | - ColorAry[0] = 1.0f; | |
| 3193 | - ColorAry[1] = 1.0f; | |
| 3194 | - ColorAry[2] = 1.0f; | |
| 3195 | - ColorAry[3] = alpha; | |
| 3196 | - for(int i=1; i<4; i++){ | |
| 3197 | - memcpy(&(ColorAry[i*4]), ColorAry, sizeof(float)*4); | |
| 3198 | - } | |
| 3199 | - | |
| 3200 | - //UV座標配列を用意 | |
| 3201 | - TexCoordAry[0] = 1.0f; TexCoordAry[1] = 0.0f; | |
| 3202 | - TexCoordAry[2] = 1.0f; TexCoordAry[3] = 1.0f; | |
| 3203 | - TexCoordAry[4] = 0.0f; TexCoordAry[5] = 0.0f; | |
| 3204 | - TexCoordAry[6] = 0.0f; TexCoordAry[7] = 1.0f; | |
| 3205 | - | |
| 3206 | - //配列有効化 | |
| 3207 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3208 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3209 | - glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3210 | - | |
| 3211 | - //描画 | |
| 3212 | - glVertexPointer(3, GL_FLOAT, 0, VertexAry); | |
| 3213 | - glColorPointer(4, GL_FLOAT, 0, ColorAry); | |
| 3214 | - glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 3215 | - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
| 3216 | - | |
| 3217 | - //配列無効化 | |
| 3218 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3219 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3220 | - glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3221 | -} | |
| 3222 | - | |
| 3223 | -//! @brief 画面の明るさを設定 | |
| 3224 | -//! @param Width 幅 | |
| 3225 | -//! @param Height 高さ | |
| 3226 | -//! @param Brightness 画面の明るさ (0 で不変、1 以上で明るさの度合い) | |
| 3227 | -void D3DGraphics::ScreenBrightness(int Width, int Height, int Brightness) | |
| 3228 | -{ | |
| 3229 | - //明るさ不変なら処理しない(軽量化) | |
| 3230 | - if( Brightness == 0 ){ return; } | |
| 3231 | - | |
| 3232 | - //透明度を設定し、描画 | |
| 3233 | - float alpha = 0.02f * Brightness; | |
| 3234 | - Draw2DBox(0, 0, Width, Height, GetColorCode(1.0f,1.0f,1.0f,alpha)); | |
| 3235 | -} | |
| 3236 | - | |
| 3237 | -//! @brief 【デバック用】中心線描画 | |
| 3238 | -void D3DGraphics::Centerline() | |
| 3239 | -{ | |
| 3240 | - ResetWorldTransform(); | |
| 3241 | - Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f); | |
| 3242 | - Drawline(0.0f, 100.0f, 0.0f, 0.0f, -100.0f, 0.0f); | |
| 3243 | - Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f); | |
| 3244 | -} | |
| 3245 | - | |
| 3246 | -//! @brief 【デバック用】緑線描画 | |
| 3247 | -void D3DGraphics::Drawline(float x1, float y1, float z1, float x2, float y2, float z2) | |
| 3248 | -{ | |
| 3249 | - float VertexAry[2*3]; | |
| 3250 | - unsigned char ColorAry[2*4]; | |
| 3251 | - | |
| 3252 | - //テクスチャ無効 | |
| 3253 | - glDisable(GL_TEXTURE_2D); | |
| 3254 | - | |
| 3255 | - //頂点配列を用意 | |
| 3256 | - VertexAry[0] = (float)x1*-1; VertexAry[1] = (float)y1; VertexAry[2] = (float)z1; | |
| 3257 | - VertexAry[3] = (float)x2*-1; VertexAry[4] = (float)y2; VertexAry[5] = (float)z2; | |
| 3258 | - | |
| 3259 | - //色情報配列を用意 | |
| 3260 | - ColorAry[0] = 0; | |
| 3261 | - ColorAry[1] = 255; | |
| 3262 | - ColorAry[2] = 0; | |
| 3263 | - ColorAry[3] = 255; | |
| 3264 | - memcpy(&(ColorAry[4]), ColorAry, sizeof(unsigned char)*4); | |
| 3265 | - | |
| 3266 | - //配列有効化 | |
| 3267 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3268 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3269 | - | |
| 3270 | - //描画 | |
| 3271 | - glVertexPointer(3, GL_FLOAT, 0, VertexAry); | |
| 3272 | - glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 3273 | - glDrawArrays(GL_LINE_STRIP, 0, 2); | |
| 3274 | - | |
| 3275 | - //配列無効化 | |
| 3276 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3277 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3278 | -} | |
| 3279 | - | |
| 3280 | -//! @brief 文字を描画(システムフォント使用) | |
| 3281 | -//! @param x x座標 | |
| 3282 | -//! @param y y座標 | |
| 3283 | -//! @param str 文字列 (改行コード:可) | |
| 3284 | -//! @param color 色 | |
| 3285 | -//! @warning <b>描画は非常に低速です。</b>画面内で何度も呼び出すとパフォーマンスに影響します。 | |
| 3286 | -//! @warning「改行コードを活用し一度に描画する」「日本語が必要ない文字はテクスチャフォントを活用する」などの対応を講じてください。 | |
| 3287 | -//! @attention フォントの種類やサイズは固定です。 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 3288 | -//! @todo 文字を二重に重ねると、上下関係が正しく処理されない。 | |
| 3289 | -//! @todo 1文字目が欠ける場合がある。 | |
| 3290 | -void D3DGraphics::Draw2DMSFontText(int x, int y, char *str, int color) | |
| 3291 | -{ | |
| 3292 | - int len = strlen(str); | |
| 3293 | - WCHAR *ustr; | |
| 3294 | - | |
| 3295 | - Start2DRender(); | |
| 3296 | - | |
| 3297 | - //テクスチャ無効 | |
| 3298 | - glDisable(GL_TEXTURE_2D); | |
| 3299 | - | |
| 3300 | - //Unicode文字列へ変換 | |
| 3301 | - ustr = new WCHAR [len+1]; | |
| 3302 | - MultiByteToWideChar(CP_ACP, 0, str, -1, ustr, len + 1); | |
| 3303 | - | |
| 3304 | - //新たな文字列なら、リソースを作り直す | |
| 3305 | - if( lstrcmpW(ustr, now_SystemFontUStr) != 0 ){ | |
| 3306 | - GLuint listIdx; | |
| 3307 | - HDC hDC; | |
| 3308 | - | |
| 3309 | - //古いデータを削除 | |
| 3310 | - glDeleteLists(SystemFontListIdx, SystemFontListIdxSize); | |
| 3311 | - delete [] now_SystemFontUStr; | |
| 3312 | - | |
| 3313 | - //デバイスコンテキスト設定 | |
| 3314 | - hDC = GetDC(hWnd); | |
| 3315 | - wglMakeCurrent(hDC, hGLRC); | |
| 3316 | - SelectObject(hDC, SystemFont); | |
| 3317 | - | |
| 3318 | - //ディスプレイリストを作成 | |
| 3319 | - listIdx = glGenLists(len); | |
| 3320 | - for(int i=0; i<lstrlenW(ustr); i++){ | |
| 3321 | - wglUseFontBitmapsW(hDC, ustr[i], 1, listIdx+i); | |
| 3322 | - } | |
| 3323 | - | |
| 3324 | - //デバイスコンテキスト廃棄 | |
| 3325 | - ReleaseDC(hWnd, hDC); | |
| 3326 | - | |
| 3327 | - //設定を記録 | |
| 3328 | - now_SystemFontUStr = new WCHAR [len+1]; | |
| 3329 | - lstrcpyW(now_SystemFontUStr, ustr); | |
| 3330 | - SystemFontListIdx = listIdx; | |
| 3331 | - SystemFontListIdxSize = len; | |
| 3332 | - } | |
| 3333 | - | |
| 3334 | - //座標と色を設定 | |
| 3335 | - glBitmap(0, 0, 0, 0, 10, 0, NULL); | |
| 3336 | - glRasterPos2i(x, y); | |
| 3337 | - glColor4ub((color>>24)&0xFF, (color>>16)&0xFF, (color>>8)&0xFF, color&0xFF); | |
| 3338 | - | |
| 3339 | - for(int i=0; i<lstrlenW(ustr); i++){ | |
| 3340 | - if( ustr[i] == '\n' ){ | |
| 3341 | - //改行する | |
| 3342 | - y += 19; | |
| 3343 | - glRasterPos2i(x, y); | |
| 3344 | - } | |
| 3345 | - else{ | |
| 3346 | - //ディスプレイリスト描画 | |
| 3347 | - glCallList(SystemFontListIdx + i); | |
| 3348 | - } | |
| 3349 | - } | |
| 3350 | - | |
| 3351 | - //Unicode文字列の廃棄 | |
| 3352 | - delete [] ustr; | |
| 3353 | - | |
| 3354 | - End2DRender(); | |
| 3355 | -} | |
| 3356 | - | |
| 3357 | -//! @brief 文字を中央揃えで描画(システムフォント使用) | |
| 3358 | -//! @param x x座標 | |
| 3359 | -//! @param y y座標 | |
| 3360 | -//! @param w 横の大きさ | |
| 3361 | -//! @param h 縦の大きさ | |
| 3362 | -//! @param str 文字列 (改行コード:可) | |
| 3363 | -//! @param color 色 | |
| 3364 | -//! @warning <b>正しく中央揃えになりません。</b> | |
| 3365 | -void D3DGraphics::Draw2DMSFontTextCenter(int x, int y, int w, int h, char *str, int color) | |
| 3366 | -{ | |
| 3367 | - Draw2DMSFontText(x, y, str, color); | |
| 3368 | -} | |
| 3369 | - | |
| 3370 | -//! @brief 2D描画用設定 | |
| 3371 | -void D3DGraphics::Start2DRender() | |
| 3372 | -{ | |
| 3373 | - glMatrixMode(GL_PROJECTION); | |
| 3374 | - glPushMatrix(); | |
| 3375 | - glLoadIdentity(); | |
| 3376 | - glOrtho(0, width, height, 0, -1, 1); | |
| 3377 | - glMatrixMode(GL_MODELVIEW); | |
| 3378 | - glPushMatrix(); | |
| 3379 | - glLoadIdentity(); | |
| 3380 | - gluLookAt(0, 0, 1, 0, 0, 0, 0, 1, 0); | |
| 3381 | - | |
| 3382 | - glDisable(GL_DEPTH_TEST); | |
| 3383 | - glDisable(GL_CULL_FACE); | |
| 3384 | -} | |
| 3385 | - | |
| 3386 | -//! @brief 文字を描画(テクスチャフォント使用) | |
| 3387 | -//! @param x x座標 | |
| 3388 | -//! @param y y座標 | |
| 3389 | -//! @param str 文字列 (改行コード:<b>不可</b>) | |
| 3390 | -//! @param color 色 | |
| 3391 | -//! @param fontwidth 一文字の幅 | |
| 3392 | -//! @param fontheight 一文字の高さ | |
| 3393 | -//! @attention 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 3394 | -void D3DGraphics::Draw2DTextureFontText(int x, int y, char *str, int color, int fontwidth, int fontheight) | |
| 3395 | -{ | |
| 3396 | - //テクスチャフォントの取得に失敗していれば、処理しない | |
| 3397 | - if( TextureFont == -1 ){ return; } | |
| 3398 | - | |
| 3399 | - int strlens = (int)strlen(str); | |
| 3400 | - | |
| 3401 | - float *VertexAry = new float [strlens*6*2]; | |
| 3402 | - unsigned char *ColorAry = new unsigned char [strlens*6*4]; | |
| 3403 | - float *TexCoordAry = new float [strlens*6*2]; | |
| 3404 | - | |
| 3405 | - //2D描画用設定を適用 | |
| 3406 | - Start2DRender(); | |
| 3407 | - | |
| 3408 | - int w; | |
| 3409 | - float font_u, font_v; | |
| 3410 | - float t_u, t_v; | |
| 3411 | - | |
| 3412 | - //1文字のUV座標を計算 | |
| 3413 | - font_u = 1.0f / 16; | |
| 3414 | - font_v = 1.0f / 16; | |
| 3415 | - | |
| 3416 | - //テクスチャ有効 | |
| 3417 | - glEnable(GL_TEXTURE_2D); | |
| 3418 | - | |
| 3419 | - //テクスチャをセット | |
| 3420 | - SetTexture(TextureFont); | |
| 3421 | - | |
| 3422 | - //配列有効化 | |
| 3423 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3424 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3425 | - glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3426 | - | |
| 3427 | - //色情報配列を用意 | |
| 3428 | - ColorAry[0] = (color>>24)&0xFF; | |
| 3429 | - ColorAry[1] = (color>>16)&0xFF; | |
| 3430 | - ColorAry[2] = (color>>8)&0xFF; | |
| 3431 | - ColorAry[3] = color&0xFF; | |
| 3432 | - for(int i=1; i<strlens*6; i++){ | |
| 3433 | - memcpy(&(ColorAry[i*4]), ColorAry, sizeof(unsigned char)*4); | |
| 3434 | - } | |
| 3435 | - | |
| 3436 | - // 与えられた文字数分ループ | |
| 3437 | - for(int i=0; i<strlens; i++){ | |
| 3438 | - //UV座標を計算 | |
| 3439 | - w = str[i]; | |
| 3440 | - if( w < 0 ){ w += 256; } | |
| 3441 | - t_u = (w % 16) * font_u; | |
| 3442 | - t_v = (w / 16) * font_v; | |
| 3443 | - | |
| 3444 | - VertexAry[0 + i*12] = (float)x + i*fontwidth; VertexAry[1 + i*12] = (float)y; | |
| 3445 | - VertexAry[2 + i*12] = (float)x + i*fontwidth; VertexAry[3 + i*12] = (float)y; | |
| 3446 | - VertexAry[4 + i*12] = (float)x + fontwidth + i*fontwidth; VertexAry[5 + i*12] = (float)y; | |
| 3447 | - VertexAry[6 + i*12] = (float)x + i*fontwidth; VertexAry[7 + i*12] = (float)y + fontheight; | |
| 3448 | - VertexAry[8 + i*12] = (float)x + fontwidth + i*fontwidth; VertexAry[9 + i*12] = (float)y + fontheight; | |
| 3449 | - VertexAry[10 + i*12] = (float)x + fontwidth + i*fontwidth; VertexAry[11 + i*12] = (float)y + fontheight; | |
| 3450 | - TexCoordAry[0 + i*12] = t_u; TexCoordAry[1 + i*12] = t_v; | |
| 3451 | - TexCoordAry[2 + i*12] = t_u; TexCoordAry[3 + i*12] = t_v; | |
| 3452 | - TexCoordAry[4 + i*12] = t_u + font_u; TexCoordAry[5 + i*12] = t_v; | |
| 3453 | - TexCoordAry[6 + i*12] = t_u; TexCoordAry[7 + i*12] = t_v + font_v; | |
| 3454 | - TexCoordAry[8 + i*12] = t_u + font_u; TexCoordAry[9 + i*12] = t_v + font_v; | |
| 3455 | - TexCoordAry[10 + i*12] = t_u + font_u; TexCoordAry[11 + i*12] = t_v + font_v; | |
| 3456 | - } | |
| 3457 | - | |
| 3458 | - //描画 | |
| 3459 | - glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 3460 | - glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 3461 | - glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 3462 | - glDrawArrays(GL_TRIANGLE_STRIP, 1, strlens*6-2); | |
| 3463 | - | |
| 3464 | - //配列無効化 | |
| 3465 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3466 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3467 | - glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3468 | - | |
| 3469 | - //2D描画用設定を解除 | |
| 3470 | - End2DRender(); | |
| 3471 | - | |
| 3472 | - delete [] VertexAry; | |
| 3473 | - delete [] ColorAry; | |
| 3474 | - delete [] TexCoordAry; | |
| 3475 | -} | |
| 3476 | - | |
| 3477 | -//! @brief 線を描画 | |
| 3478 | -//! @param x1 始点の x座標 | |
| 3479 | -//! @param y1 始点の y座標 | |
| 3480 | -//! @param x2 終点の x座標 | |
| 3481 | -//! @param y2 終点の y座標 | |
| 3482 | -//! @param color 色 | |
| 3483 | -void D3DGraphics::Draw2DLine(int x1, int y1, int x2, int y2, int color) | |
| 3484 | -{ | |
| 3485 | - float VertexAry[2*2]; | |
| 3486 | - unsigned char ColorAry[2*4]; | |
| 3487 | - | |
| 3488 | - //2D描画用設定を適用 | |
| 3489 | - Start2DRender(); | |
| 3490 | - | |
| 3491 | - //テクスチャ無効 | |
| 3492 | - glDisable(GL_TEXTURE_2D); | |
| 3493 | - | |
| 3494 | - //頂点配列を用意 | |
| 3495 | - VertexAry[0] = (float)x1; VertexAry[1] = (float)y1; | |
| 3496 | - VertexAry[2] = (float)x2; VertexAry[3] = (float)y2; | |
| 3497 | - | |
| 3498 | - //色情報配列を用意 | |
| 3499 | - ColorAry[0] = (color>>24)&0xFF; | |
| 3500 | - ColorAry[1] = (color>>16)&0xFF; | |
| 3501 | - ColorAry[2] = (color>>8)&0xFF; | |
| 3502 | - ColorAry[3] = color&0xFF; | |
| 3503 | - memcpy(&(ColorAry[4]), ColorAry, sizeof(unsigned char)*4); | |
| 3504 | - | |
| 3505 | - //配列有効化 | |
| 3506 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3507 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3508 | - | |
| 3509 | - //描画 | |
| 3510 | - glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 3511 | - glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 3512 | - glDrawArrays(GL_LINE_STRIP, 0, 2); | |
| 3513 | - | |
| 3514 | - //配列無効化 | |
| 3515 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3516 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3517 | - | |
| 3518 | - //2D描画用設定を解除 | |
| 3519 | - End2DRender(); | |
| 3520 | -} | |
| 3521 | - | |
| 3522 | -//! @brief 円(16角形)を描画 | |
| 3523 | -//! @param x 中心の x座標 | |
| 3524 | -//! @param y 中心の y座標 | |
| 3525 | -//! @param r 半径 | |
| 3526 | -//! @param color 色 | |
| 3527 | -void D3DGraphics::Draw2DCycle(int x, int y, int r, int color) | |
| 3528 | -{ | |
| 3529 | - float VertexAry[(16+1)*2]; | |
| 3530 | - unsigned char ColorAry[(16+1)*4]; | |
| 3531 | - | |
| 3532 | - //2D描画用設定を適用 | |
| 3533 | - Start2DRender(); | |
| 3534 | - | |
| 3535 | - //テクスチャ無効 | |
| 3536 | - glDisable(GL_TEXTURE_2D); | |
| 3537 | - | |
| 3538 | - //頂点座標を設定 | |
| 3539 | - for(int i=0; i<16+1; i++){ | |
| 3540 | - float x2, y2; | |
| 3541 | - x2 = (float)x + cos((float)M_PI*2/16 * i) * r; | |
| 3542 | - y2 = (float)y + sin((float)M_PI*2/16 * i) * r; | |
| 3543 | - VertexAry[i*2] = x2; VertexAry[i*2+1] = y2; | |
| 3544 | - } | |
| 3545 | - | |
| 3546 | - //色情報配列を用意 | |
| 3547 | - ColorAry[0] = (color>>24)&0xFF; | |
| 3548 | - ColorAry[1] = (color>>16)&0xFF; | |
| 3549 | - ColorAry[2] = (color>>8)&0xFF; | |
| 3550 | - ColorAry[3] = color&0xFF; | |
| 3551 | - for(int i=1; i<16+1; i++){ | |
| 3552 | - memcpy(&(ColorAry[i*4]), ColorAry, sizeof(unsigned char)*4); | |
| 3553 | - } | |
| 3554 | - | |
| 3555 | - //配列有効化 | |
| 3556 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3557 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3558 | - | |
| 3559 | - //描画 | |
| 3560 | - glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 3561 | - glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 3562 | - glDrawArrays(GL_LINE_STRIP, 0, 16+1); | |
| 3563 | - | |
| 3564 | - //配列無効化 | |
| 3565 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3566 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3567 | - | |
| 3568 | - //2D描画用設定を解除 | |
| 3569 | - End2DRender(); | |
| 3570 | -} | |
| 3571 | - | |
| 3572 | -//! @brief 四角形を描画 | |
| 3573 | -//! @param x1 左上の x座標 | |
| 3574 | -//! @param y1 左上の y座標 | |
| 3575 | -//! @param x2 右下の x座標 | |
| 3576 | -//! @param y2 右下の y座標 | |
| 3577 | -//! @param color 色 | |
| 3578 | -void D3DGraphics::Draw2DBox(int x1, int y1, int x2, int y2, int color) | |
| 3579 | -{ | |
| 3580 | - float VertexAry[4*2]; | |
| 3581 | - unsigned char ColorAry[4*4]; | |
| 3582 | - | |
| 3583 | - //2D描画用設定を適用 | |
| 3584 | - Start2DRender(); | |
| 3585 | - | |
| 3586 | - //テクスチャ無効 | |
| 3587 | - glDisable(GL_TEXTURE_2D); | |
| 3588 | - | |
| 3589 | - //頂点配列を用意 | |
| 3590 | - VertexAry[0] = (float)x1; VertexAry[1] = (float)y1; | |
| 3591 | - VertexAry[2] = (float)x2; VertexAry[3] = (float)y1; | |
| 3592 | - VertexAry[4] = (float)x1; VertexAry[5] = (float)y2; | |
| 3593 | - VertexAry[6] = (float)x2; VertexAry[7] = (float)y2; | |
| 3594 | - | |
| 3595 | - //色情報配列を用意 | |
| 3596 | - ColorAry[0] = (color>>24)&0xFF; | |
| 3597 | - ColorAry[1] = (color>>16)&0xFF; | |
| 3598 | - ColorAry[2] = (color>>8)&0xFF; | |
| 3599 | - ColorAry[3] = color&0xFF; | |
| 3600 | - for(int i=1; i<4; i++){ | |
| 3601 | - memcpy(&(ColorAry[i*4]), ColorAry, sizeof(unsigned char)*4); | |
| 3602 | - } | |
| 3603 | - | |
| 3604 | - //配列有効化 | |
| 3605 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3606 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3607 | - | |
| 3608 | - //描画 | |
| 3609 | - glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 3610 | - glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 3611 | - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
| 3612 | - | |
| 3613 | - //配列無効化 | |
| 3614 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3615 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3616 | - | |
| 3617 | - //2D描画用設定を解除 | |
| 3618 | - End2DRender(); | |
| 3619 | -} | |
| 3620 | - | |
| 3621 | -//! @brief 画像を描画 | |
| 3622 | -//! @param x x座標 | |
| 3623 | -//! @param y y座標 | |
| 3624 | -//! @param id テクスチャ認識番号 | |
| 3625 | -//! @param width 幅 | |
| 3626 | -//! @param height 高さ | |
| 3627 | -//! @param alpha 透明度(0.0〜1.0) | |
| 3628 | -void D3DGraphics::Draw2DTexture(int x, int y, int id, int width, int height, float alpha) | |
| 3629 | -{ | |
| 3630 | - //無効なテクスチャ番号を指定されていれば処理しない | |
| 3631 | - if( id == -1 ){ return; } | |
| 3632 | - | |
| 3633 | - float VertexAry[4*2]; | |
| 3634 | - float ColorAry[4*4]; | |
| 3635 | - float TexCoordAry[4*2]; | |
| 3636 | - | |
| 3637 | - //2D描画用設定を適用 | |
| 3638 | - Start2DRender(); | |
| 3639 | - | |
| 3640 | - //テクスチャ有効 | |
| 3641 | - glEnable(GL_TEXTURE_2D); | |
| 3642 | - | |
| 3643 | - //テクスチャをセット | |
| 3644 | - SetTexture(id); | |
| 3645 | - | |
| 3646 | - //頂点配列を用意 | |
| 3647 | - VertexAry[0] = (float)x; VertexAry[1] = (float)y; | |
| 3648 | - VertexAry[2] = (float)x+width; VertexAry[3] = (float)y; | |
| 3649 | - VertexAry[4] = (float)x; VertexAry[5] = (float)y+height; | |
| 3650 | - VertexAry[6] = (float)x+width; VertexAry[7] = (float)y+height; | |
| 3651 | - | |
| 3652 | - //色情報配列を用意 | |
| 3653 | - ColorAry[0] = 1.0f; | |
| 3654 | - ColorAry[1] = 1.0f; | |
| 3655 | - ColorAry[2] = 1.0f; | |
| 3656 | - ColorAry[3] = alpha; | |
| 3657 | - for(int i=1; i<4; i++){ | |
| 3658 | - memcpy(&(ColorAry[i*4]), ColorAry, sizeof(float)*4); | |
| 3659 | - } | |
| 3660 | - | |
| 3661 | - //UV座標配列を用意 | |
| 3662 | - TexCoordAry[0] = 0.0f; TexCoordAry[1] = 0.0f; | |
| 3663 | - TexCoordAry[2] = 1.0f; TexCoordAry[3] = 0.0f; | |
| 3664 | - TexCoordAry[4] = 0.0f; TexCoordAry[5] = 1.0f; | |
| 3665 | - TexCoordAry[6] = 1.0f; TexCoordAry[7] = 1.0f; | |
| 3666 | - | |
| 3667 | - //配列有効化 | |
| 3668 | - glEnableClientState(GL_VERTEX_ARRAY); | |
| 3669 | - glEnableClientState(GL_COLOR_ARRAY); | |
| 3670 | - glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3671 | - | |
| 3672 | - //描画 | |
| 3673 | - glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 3674 | - glColorPointer(4, GL_FLOAT, 0, ColorAry); | |
| 3675 | - glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 3676 | - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
| 3677 | - | |
| 3678 | - //配列無効化 | |
| 3679 | - glDisableClientState(GL_VERTEX_ARRAY); | |
| 3680 | - glDisableClientState(GL_COLOR_ARRAY); | |
| 3681 | - glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 3682 | - | |
| 3683 | - //2D描画用設定を解除 | |
| 3684 | - End2DRender(); | |
| 3685 | -} | |
| 3686 | - | |
| 3687 | -//! @brief 2D描画用設定を解除 | |
| 3688 | -void D3DGraphics::End2DRender() | |
| 3689 | -{ | |
| 3690 | - glMatrixMode(GL_PROJECTION); | |
| 3691 | - glLoadIdentity(); | |
| 3692 | - glPopMatrix(); | |
| 3693 | - glMatrixMode(GL_MODELVIEW); | |
| 3694 | - glLoadIdentity(); | |
| 3695 | - glPopMatrix(); | |
| 3696 | - | |
| 3697 | - glEnable(GL_DEPTH_TEST); | |
| 3698 | - glEnable(GL_CULL_FACE); | |
| 3699 | -} | |
| 3700 | - | |
| 3701 | -//! @brief 画面のスクリーンショットを保存 | |
| 3702 | -//! @param filename ファイル名 | |
| 3703 | -//! @return 成功:true 失敗:false | |
| 3704 | -bool D3DGraphics::SaveScreenShot(char* filename) | |
| 3705 | -{ | |
| 3706 | - return false; | |
| 3707 | -} | |
| 3708 | - | |
| 3709 | -//! @brief カラーコードを取得 | |
| 3710 | -//! @param red 赤(0.0f〜1.0f) | |
| 3711 | -//! @param green 緑(0.0f〜1.0f) | |
| 3712 | -//! @param blue 青(0.0f〜1.0f) | |
| 3713 | -//! @param alpha 透明度(0.0f〜1.0f) | |
| 3714 | -//! @return カラーコード | |
| 3715 | -int D3DGraphics::GetColorCode(float red, float green, float blue, float alpha) | |
| 3716 | -{ | |
| 3717 | - unsigned char red2, green2, blue2, alpha2; | |
| 3718 | - red2 = (unsigned char)(red*255); | |
| 3719 | - green2 = (unsigned char)(green*255); | |
| 3720 | - blue2 = (unsigned char)(blue*255); | |
| 3721 | - alpha2 = (unsigned char)(alpha*255); | |
| 3722 | - | |
| 3723 | - return (red2 << 24) | (green2 << 16) | (blue2 << 8) | alpha2; | |
| 3724 | -} | |
| 3725 | - | |
| 3726 | -#endif //GRAPHICS_OPENGL | |
| \ No newline at end of file |
| @@ -0,0 +1,1619 @@ | ||
| 1 | +//! @file d3dgraphics-directx.cpp | |
| 2 | +//! @brief D3DGraphicsクラスの定義(DirectX版) | |
| 3 | + | |
| 4 | +//-------------------------------------------------------------------------------- | |
| 5 | +// | |
| 6 | +// OpenXOPS | |
| 7 | +// Copyright (c) 2014-2015, OpenXOPS Project / [-_-;](mikan) All rights reserved. | |
| 8 | +// | |
| 9 | +// Redistribution and use in source and binary forms, with or without | |
| 10 | +// modification, are permitted provided that the following conditions are met: | |
| 11 | +// * Redistributions of source code must retain the above copyright notice, | |
| 12 | +// this list of conditions and the following disclaimer. | |
| 13 | +// * Redistributions in binary form must reproduce the above copyright notice, | |
| 14 | +// this list of conditions and the following disclaimer in the documentation | |
| 15 | +// and/or other materials provided with the distribution. | |
| 16 | +// * Neither the name of the OpenXOPS Project nor the names of its contributors | |
| 17 | +// may be used to endorse or promote products derived from this software | |
| 18 | +// without specific prior written permission. | |
| 19 | +// | |
| 20 | +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
| 21 | +// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
| 22 | +// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| 23 | +// DISCLAIMED. IN NO EVENT SHALL OpenXOPS Project BE LIABLE FOR ANY | |
| 24 | +// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
| 25 | +// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
| 26 | +// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
| 27 | +// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| 28 | +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
| 29 | +// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| 30 | +//-------------------------------------------------------------------------------- | |
| 31 | + | |
| 32 | +#include "d3dgraphics.h" | |
| 33 | + | |
| 34 | +#ifndef GRAPHICS_OPENGL | |
| 35 | + | |
| 36 | +//! @brief コンストラクタ | |
| 37 | +D3DGraphics::D3DGraphics() | |
| 38 | +{ | |
| 39 | + pD3D = NULL; | |
| 40 | + pd3dDevice = NULL; | |
| 41 | + aspect = 1.0f; | |
| 42 | + fullscreenflag = false; | |
| 43 | + for(int i=0; i<MAX_MODEL; i++){ | |
| 44 | + pmesh[i] = NULL; | |
| 45 | + } | |
| 46 | + for(int i=0; i<MAX_TEXTURE; i++){ | |
| 47 | + ptextures[i] = NULL; | |
| 48 | + } | |
| 49 | + | |
| 50 | + blockdata = NULL; | |
| 51 | + for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 52 | + mapTextureID[i] = -1; | |
| 53 | + } | |
| 54 | + | |
| 55 | + StartRenderFlag = false; | |
| 56 | + | |
| 57 | + //ptextsprite = NULL; | |
| 58 | + pxmsfont = NULL; | |
| 59 | + TextureFont = -1; | |
| 60 | +} | |
| 61 | + | |
| 62 | +//! @brief ディストラクタ | |
| 63 | +D3DGraphics::~D3DGraphics() | |
| 64 | +{ | |
| 65 | + //リソース解放 | |
| 66 | + CleanupD3Dresource(); | |
| 67 | + | |
| 68 | + if( pd3dDevice != NULL ) pd3dDevice->Release(); | |
| 69 | + if( pD3D != NULL ) pD3D->Release(); | |
| 70 | + | |
| 71 | +#ifdef ENABLE_DEBUGLOG | |
| 72 | + //ログに出力 | |
| 73 | + OutputLog.WriteLog(LOG_CLEANUP, "グラフィック", "DirectX"); | |
| 74 | +#endif | |
| 75 | +} | |
| 76 | + | |
| 77 | +//! @brief 初期化@n | |
| 78 | +//! (DirectX 9) | |
| 79 | +//! @param WindowCtrl WindowControlクラスのポインタ | |
| 80 | +//! @param TextureFontFilename 使用するテクスチャフォントのファイル名 | |
| 81 | +//! @param fullscreen false:ウィンドウ表示 true:フルスクリーン用表示 | |
| 82 | +//! @return 成功:0 失敗:1 | |
| 83 | +int D3DGraphics::InitD3D(WindowControl *WindowCtrl, char *TextureFontFilename, bool fullscreen) | |
| 84 | +{ | |
| 85 | +#ifdef ENABLE_DEBUGLOG | |
| 86 | + //ログに出力 | |
| 87 | + OutputLog.WriteLog(LOG_INIT, "グラフィック", "DirectX"); | |
| 88 | +#endif | |
| 89 | + | |
| 90 | + D3DPRESENT_PARAMETERS d3dpp; | |
| 91 | + RECT rec; | |
| 92 | + | |
| 93 | + GetClientRect(WindowCtrl->GethWnd(), &rec); | |
| 94 | + | |
| 95 | + fullscreenflag = fullscreen; | |
| 96 | + | |
| 97 | + //D3D9の作成 | |
| 98 | + pD3D = Direct3DCreate9(D3D_SDK_VERSION); | |
| 99 | + if( pD3D == NULL ){ | |
| 100 | + return 1; | |
| 101 | + } | |
| 102 | + | |
| 103 | + //D3Dデバイスの作成 | |
| 104 | + ZeroMemory(&d3dpp, sizeof(d3dpp)); | |
| 105 | + if( fullscreenflag == false ){ | |
| 106 | + d3dpp.Windowed = TRUE; | |
| 107 | + d3dpp.BackBufferWidth = rec.right; | |
| 108 | + d3dpp.BackBufferHeight = rec.bottom; | |
| 109 | + d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; | |
| 110 | + d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 111 | + d3dpp.EnableAutoDepthStencil = TRUE; | |
| 112 | + d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 113 | + d3dpp.FullScreen_RefreshRateInHz = 0; | |
| 114 | + } | |
| 115 | + else{ | |
| 116 | + D3DDISPLAYMODE dispmode; | |
| 117 | + pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &dispmode); | |
| 118 | + | |
| 119 | + d3dpp.Windowed = FALSE; | |
| 120 | + d3dpp.BackBufferWidth = rec.right; | |
| 121 | + d3dpp.BackBufferHeight = rec.bottom; | |
| 122 | + d3dpp.BackBufferFormat = dispmode.Format; | |
| 123 | + d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 124 | + d3dpp.EnableAutoDepthStencil = TRUE; | |
| 125 | + d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 126 | + d3dpp.FullScreen_RefreshRateInHz = dispmode.RefreshRate; | |
| 127 | + } | |
| 128 | + | |
| 129 | + if( FAILED( pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, WindowCtrl->GethWnd(), D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) ) ){ | |
| 130 | + if( FAILED( pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, WindowCtrl->GethWnd(), D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) ) ){ | |
| 131 | + return 1; | |
| 132 | + } | |
| 133 | + } | |
| 134 | + | |
| 135 | +#ifdef ENABLE_DEBUGLOG | |
| 136 | + //ログに出力 | |
| 137 | + OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 138 | +#endif | |
| 139 | + | |
| 140 | + //テクスチャフォント用画像のファイル名を設定 | |
| 141 | + strcpy(TextureFontFname, TextureFontFilename); | |
| 142 | + | |
| 143 | + //描画関係の詳細な設定 | |
| 144 | + if( InitSubset() != 0){ | |
| 145 | + return 1; | |
| 146 | + } | |
| 147 | + | |
| 148 | + | |
| 149 | + //アスペクト比を設定 | |
| 150 | + aspect = (float)rec.right / (float)rec.bottom; | |
| 151 | + | |
| 152 | + //マウスカーソルを消す | |
| 153 | + //ShowCursor(FALSE); | |
| 154 | + | |
| 155 | + | |
| 156 | + float aspecth, prx, pry, r; | |
| 157 | + aspecth = (float)SCREEN_WIDTH/SCREEN_HEIGHT; | |
| 158 | + | |
| 159 | + //HUD_myweapon [奥行き, 縦, 横] | |
| 160 | + | |
| 161 | + //HUD_A 現在持っている武器を表示する座標 | |
| 162 | + prx = DegreeToRadian(-39) * aspecth /2; | |
| 163 | + pry = DegreeToRadian(-55) /2; | |
| 164 | + r = 7.5f; | |
| 165 | + HUD_myweapon_x[0] = cos(pry)*r; | |
| 166 | + HUD_myweapon_y[0] = sin(pry)*r; | |
| 167 | + HUD_myweapon_z[0] = sin(prx)*r; | |
| 168 | + | |
| 169 | + //HUD_A 予備の武器を表示する座標 | |
| 170 | + prx = DegreeToRadian(-52) * aspecth /2; | |
| 171 | + pry = DegreeToRadian(-60) /2; | |
| 172 | + r = 16.0f; | |
| 173 | + HUD_myweapon_x[1] = cos(pry)*r; | |
| 174 | + HUD_myweapon_y[1] = sin(pry)*r; | |
| 175 | + HUD_myweapon_z[1] = sin(prx)*r; | |
| 176 | + | |
| 177 | + return 0; | |
| 178 | +} | |
| 179 | + | |
| 180 | +//! @brief リセット@n | |
| 181 | +//! (ウィンドウ最小化からの復帰 など) | |
| 182 | +//! @param WindowCtrl WindowControlクラスのポインタ | |
| 183 | +//! @return 成功:0 待ち:1 失敗:2 | |
| 184 | +int D3DGraphics::ResetD3D(WindowControl *WindowCtrl) | |
| 185 | +{ | |
| 186 | + //フォーカスを失っているなら待たせる | |
| 187 | + if( pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICELOST ){ | |
| 188 | + return 1; | |
| 189 | + } | |
| 190 | + | |
| 191 | +#ifdef ENABLE_DEBUGLOG | |
| 192 | + //ログに出力 | |
| 193 | + OutputLog.WriteLog(LOG_INIT, "グラフィック", "DirectX(リセット)"); | |
| 194 | +#endif | |
| 195 | + | |
| 196 | + //リソース解放 | |
| 197 | + CleanupD3Dresource(); | |
| 198 | + | |
| 199 | + D3DPRESENT_PARAMETERS d3dpp; | |
| 200 | + RECT rec; | |
| 201 | + | |
| 202 | + GetClientRect(WindowCtrl->GethWnd(), &rec); | |
| 203 | + | |
| 204 | + //D3Dデバイスの作成 | |
| 205 | + ZeroMemory(&d3dpp, sizeof(d3dpp)); | |
| 206 | + if( fullscreenflag == false ){ | |
| 207 | + d3dpp.Windowed = TRUE; | |
| 208 | + d3dpp.BackBufferWidth = rec.right; | |
| 209 | + d3dpp.BackBufferHeight = rec.bottom; | |
| 210 | + d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; | |
| 211 | + d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 212 | + d3dpp.EnableAutoDepthStencil = TRUE; | |
| 213 | + d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 214 | + d3dpp.FullScreen_RefreshRateInHz = 0; | |
| 215 | + } | |
| 216 | + else{ | |
| 217 | + D3DDISPLAYMODE dispmode; | |
| 218 | + pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &dispmode); | |
| 219 | + | |
| 220 | + d3dpp.Windowed = FALSE; | |
| 221 | + d3dpp.BackBufferWidth = rec.right; | |
| 222 | + d3dpp.BackBufferHeight = rec.bottom; | |
| 223 | + d3dpp.BackBufferFormat = dispmode.Format; | |
| 224 | + d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
| 225 | + d3dpp.EnableAutoDepthStencil = TRUE; | |
| 226 | + d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; | |
| 227 | + d3dpp.FullScreen_RefreshRateInHz = dispmode.RefreshRate; | |
| 228 | + } | |
| 229 | + | |
| 230 | + if( FAILED( pd3dDevice->Reset(&d3dpp) ) ){ | |
| 231 | + return 2; | |
| 232 | + } | |
| 233 | + | |
| 234 | + //描画関係の詳細な設定 | |
| 235 | + if( InitSubset() != 0){ | |
| 236 | + return 2; | |
| 237 | + } | |
| 238 | + | |
| 239 | +#ifdef ENABLE_DEBUGLOG | |
| 240 | + //ログに出力 | |
| 241 | + OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 242 | +#endif | |
| 243 | + | |
| 244 | + return 0; | |
| 245 | +} | |
| 246 | + | |
| 247 | +//! @brief 描画関係の細部設定 | |
| 248 | +//! @attention 初期化時に1度だけ実行してください。 | |
| 249 | +int D3DGraphics::InitSubset() | |
| 250 | +{ | |
| 251 | + //ライト | |
| 252 | + //pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,255,255,255) ); | |
| 253 | + pd3dDevice->LightEnable(0, FALSE); | |
| 254 | + pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); | |
| 255 | + | |
| 256 | + //フォグ | |
| 257 | + float fog_st = 100; | |
| 258 | + float fog_end = 800; | |
| 259 | + pd3dDevice->SetRenderState(D3DRS_FOGENABLE, TRUE); | |
| 260 | + pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, D3DCOLOR_RGBA(0, 0, 0, 0)); | |
| 261 | + pd3dDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); | |
| 262 | + pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE); | |
| 263 | + pd3dDevice->SetRenderState(D3DRS_FOGSTART,*(DWORD*)(&fog_st)); | |
| 264 | + pd3dDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)(&fog_end)); | |
| 265 | + | |
| 266 | + // テクスチャフィルタを使う | |
| 267 | + pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); | |
| 268 | + pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); | |
| 269 | + pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); | |
| 270 | + | |
| 271 | + //ミップマップの詳細レベル (LOD) バイアスを指定する。 | |
| 272 | + float LODBias = -0.2f; | |
| 273 | + pd3dDevice->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, *((LPDWORD)(&LODBias)) ); | |
| 274 | + | |
| 275 | + //アルファ・ブレンディングを行う | |
| 276 | + pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); | |
| 277 | + | |
| 278 | + //透過処理を行う | |
| 279 | + pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); | |
| 280 | + pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); | |
| 281 | + | |
| 282 | + //アルファテストに対応しているかチェック | |
| 283 | + D3DCAPS9 Caps; | |
| 284 | + pd3dDevice->GetDeviceCaps(&Caps); | |
| 285 | + if( Caps.AlphaCmpCaps & D3DPCMPCAPS_GREATEREQUAL ){ | |
| 286 | + //アルファテスト設定 | |
| 287 | + // 完全に透明なピクセルは描画しない | |
| 288 | + pd3dDevice->SetRenderState(D3DRS_ALPHAREF, (DWORD)0x00000001); | |
| 289 | + pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); | |
| 290 | + pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); | |
| 291 | + } | |
| 292 | + | |
| 293 | + //深度バッファ比較関数 | |
| 294 | + pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); | |
| 295 | + pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS); | |
| 296 | + | |
| 297 | + //ポリゴンの裏・表 | |
| 298 | + pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); | |
| 299 | + | |
| 300 | + | |
| 301 | + //テキストスプライト初期化 | |
| 302 | + if( FAILED( D3DXCreateSprite( pd3dDevice, &ptextsprite ) ) ){ | |
| 303 | + return 1; | |
| 304 | + } | |
| 305 | + //フォント名:MS ゴシック サイズ:18 | |
| 306 | + HRESULT hr = D3DXCreateFont( pd3dDevice, -18, 0, FW_NORMAL, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, | |
| 307 | + DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "MS ゴシック", &pxmsfont); | |
| 308 | + if( FAILED(hr) ) return 1; | |
| 309 | + | |
| 310 | + //テクスチャフォント用画像を取得 | |
| 311 | + TextureFont = LoadTexture(TextureFontFname, true, false); | |
| 312 | + return 0; | |
| 313 | +} | |
| 314 | + | |
| 315 | +//! @brief デバイスのリソースを解放 | |
| 316 | +void D3DGraphics::CleanupD3Dresource() | |
| 317 | +{ | |
| 318 | + if( TextureFont != -1 ){ CleanupTexture(TextureFont); } | |
| 319 | + if( pxmsfont != NULL ){ | |
| 320 | + pxmsfont->Release(); | |
| 321 | + pxmsfont = NULL; | |
| 322 | + } | |
| 323 | + if( ptextsprite != NULL ){ ptextsprite->Release(); } | |
| 324 | + | |
| 325 | + CleanupMapdata(); | |
| 326 | + | |
| 327 | + for(int i=0; i<MAX_MODEL; i++){ | |
| 328 | + CleanupModel(i); | |
| 329 | + } | |
| 330 | + for(int i=0; i<MAX_TEXTURE; i++){ | |
| 331 | + CleanupTexture(i); | |
| 332 | + } | |
| 333 | +} | |
| 334 | + | |
| 335 | +//! @brief モデルファイルを読み込む(.x) | |
| 336 | +//! @param filename ファイル名 | |
| 337 | +//! @return 成功:モデル認識番号(0以上) 失敗:-1 | |
| 338 | +int D3DGraphics::LoadModel(char* filename) | |
| 339 | +{ | |
| 340 | +#ifdef ENABLE_DEBUGLOG | |
| 341 | + //ログに出力 | |
| 342 | + OutputLog.WriteLog(LOG_LOAD, "モデル", filename); | |
| 343 | +#endif | |
| 344 | + | |
| 345 | + int id = -1; | |
| 346 | + | |
| 347 | + //空いている要素を探す | |
| 348 | + for(int i=0; i<MAX_MODEL; i++){ | |
| 349 | + if( pmesh[i] == NULL ){ | |
| 350 | + id = i; | |
| 351 | + break; | |
| 352 | + } | |
| 353 | + } | |
| 354 | + if( id == -1 ){ return -1; } | |
| 355 | + | |
| 356 | + LPD3DXBUFFER pD3DXMtrlBuffer; | |
| 357 | + | |
| 358 | +#ifdef PATH_DELIMITER_SLASH | |
| 359 | + //パス区切り文字を変換 | |
| 360 | + filename = ChangePathDelimiter(filename); | |
| 361 | +#endif | |
| 362 | + | |
| 363 | + //.xファイルをバッファーに読み込む | |
| 364 | + if( FAILED( D3DXLoadMeshFromX( filename, D3DXMESH_SYSTEMMEM, pd3dDevice, NULL, | |
| 365 | + &pD3DXMtrlBuffer, NULL, &nummaterials[id], &pmesh[id] ) ) ) { | |
| 366 | + return -1; | |
| 367 | + } | |
| 368 | + | |
| 369 | + //マテリアル情報を取得 | |
| 370 | + D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); | |
| 371 | + int num = nummaterials[id]; | |
| 372 | + pmaterials[id] = new D3DMATERIAL9[num]; | |
| 373 | + if( pmaterials[id] == NULL ) return -1; | |
| 374 | + | |
| 375 | + //構造体に代入 | |
| 376 | + for( int i=0; i<num; i=i+1 ){ | |
| 377 | + pmaterials[id][i] = d3dxMaterials[i].MatD3D; | |
| 378 | + pmaterials[id][i].Ambient = pmaterials[id][i].Diffuse; | |
| 379 | + } | |
| 380 | + | |
| 381 | + //バッファを開放 | |
| 382 | + pD3DXMtrlBuffer->Release(); | |
| 383 | + | |
| 384 | +#ifdef ENABLE_DEBUGLOG | |
| 385 | + //ログに出力 | |
| 386 | + OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 387 | +#endif | |
| 388 | + return id; | |
| 389 | +} | |
| 390 | + | |
| 391 | +//! @brief モデルファイルの中間データを作成(モーフィング) | |
| 392 | +//! @param idA モデルAの認識番号 | |
| 393 | +//! @param idB モデルBの認識番号 | |
| 394 | +//! @return 成功:新しいモデル認識番号(0以上) 失敗:-1 | |
| 395 | +//! @attention モデルAとモデルBは、頂点数・ポリゴン数・インデックスが同じである必要があります。 | |
| 396 | +//! @attention それぞれのモデルデータが正しくないか 頂点数が異なる場合、実行に失敗します。 | |
| 397 | +int D3DGraphics::MorphingModel(int idA, int idB) | |
| 398 | +{ | |
| 399 | +#ifdef ENABLE_DEBUGLOG | |
| 400 | + char str[128]; | |
| 401 | + sprintf(str, "中間データ作成 ID:%d and %d", idA, idB); | |
| 402 | + | |
| 403 | + //ログに出力 | |
| 404 | + OutputLog.WriteLog(LOG_LOAD, "モデル", str); | |
| 405 | +#endif | |
| 406 | + | |
| 407 | + //データが正しいか調べる | |
| 408 | + if( (idA < 0)||((MAX_MODEL -1) < idA) ){ return -1; } | |
| 409 | + if( pmesh[idA] == NULL ){ return -1; } | |
| 410 | + if( (idB < 0)||((MAX_MODEL -1) < idB) ){ return -1; } | |
| 411 | + if( pmesh[idB] == NULL ){ return -1; } | |
| 412 | + | |
| 413 | + int idN = -1; | |
| 414 | + int numvA, numvB; | |
| 415 | + LPDIRECT3DVERTEXBUFFER9 pvbA, pvbB, pvbN; | |
| 416 | + D3DXVECTOR3 *pVerticesA, *pVerticesB, *pVerticesN; | |
| 417 | + int FVFsize; | |
| 418 | + | |
| 419 | + //空いている要素を探す | |
| 420 | + for(int i=0; i<MAX_MODEL; i++){ | |
| 421 | + if( pmesh[i] == NULL ){ | |
| 422 | + idN = i; | |
| 423 | + break; | |
| 424 | + } | |
| 425 | + } | |
| 426 | + if( idN == -1 ){ return -1; } | |
| 427 | + | |
| 428 | + //頂点数を取得 | |
| 429 | + numvA = pmesh[idA]->GetNumVertices(); | |
| 430 | + numvB = pmesh[idB]->GetNumVertices(); | |
| 431 | + | |
| 432 | + //頂点数が同じかどうか調べる | |
| 433 | + if( numvA != numvB ){ return -1; } | |
| 434 | + | |
| 435 | + //頂点データをコピー(実質的に領域確保用のダミー) | |
| 436 | + if( pmesh[idA]->CloneMeshFVF(pmesh[idA]->GetOptions(), pmesh[idA]->GetFVF(), pd3dDevice, &pmesh[idN]) != D3D_OK ){ | |
| 437 | + return -1; | |
| 438 | + } | |
| 439 | + | |
| 440 | + //マテリアル情報をコピー | |
| 441 | + int num = nummaterials[idA]; | |
| 442 | + nummaterials[idN] = nummaterials[idA]; | |
| 443 | + pmaterials[idN] = new D3DMATERIAL9[num]; | |
| 444 | + if( pmaterials[idN] == NULL ) return -1; | |
| 445 | + for( int i=0; i<num; i=i+1 ){ | |
| 446 | + pmaterials[idN][i] = pmaterials[idA][i]; | |
| 447 | + } | |
| 448 | + | |
| 449 | + //バッファーを取得 | |
| 450 | + pmesh[idA]->GetVertexBuffer(&pvbA); | |
| 451 | + pmesh[idB]->GetVertexBuffer(&pvbB); | |
| 452 | + pmesh[idN]->GetVertexBuffer(&pvbN); | |
| 453 | + | |
| 454 | + //1頂点当たりのバイト数取得 | |
| 455 | + FVFsize = D3DXGetFVFVertexSize(pmesh[idN]->GetFVF()); | |
| 456 | + | |
| 457 | + //各頂点を読み出し計算 | |
| 458 | + for(int i=0; i<numvA; i++){ | |
| 459 | + pvbA->Lock(i*FVFsize, sizeof(D3DXVECTOR3), (void**)&pVerticesA, D3DLOCK_READONLY); | |
| 460 | + pvbB->Lock(i*FVFsize, sizeof(D3DXVECTOR3), (void**)&pVerticesB, D3DLOCK_READONLY); | |
| 461 | + pvbN->Lock(i*FVFsize, sizeof(D3DXVECTOR3), (void**)&pVerticesN, 0); | |
| 462 | + | |
| 463 | + //平均化 | |
| 464 | + pVerticesN->x = (pVerticesA->x + pVerticesB->x)/2; | |
| 465 | + pVerticesN->y = (pVerticesA->y + pVerticesB->y)/2; | |
| 466 | + pVerticesN->z = (pVerticesA->z + pVerticesB->z)/2; | |
| 467 | + | |
| 468 | + pvbA->Unlock(); | |
| 469 | + pvbB->Unlock(); | |
| 470 | + pvbN->Unlock(); | |
| 471 | + } | |
| 472 | + | |
| 473 | +#ifdef ENABLE_DEBUGLOG | |
| 474 | + //ログに出力 | |
| 475 | + OutputLog.WriteLog(LOG_COMPLETE, "", idN); | |
| 476 | +#endif | |
| 477 | + return idN; | |
| 478 | +} | |
| 479 | + | |
| 480 | +//! @brief モデルファイルを解放 | |
| 481 | +//! @param id モデル認識番号 | |
| 482 | +void D3DGraphics::CleanupModel(int id) | |
| 483 | +{ | |
| 484 | + if( (id < 0)||((MAX_MODEL -1) < id) ){ return; } | |
| 485 | + if( pmesh[id] != NULL ){ | |
| 486 | + delete [] pmaterials[id]; | |
| 487 | + | |
| 488 | + pmesh[id]->Release(); | |
| 489 | + pmesh[id] = NULL; | |
| 490 | + | |
| 491 | +#ifdef ENABLE_DEBUGLOG | |
| 492 | + //ログに出力 | |
| 493 | + OutputLog.WriteLog(LOG_CLEANUP, "モデル", id); | |
| 494 | +#endif | |
| 495 | + } | |
| 496 | +} | |
| 497 | + | |
| 498 | +//! @brief テクスチャを読み込む | |
| 499 | +//! @param filename ファイル名 | |
| 500 | +//! @param texturefont テクスチャフォントフラグ | |
| 501 | +//! @param BlackTransparent 黒を透過する | |
| 502 | +//! @return 成功:テクスチャ認識番号(0以上) 失敗:-1 | |
| 503 | +int D3DGraphics::LoadTexture(char* filename, bool texturefont, bool BlackTransparent) | |
| 504 | +{ | |
| 505 | + int id = -1; | |
| 506 | + D3DXIMAGE_INFO info; | |
| 507 | + int MipLevels; | |
| 508 | + | |
| 509 | +#ifdef ENABLE_DEBUGLOG | |
| 510 | + //ログに出力 | |
| 511 | + OutputLog.WriteLog(LOG_LOAD, "テクスチャ", filename); | |
| 512 | +#endif | |
| 513 | + | |
| 514 | + //空いている認識番号を探す | |
| 515 | + for(int i=0; i<MAX_TEXTURE; i++){ | |
| 516 | + if( ptextures[i] == NULL ){ | |
| 517 | + id = i; | |
| 518 | + break; | |
| 519 | + } | |
| 520 | + } | |
| 521 | + if( id == -1 ){ return -1; } | |
| 522 | + | |
| 523 | +#ifdef PATH_DELIMITER_SLASH | |
| 524 | + //パス区切り文字を変換 | |
| 525 | + filename = ChangePathDelimiter(filename); | |
| 526 | +#endif | |
| 527 | + | |
| 528 | + //ファイル情報を取得 | |
| 529 | + if( D3DXGetImageInfoFromFile(filename, &info) != D3D_OK ){ return -1; } | |
| 530 | + | |
| 531 | + //ミップマップレベルを設定 | |
| 532 | + if( texturefont == true ){ | |
| 533 | + MipLevels = 1; | |
| 534 | + } | |
| 535 | + else{ | |
| 536 | + MipLevels = 4;//D3DX_DEFAULT; | |
| 537 | + } | |
| 538 | + | |
| 539 | + //テクスチャを読み込む | |
| 540 | + if( BlackTransparent == false ){ | |
| 541 | + if( FAILED( D3DXCreateTextureFromFileEx(pd3dDevice, filename, info.Width, info.Height, MipLevels, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0x00000000, NULL, NULL, &ptextures[id]) ) ) { | |
| 542 | + return -1; | |
| 543 | + } | |
| 544 | + } | |
| 545 | + else{ | |
| 546 | + if( FAILED( D3DXCreateTextureFromFileEx(pd3dDevice, filename, info.Width, info.Height, MipLevels, 0, D3DFMT_A1R5G5B5, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_ARGB(255, 0, 0, 0), NULL, NULL, &ptextures[id]) ) ) { | |
| 547 | + return -1; | |
| 548 | + } | |
| 549 | + } | |
| 550 | + | |
| 551 | +#ifdef ENABLE_DEBUGLOG | |
| 552 | + //ログに出力 | |
| 553 | + OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 554 | +#endif | |
| 555 | + return id; | |
| 556 | +} | |
| 557 | + | |
| 558 | +//! @brief テクスチャのサイズを取得 | |
| 559 | +//! @param id テクスチャ認識番号 | |
| 560 | +//! @param width 幅を受け取るポインタ | |
| 561 | +//! @param height 高さを受け取るポインタ | |
| 562 | +//! @return 成功:0 失敗:1 | |
| 563 | +//! @attention サーフェイスのサイズを取得します。GPUにロードされたサイズであり、テクスチャ(現物)と異なる場合があります。 | |
| 564 | +int D3DGraphics::GetTextureSize(int id, int *width, int *height) | |
| 565 | +{ | |
| 566 | + //無効な認識番号が指定されていたら、処理せず返す。 | |
| 567 | + if( id == -1 ){ return 1; } | |
| 568 | + if( ptextures[id] == NULL ){ return 1; } | |
| 569 | + | |
| 570 | + IDirect3DSurface9 *surface; | |
| 571 | + D3DSURFACE_DESC desc; | |
| 572 | + | |
| 573 | + //サーフェイスを取得 | |
| 574 | + ptextures[id]->GetSurfaceLevel(0, &surface); | |
| 575 | + | |
| 576 | + //幅と高さを取得 | |
| 577 | + surface->GetDesc(&desc); | |
| 578 | + *width = desc.Width; | |
| 579 | + *height = desc.Height; | |
| 580 | + | |
| 581 | + //サーフェイスを開放 | |
| 582 | + surface->Release(); | |
| 583 | + | |
| 584 | + return 0; | |
| 585 | +} | |
| 586 | + | |
| 587 | +//! @brief テクスチャを解放 | |
| 588 | +//! @param id テクスチャ認識番号 | |
| 589 | +void D3DGraphics::CleanupTexture(int id) | |
| 590 | +{ | |
| 591 | + if( (id < 0)||((MAX_TEXTURE -1) < id) ){ return; } | |
| 592 | + if( ptextures[id] != NULL ){ | |
| 593 | + ptextures[id]->Release(); | |
| 594 | + ptextures[id] = NULL; | |
| 595 | + | |
| 596 | +#ifdef ENABLE_DEBUGLOG | |
| 597 | + //ログに出力 | |
| 598 | + OutputLog.WriteLog(LOG_CLEANUP, "テクスチャ", id); | |
| 599 | +#endif | |
| 600 | + } | |
| 601 | +} | |
| 602 | + | |
| 603 | +//! @brief 全ての描画処理を開始 | |
| 604 | +//! @return 成功:0 失敗:1 | |
| 605 | +//! @attention 描画処理の最初に呼び出す必要があります。 | |
| 606 | +int D3DGraphics::StartRender() | |
| 607 | +{ | |
| 608 | + if( StartRenderFlag == true ){ return 1; } | |
| 609 | + | |
| 610 | + //領域を初期化 | |
| 611 | + pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); | |
| 612 | + | |
| 613 | + if( SUCCEEDED( pd3dDevice->BeginScene() ) ){ | |
| 614 | + //Zバッファ初期化 | |
| 615 | + pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); | |
| 616 | + | |
| 617 | + //座標ゼロ地点にワールド変換行列 | |
| 618 | + ResetWorldTransform(); | |
| 619 | + | |
| 620 | + //描画中のフラグを立てる | |
| 621 | + StartRenderFlag = true; | |
| 622 | + return 0; | |
| 623 | + } | |
| 624 | + | |
| 625 | + return 1; | |
| 626 | +} | |
| 627 | + | |
| 628 | +//! @brief 全ての描画処理を終了 | |
| 629 | +//! @return 成功:false 失敗:true | |
| 630 | +//! @attention 描画処理の最後に呼び出す必要があります。 | |
| 631 | +bool D3DGraphics::EndRender() | |
| 632 | +{ | |
| 633 | + //描画中なら終了 | |
| 634 | + if( StartRenderFlag == true ){ | |
| 635 | + pd3dDevice->EndScene(); | |
| 636 | + } | |
| 637 | + | |
| 638 | + HRESULT hr = pd3dDevice->Present(NULL, NULL, NULL, NULL); | |
| 639 | + | |
| 640 | + //フラグを false に | |
| 641 | + StartRenderFlag = false; | |
| 642 | + | |
| 643 | + if( hr == D3DERR_DEVICELOST ){ | |
| 644 | + return true; | |
| 645 | + } | |
| 646 | + return false; | |
| 647 | +} | |
| 648 | + | |
| 649 | +//! @brief Zバッファをリセット | |
| 650 | +void D3DGraphics::ResetZbuffer() | |
| 651 | +{ | |
| 652 | + //Zバッファを一度無効にし、初期化後、再度有効に | |
| 653 | + pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); | |
| 654 | + pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); | |
| 655 | + pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); | |
| 656 | +} | |
| 657 | + | |
| 658 | +//! @brief ワールド空間を原点(0,0,0)に戻す など | |
| 659 | +void D3DGraphics::ResetWorldTransform() | |
| 660 | +{ | |
| 661 | + D3DXMATRIX matWorld; | |
| 662 | + D3DXMatrixIdentity(&matWorld); | |
| 663 | + pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); | |
| 664 | +} | |
| 665 | + | |
| 666 | +//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 667 | +//! @param x X座標 | |
| 668 | +//! @param y Y座標 | |
| 669 | +//! @param z Z座標 | |
| 670 | +//! @param rx 横軸角度 | |
| 671 | +//! @param ry 縦軸角度 | |
| 672 | +//! @param size 拡大率 | |
| 673 | +void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry, float size) | |
| 674 | +{ | |
| 675 | + SetWorldTransform(x, y, z, rx, ry, 0.0f, size); | |
| 676 | +} | |
| 677 | + | |
| 678 | +//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 679 | +//! @param x X座標 | |
| 680 | +//! @param y Y座標 | |
| 681 | +//! @param z Z座標 | |
| 682 | +//! @param rx 横軸角度 | |
| 683 | +//! @param ry1 縦軸角度 | |
| 684 | +//! @param ry2 縦軸角度 | |
| 685 | +//! @param size 拡大率 | |
| 686 | +void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry1, float ry2, float size) | |
| 687 | +{ | |
| 688 | + D3DXMATRIX matWorld; | |
| 689 | + D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5; | |
| 690 | + | |
| 691 | + //行列を作成 | |
| 692 | + D3DXMatrixTranslation(&matWorld1, x, y, z); | |
| 693 | + D3DXMatrixRotationY(&matWorld2, rx); | |
| 694 | + D3DXMatrixRotationX(&matWorld3, ry1); | |
| 695 | + D3DXMatrixRotationZ(&matWorld4, ry2); | |
| 696 | + D3DXMatrixScaling(&matWorld5, size, size, size); | |
| 697 | + | |
| 698 | + //計算 | |
| 699 | + matWorld = matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 700 | + | |
| 701 | + //適用 | |
| 702 | + pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 703 | +} | |
| 704 | + | |
| 705 | +//! @brief ワールド空間の座標・角度・拡大率を設定(エフェクト用) | |
| 706 | +//! @param x X座標 | |
| 707 | +//! @param y Y座標 | |
| 708 | +//! @param z Z座標 | |
| 709 | +//! @param rx 横軸角度 | |
| 710 | +//! @param ry 縦軸角度 | |
| 711 | +//! @param rt 回転角度 | |
| 712 | +//! @param size 拡大率 | |
| 713 | +void D3DGraphics::SetWorldTransformEffect(float x, float y, float z, float rx, float ry, float rt, float size) | |
| 714 | +{ | |
| 715 | + D3DXMATRIX matWorld; | |
| 716 | + D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5; | |
| 717 | + | |
| 718 | + //行列を作成 | |
| 719 | + D3DXMatrixTranslation(&matWorld1, x, y, z); | |
| 720 | + D3DXMatrixRotationY(&matWorld2, rx); | |
| 721 | + D3DXMatrixRotationZ(&matWorld3, ry); | |
| 722 | + D3DXMatrixRotationX(&matWorld4, rt); | |
| 723 | + D3DXMatrixScaling(&matWorld5, size, size, size); | |
| 724 | + | |
| 725 | + //計算 | |
| 726 | + matWorld = matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 727 | + | |
| 728 | + //適用 | |
| 729 | + pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 730 | +} | |
| 731 | + | |
| 732 | +//! @brief ワールド空間を人が武器を持つ場所に設定 | |
| 733 | +//! @param x X座標 | |
| 734 | +//! @param y Y座標 | |
| 735 | +//! @param z Z座標 | |
| 736 | +//! @param mx 手元を原点にした モデルのX座標 | |
| 737 | +//! @param my 手元を原点にした モデルのY座標 | |
| 738 | +//! @param mz 手元を原点にした モデルのZ座標 | |
| 739 | +//! @param rx 横軸角度 | |
| 740 | +//! @param ry 縦軸角度 | |
| 741 | +//! @param size 拡大率 | |
| 742 | +void D3DGraphics::SetWorldTransformHumanWeapon(float x, float y, float z, float mx, float my, float mz, float rx, float ry, float size) | |
| 743 | +{ | |
| 744 | + D3DXMATRIX matWorld; | |
| 745 | + D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5; | |
| 746 | + | |
| 747 | + //行列を作成 | |
| 748 | + D3DXMatrixTranslation(&matWorld1, x, y, z); | |
| 749 | + D3DXMatrixRotationY(&matWorld2, rx); | |
| 750 | + D3DXMatrixRotationX(&matWorld3, ry); | |
| 751 | + D3DXMatrixTranslation(&matWorld4, mx, my, mz); | |
| 752 | + D3DXMatrixScaling(&matWorld5, size, size, size); | |
| 753 | + | |
| 754 | + //計算 | |
| 755 | + matWorld = matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 756 | + | |
| 757 | + //適用 | |
| 758 | + pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 759 | +} | |
| 760 | + | |
| 761 | +//! @brief ワールド空間を所持している武器を表示する場所に設定 | |
| 762 | +//! @param rotation 武器を回転させる | |
| 763 | +//! @param camera_x カメラのX座標 | |
| 764 | +//! @param camera_y カメラのY座標 | |
| 765 | +//! @param camera_z カメラのZ座標 | |
| 766 | +//! @param camera_rx カメラの横軸角度 | |
| 767 | +//! @param camera_ry カメラの縦軸角度 | |
| 768 | +//! @param rx 武器のの縦軸角度 | |
| 769 | +//! @param size 表示サイズ | |
| 770 | +//! @note rotation・・ true:現在持っている武器です。 false:予備の武器です。(rx は無視されます) | |
| 771 | +//! @todo 位置やサイズの微調整 | |
| 772 | +void D3DGraphics::SetWorldTransformPlayerWeapon(bool rotation, float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, float rx, float size) | |
| 773 | +{ | |
| 774 | + D3DXMATRIX matWorld; | |
| 775 | + D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4, matWorld5, matWorld6; | |
| 776 | + | |
| 777 | + size = size * 0.3f; | |
| 778 | + | |
| 779 | + //行列を作成 | |
| 780 | + D3DXMatrixTranslation(&matWorld1, camera_x, camera_y, camera_z); | |
| 781 | + D3DXMatrixRotationY(&matWorld2, camera_rx *-1); | |
| 782 | + D3DXMatrixRotationZ(&matWorld3, camera_ry); | |
| 783 | + // matWorld4 = [奥行き, 縦, 横] | |
| 784 | + if( rotation == true ){ | |
| 785 | + D3DXMatrixTranslation(&matWorld4, HUD_myweapon_x[0], HUD_myweapon_y[0], HUD_myweapon_z[0]); | |
| 786 | + D3DXMatrixRotationY(&matWorld5, rx); | |
| 787 | + } | |
| 788 | + else{ | |
| 789 | + D3DXMatrixTranslation(&matWorld4, HUD_myweapon_x[1], HUD_myweapon_y[1], HUD_myweapon_z[1]); | |
| 790 | + D3DXMatrixRotationY(&matWorld5, D3DX_PI); | |
| 791 | + } | |
| 792 | + D3DXMatrixScaling(&matWorld6, size, size, size); | |
| 793 | + | |
| 794 | + //計算 | |
| 795 | + matWorld = matWorld6 * matWorld5 * matWorld4 * matWorld3 * matWorld2 * matWorld1; | |
| 796 | + | |
| 797 | + //適用 | |
| 798 | + pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); | |
| 799 | +} | |
| 800 | + | |
| 801 | +//! @brief ワールド空間の座標を取得 | |
| 802 | +//! @param *x x軸を受け取るポインタ | |
| 803 | +//! @param *y y軸を受け取るポインタ | |
| 804 | +//! @param *z z軸を受け取るポインタ | |
| 805 | +void D3DGraphics::GetWorldTransformPos(float *x, float *y, float *z) | |
| 806 | +{ | |
| 807 | + D3DXMATRIX matWorld; | |
| 808 | + pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld ); | |
| 809 | + *x = matWorld._41; | |
| 810 | + *y = matWorld._42; | |
| 811 | + *z = matWorld._43; | |
| 812 | +} | |
| 813 | + | |
| 814 | +//! @brief フォグを設定 | |
| 815 | +//! @param skynumber 空の番号 | |
| 816 | +void D3DGraphics::SetFog(int skynumber) | |
| 817 | +{ | |
| 818 | + D3DCOLOR skycolor; | |
| 819 | + | |
| 820 | + //空の番号により色を決定 | |
| 821 | + switch(skynumber){ | |
| 822 | + case 1: skycolor = D3DCOLOR_RGBA(64, 64+16, 64, 0); break; | |
| 823 | + case 2: skycolor = D3DCOLOR_RGBA(16, 16, 16, 0); break; | |
| 824 | + case 3: skycolor = D3DCOLOR_RGBA(0, 16, 32, 0); break; | |
| 825 | + case 4: skycolor = D3DCOLOR_RGBA(32, 16, 16, 0); break; | |
| 826 | + case 5: skycolor = D3DCOLOR_RGBA(64, 32, 32, 0); break; | |
| 827 | + default: skycolor = D3DCOLOR_RGBA(0, 0, 0, 0); break; | |
| 828 | + } | |
| 829 | + | |
| 830 | + //フォグを設定 | |
| 831 | + pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, skycolor); | |
| 832 | +} | |
| 833 | + | |
| 834 | +//! @brief カメラ(視点)を設定 | |
| 835 | +//! @param camera_x カメラのX座標 | |
| 836 | +//! @param camera_y カメラのY座標 | |
| 837 | +//! @param camera_z カメラのZ座標 | |
| 838 | +//! @param camera_rx カメラの横軸角度 | |
| 839 | +//! @param camera_ry カメラの縦軸角度 | |
| 840 | +//! @param viewangle 視野角 | |
| 841 | +void D3DGraphics::SetCamera(float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, float viewangle) | |
| 842 | +{ | |
| 843 | + float vUpVecF; | |
| 844 | + D3DXMATRIX matWorld; | |
| 845 | + D3DXMATRIXA16 matView; | |
| 846 | + | |
| 847 | + //camera_ryを -PI〜PI の間に正規化 | |
| 848 | + for(; camera_ry>D3DX_PI; camera_ry -= D3DX_PI*2){} | |
| 849 | + for(; camera_ry<D3DX_PI*-1; camera_ry += D3DX_PI*2){} | |
| 850 | + | |
| 851 | + //カメラの向きを決定 | |
| 852 | + if( fabs(camera_ry) < D3DX_PI/2 ){ | |
| 853 | + vUpVecF = 1.0f; | |
| 854 | + } | |
| 855 | + else{ | |
| 856 | + vUpVecF = -1.0f; | |
| 857 | + } | |
| 858 | + | |
| 859 | + D3DXMatrixIdentity(&matWorld); | |
| 860 | + pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); | |
| 861 | + | |
| 862 | + //カメラ座標 | |
| 863 | + D3DXVECTOR3 vEyePt( camera_x, camera_y, camera_z ); | |
| 864 | + D3DXVECTOR3 vLookatPt( cos(camera_rx)*cos(camera_ry) + camera_x, sin(camera_ry) + camera_y, sin(camera_rx)*cos(camera_ry) + camera_z ); | |
| 865 | + D3DXVECTOR3 vUpVec( 0.0f, vUpVecF, 0.0f ); | |
| 866 | + D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); | |
| 867 | + pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); | |
| 868 | + | |
| 869 | + //カメラ設定(射影変換行列)viewangle | |
| 870 | + D3DXMATRIXA16 matProj; | |
| 871 | + D3DXMatrixPerspectiveFovLH( &matProj, viewangle, aspect, CLIPPINGPLANE_NEAR, CLIPPINGPLANE_FAR); | |
| 872 | + pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj); | |
| 873 | +} | |
| 874 | + | |
| 875 | +//! @brief マップデータを取り込む | |
| 876 | +//! @param in_blockdata ブロックデータ | |
| 877 | +//! @param directory ブロックデータが存在するディレクトリ | |
| 878 | +void D3DGraphics::LoadMapdata(BlockDataInterface* in_blockdata, char *directory) | |
| 879 | +{ | |
| 880 | + //ブロックデータが指定されていなければ、処理しない。 | |
| 881 | + if( in_blockdata == NULL ){ return; } | |
| 882 | + | |
| 883 | + char fname[MAX_PATH]; | |
| 884 | + char fnamefull[MAX_PATH]; | |
| 885 | + //int bs; | |
| 886 | + struct blockdata data; | |
| 887 | + int vID[4]; | |
| 888 | + int uvID[4]; | |
| 889 | + | |
| 890 | + //クラスを設定 | |
| 891 | + blockdata = in_blockdata; | |
| 892 | + | |
| 893 | + //テクスチャ読み込み | |
| 894 | + for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 895 | + //テクスチャ名を取得 | |
| 896 | + blockdata->GetTexture(fname, i); | |
| 897 | + | |
| 898 | + if( strcmp(fname, "") == 0 ){ //指定されていなければ、処理しない | |
| 899 | + mapTextureID[i] = -1; | |
| 900 | + } | |
| 901 | + else{ | |
| 902 | + //「ディレクトリ+ファイル名」を生成し、読み込む | |
| 903 | + strcpy(fnamefull, directory); | |
| 904 | + strcat(fnamefull, fname); | |
| 905 | + mapTextureID[i] = LoadTexture(fnamefull, false, false); | |
| 906 | + } | |
| 907 | + } | |
| 908 | + | |
| 909 | +#ifdef ENABLE_DEBUGLOG | |
| 910 | + //ログに出力 | |
| 911 | + OutputLog.WriteLog(LOG_LOAD, "マップ", "(頂点データ)"); | |
| 912 | +#endif | |
| 913 | + | |
| 914 | +#ifdef BLOCKDATA_GPUMEMORY | |
| 915 | + VERTEXTXTA* pVertices; | |
| 916 | + | |
| 917 | + //ブロック数を取得 | |
| 918 | + bs = blockdata->GetTotaldatas(); | |
| 919 | + | |
| 920 | + //ブロック数分のバッファーを作成 | |
| 921 | + pd3dDevice->CreateVertexBuffer(bs*6*4*sizeof(VERTEXTXTA),0,D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1,D3DPOOL_DEFAULT,&g_pVB,NULL); | |
| 922 | + | |
| 923 | + for(int i=0; i<bs; i++){ | |
| 924 | + //データを取得 | |
| 925 | + blockdata->Getdata(&data, i); | |
| 926 | + | |
| 927 | + for(int j=0; j<6; j++){ | |
| 928 | + //面の頂点データの関連付けを取得 | |
| 929 | + blockdataface(j, &vID[0], &uvID[0]); | |
| 930 | + | |
| 931 | + //GPUをロック(1面分) | |
| 932 | + g_pVB->Lock((i*6+j)*4*sizeof(VERTEXTXTA), 4*sizeof(VERTEXTXTA), (void**)&pVertices, 0); | |
| 933 | + | |
| 934 | + //頂点座標・UV座標・色を設定 | |
| 935 | + pVertices[0].position = D3DXVECTOR3( data.x[ vID[1] ], data.y[ vID[1] ], data.z[ vID[1] ] ); | |
| 936 | + pVertices[0].tu = data.material[j].u[ uvID[1] ]; | |
| 937 | + pVertices[0].tv = data.material[j].v[ uvID[1] ]; | |
| 938 | + pVertices[1].position = D3DXVECTOR3( data.x[ vID[2] ], data.y[ vID[2] ], data.z[ vID[2] ] ); | |
| 939 | + pVertices[1].tu = data.material[j].u[ uvID[2] ]; | |
| 940 | + pVertices[1].tv = data.material[j].v[ uvID[2] ]; | |
| 941 | + pVertices[2].position = D3DXVECTOR3( data.x[ vID[0] ], data.y[ vID[0] ], data.z[ vID[0] ] ); | |
| 942 | + pVertices[2].tu = data.material[j].u[ uvID[0] ]; | |
| 943 | + pVertices[2].tv = data.material[j].v[ uvID[0] ]; | |
| 944 | + pVertices[3].position = D3DXVECTOR3( data.x[ vID[3] ], data.y[ vID[3] ], data.z[ vID[3] ] ); | |
| 945 | + pVertices[3].tu = data.material[j].u[ uvID[3] ]; | |
| 946 | + pVertices[3].tv = data.material[j].v[ uvID[3] ]; | |
| 947 | + for(int k=0; k<4; k++){ | |
| 948 | + pVertices[k].color = D3DCOLOR_COLORVALUE(data.material[j].shadow, data.material[j].shadow, data.material[j].shadow, 1.0f); | |
| 949 | + } | |
| 950 | + | |
| 951 | + //GPUのロックを解除 | |
| 952 | + g_pVB->Unlock(); | |
| 953 | + } | |
| 954 | + } | |
| 955 | +#else | |
| 956 | + //ブロック数を取得 | |
| 957 | + bs = blockdata->GetTotaldatas(); | |
| 958 | + | |
| 959 | + for(int i=0; i<bs; i++){ | |
| 960 | + //データを取得 | |
| 961 | + blockdata->Getdata(&data, i); | |
| 962 | + | |
| 963 | + for(int j=0; j<6; j++){ | |
| 964 | + //面の頂点データの関連付けを取得 | |
| 965 | + blockdataface(j, vID, uvID); | |
| 966 | + | |
| 967 | + //頂点座標・UV座標・色を設定 | |
| 968 | + g_pVertices[i][j][0].position = D3DXVECTOR3( data.x[ vID[1] ], data.y[ vID[1] ], data.z[ vID[1] ] ); | |
| 969 | + g_pVertices[i][j][0].tu = data.material[j].u[ uvID[1] ]; | |
| 970 | + g_pVertices[i][j][0].tv = data.material[j].v[ uvID[1] ]; | |
| 971 | + g_pVertices[i][j][1].position = D3DXVECTOR3( data.x[ vID[2] ], data.y[ vID[2] ], data.z[ vID[2] ] ); | |
| 972 | + g_pVertices[i][j][1].tu = data.material[j].u[ uvID[2] ]; | |
| 973 | + g_pVertices[i][j][1].tv = data.material[j].v[ uvID[2] ]; | |
| 974 | + g_pVertices[i][j][2].position = D3DXVECTOR3( data.x[ vID[0] ], data.y[ vID[0] ], data.z[ vID[0] ] ); | |
| 975 | + g_pVertices[i][j][2].tu = data.material[j].u[ uvID[0] ]; | |
| 976 | + g_pVertices[i][j][2].tv = data.material[j].v[ uvID[0] ]; | |
| 977 | + g_pVertices[i][j][3].position = D3DXVECTOR3( data.x[ vID[3] ], data.y[ vID[3] ], data.z[ vID[3] ] ); | |
| 978 | + g_pVertices[i][j][3].tu = data.material[j].u[ uvID[3] ]; | |
| 979 | + g_pVertices[i][j][3].tv = data.material[j].v[ uvID[3] ]; | |
| 980 | + for(int k=0; k<4; k++){ | |
| 981 | + g_pVertices[i][j][k].color = D3DCOLOR_COLORVALUE(data.material[j].shadow, data.material[j].shadow, data.material[j].shadow, 1.0f); | |
| 982 | + } | |
| 983 | + } | |
| 984 | + } | |
| 985 | +#endif | |
| 986 | + | |
| 987 | +#ifdef ENABLE_DEBUGLOG | |
| 988 | + //ログに出力 | |
| 989 | + OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 990 | +#endif | |
| 991 | +} | |
| 992 | + | |
| 993 | +//! @brief マップデータを描画 | |
| 994 | +//! @param wireframe ワイヤーフレーム表示 | |
| 995 | +void D3DGraphics::DrawMapdata(bool wireframe) | |
| 996 | +{ | |
| 997 | + //ブロックデータが読み込まれていなければ、処理しない。 | |
| 998 | + if( blockdata == NULL ){ return; } | |
| 999 | + | |
| 1000 | + struct blockdata data; | |
| 1001 | + int textureID; | |
| 1002 | + | |
| 1003 | + if( wireframe == true ){ | |
| 1004 | + //ワイヤーフレーム表示 | |
| 1005 | + for(int i=0; i<bs; i++){ | |
| 1006 | + blockdata->Getdata(&data, i); | |
| 1007 | + Drawline(data.x[0], data.y[0], data.z[0], data.x[1], data.y[1], data.z[1]); | |
| 1008 | + Drawline(data.x[1], data.y[1], data.z[1], data.x[2], data.y[2], data.z[2]); | |
| 1009 | + Drawline(data.x[2], data.y[2], data.z[2], data.x[3], data.y[3], data.z[3]); | |
| 1010 | + Drawline(data.x[3], data.y[3], data.z[3], data.x[0], data.y[0], data.z[0]); | |
| 1011 | + Drawline(data.x[4], data.y[4], data.z[4], data.x[5], data.y[5], data.z[5]); | |
| 1012 | + Drawline(data.x[5], data.y[5], data.z[5], data.x[6], data.y[6], data.z[6]); | |
| 1013 | + Drawline(data.x[6], data.y[6], data.z[6], data.x[7], data.y[7], data.z[7]); | |
| 1014 | + Drawline(data.x[7], data.y[7], data.z[7], data.x[4], data.y[4], data.z[4]); | |
| 1015 | + Drawline(data.x[0], data.y[0], data.z[0], data.x[4], data.y[4], data.z[4]); | |
| 1016 | + Drawline(data.x[1], data.y[1], data.z[1], data.x[5], data.y[5], data.z[5]); | |
| 1017 | + Drawline(data.x[2], data.y[2], data.z[2], data.x[6], data.y[6], data.z[6]); | |
| 1018 | + Drawline(data.x[3], data.y[3], data.z[3], data.x[7], data.y[7], data.z[7]); | |
| 1019 | + } | |
| 1020 | + return; | |
| 1021 | + } | |
| 1022 | + | |
| 1023 | + //深度バッファ比較関数を設定 | |
| 1024 | + //pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS); | |
| 1025 | + | |
| 1026 | + | |
| 1027 | +#ifdef BLOCKDATA_GPUMEMORY | |
| 1028 | + //データ設定 | |
| 1029 | + pd3dDevice->SetStreamSource(0,g_pVB,0,sizeof(VERTEXTXTA)); | |
| 1030 | + | |
| 1031 | + for(textureID=0; textureID<TOTAL_BLOCKTEXTURE; textureID++){ | |
| 1032 | + //テクスチャが正常に読み込めていなければ設定 | |
| 1033 | + if( mapTextureID[textureID] == -1 ){ | |
| 1034 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1035 | + pd3dDevice->SetTexture(0, NULL); | |
| 1036 | + } | |
| 1037 | + else if( ptextures[ mapTextureID[textureID] ] == NULL ){ | |
| 1038 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1039 | + pd3dDevice->SetTexture(0, NULL); | |
| 1040 | + } | |
| 1041 | + else{ | |
| 1042 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1043 | + pd3dDevice->SetTexture(0, ptextures[mapTextureID[textureID]] ); | |
| 1044 | + } | |
| 1045 | + | |
| 1046 | + for(int i=0; i<bs; i++){ | |
| 1047 | + //データ取得 | |
| 1048 | + blockdata->Getdata(&data, i); | |
| 1049 | + | |
| 1050 | + for(int j=0; j<6; j++){ | |
| 1051 | + //テクスチャ認識番号を取得 | |
| 1052 | + int ID = data.material[j].textureID; | |
| 1053 | + | |
| 1054 | + if( textureID == ID ){ | |
| 1055 | + //面を描画 | |
| 1056 | + pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, (i*6+j)*4, 2); | |
| 1057 | + } | |
| 1058 | + } | |
| 1059 | + } | |
| 1060 | + } | |
| 1061 | +#else | |
| 1062 | + //データを設定 | |
| 1063 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1064 | + | |
| 1065 | + for(textureID=0; textureID<TOTAL_BLOCKTEXTURE; textureID++){ | |
| 1066 | + //テクスチャが正常に読み込めていなければ設定 | |
| 1067 | + if( mapTextureID[textureID] == -1 ){ | |
| 1068 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1069 | + pd3dDevice->SetTexture(0, NULL); | |
| 1070 | + } | |
| 1071 | + else if( ptextures[ mapTextureID[textureID] ] == NULL ){ | |
| 1072 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE); | |
| 1073 | + pd3dDevice->SetTexture(0, NULL); | |
| 1074 | + } | |
| 1075 | + else{ | |
| 1076 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1077 | + pd3dDevice->SetTexture(0, ptextures[mapTextureID[textureID]] ); | |
| 1078 | + } | |
| 1079 | + | |
| 1080 | + for(int i=0; i<bs; i++){ | |
| 1081 | + //データ取得 | |
| 1082 | + blockdata->Getdata(&data, i); | |
| 1083 | + | |
| 1084 | + for(int j=0; j<6; j++){ | |
| 1085 | + //テクスチャ認識番号を取得 | |
| 1086 | + int ID = data.material[j].textureID; | |
| 1087 | + | |
| 1088 | + if( textureID == ID ){ | |
| 1089 | + //面を描画 | |
| 1090 | + pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, g_pVertices[i][j], sizeof(VERTEXTXTA)); | |
| 1091 | + } | |
| 1092 | + } | |
| 1093 | + } | |
| 1094 | + } | |
| 1095 | +#endif | |
| 1096 | + | |
| 1097 | + //深度バッファ比較関数を元に戻す | |
| 1098 | + //pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); | |
| 1099 | +} | |
| 1100 | + | |
| 1101 | +//! @brief マップテクスチャを取得 | |
| 1102 | +//! @param id テクスチャ番号 | |
| 1103 | +//! @return テクスチャ認識番号(失敗:-1) | |
| 1104 | +int D3DGraphics::GetMapTextureID(int id) | |
| 1105 | +{ | |
| 1106 | + if( (id < 0)||((TOTAL_BLOCKTEXTURE -1) < id ) ){ return -1; } | |
| 1107 | + return mapTextureID[id]; | |
| 1108 | +} | |
| 1109 | + | |
| 1110 | +//! @brief マップデータを解放 | |
| 1111 | +void D3DGraphics::CleanupMapdata() | |
| 1112 | +{ | |
| 1113 | + //テクスチャを開放 | |
| 1114 | + for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 1115 | + CleanupTexture(mapTextureID[i]); | |
| 1116 | + } | |
| 1117 | + | |
| 1118 | +#ifdef BLOCKDATA_GPUMEMORY | |
| 1119 | + //頂点データ解放 | |
| 1120 | + if( g_pVB != NULL ){ | |
| 1121 | + g_pVB->Release(); | |
| 1122 | + g_pVB = NULL; | |
| 1123 | + } | |
| 1124 | +#endif | |
| 1125 | + bs = 0; | |
| 1126 | + | |
| 1127 | + blockdata = NULL; | |
| 1128 | + | |
| 1129 | +#ifdef ENABLE_DEBUGLOG | |
| 1130 | + //ログに出力 | |
| 1131 | + OutputLog.WriteLog(LOG_CLEANUP, "マップ", "(頂点データ)"); | |
| 1132 | +#endif | |
| 1133 | +} | |
| 1134 | + | |
| 1135 | +//! @brief モデルファイルを描画 | |
| 1136 | +//! @param id_model モデル認識番号 | |
| 1137 | +//! @param id_texture テクスチャ認識番号 | |
| 1138 | +void D3DGraphics::RenderModel(int id_model, int id_texture) | |
| 1139 | +{ | |
| 1140 | + //無効な引数が設定されていれば失敗 | |
| 1141 | + if( id_model == -1 ){ return; } | |
| 1142 | + //if( id_texture == -1 ){ return; } | |
| 1143 | + | |
| 1144 | + //指定したモデルが初期化されていなければ失敗 | |
| 1145 | + if( pmesh[id_model] == NULL) return; | |
| 1146 | + | |
| 1147 | + //描画 | |
| 1148 | + for(int i=0; i<(signed)nummaterials[id_model]; i=i+1){ | |
| 1149 | + pd3dDevice->SetMaterial( &pmaterials[id_model][i] ); | |
| 1150 | + if( id_texture == -1 ){ | |
| 1151 | + pd3dDevice->SetTexture(0, NULL); | |
| 1152 | + } | |
| 1153 | + else if( ptextures[id_texture] == NULL ){ | |
| 1154 | + pd3dDevice->SetTexture(0, NULL); | |
| 1155 | + } | |
| 1156 | + else{ | |
| 1157 | + pd3dDevice->SetTexture( 0, ptextures[id_texture] ); | |
| 1158 | + } | |
| 1159 | + pmesh[id_model]->DrawSubset(i); | |
| 1160 | + } | |
| 1161 | +} | |
| 1162 | + | |
| 1163 | +//! @brief 板を描画 | |
| 1164 | +//! @param id_texture テクスチャ認識番号 | |
| 1165 | +//! @param alpha 透明度 (0.0〜1.0 0.0:完全透明) | |
| 1166 | +void D3DGraphics::RenderBoard(int id_texture, float alpha) | |
| 1167 | +{ | |
| 1168 | + //テクスチャが設定されていなければ、処理しない。 | |
| 1169 | + if( id_texture == -1 ){ return; } | |
| 1170 | + | |
| 1171 | + VERTEXTXTA BoardVertices[4]; | |
| 1172 | + | |
| 1173 | + //頂点座標・UV座標・色/透明度を設定 | |
| 1174 | + BoardVertices[0].position = D3DXVECTOR3(0.0f, 0.5f, -0.5f); | |
| 1175 | + BoardVertices[0].tu = 1.0f; | |
| 1176 | + BoardVertices[0].tv = 0.0f; | |
| 1177 | + BoardVertices[1].position = D3DXVECTOR3(0.0f, -0.5f, -0.5f); | |
| 1178 | + BoardVertices[1].tu = 1.0f; | |
| 1179 | + BoardVertices[1].tv = 1.0f; | |
| 1180 | + BoardVertices[2].position = D3DXVECTOR3(0.0f, 0.5f, 0.5f); | |
| 1181 | + BoardVertices[2].tu = 0.0f; | |
| 1182 | + BoardVertices[2].tv = 0.0f; | |
| 1183 | + BoardVertices[3].position = D3DXVECTOR3(0.0f, -0.5f, 0.5f); | |
| 1184 | + BoardVertices[3].tu = 0.0f; | |
| 1185 | + BoardVertices[3].tv = 1.0f; | |
| 1186 | + for(int i=0; i<4; i++){ | |
| 1187 | + BoardVertices[i].color = D3DCOLOR_COLORVALUE(1.0f, 1.0f, 1.0f, alpha); | |
| 1188 | + } | |
| 1189 | + | |
| 1190 | + //アルファブレンドを設定 | |
| 1191 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); | |
| 1192 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1193 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); | |
| 1194 | + | |
| 1195 | + //テクスチャとデータ形式を設定し描画 | |
| 1196 | + pd3dDevice->SetTexture(0, ptextures[id_texture]); | |
| 1197 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1198 | + pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, BoardVertices, sizeof(VERTEXTXTA)); | |
| 1199 | + | |
| 1200 | + //アルファブレンドを元に戻す | |
| 1201 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); | |
| 1202 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1203 | +} | |
| 1204 | + | |
| 1205 | +//! @brief 画面の明るさを設定 | |
| 1206 | +//! @param Width 幅 | |
| 1207 | +//! @param Height 高さ | |
| 1208 | +//! @param Brightness 画面の明るさ (0 で不変、1 以上で明るさの度合い) | |
| 1209 | +void D3DGraphics::ScreenBrightness(int Width, int Height, int Brightness) | |
| 1210 | +{ | |
| 1211 | + //明るさ不変なら処理しない(軽量化) | |
| 1212 | + if( Brightness == 0 ){ return; } | |
| 1213 | + | |
| 1214 | + //透明度を設定し、描画 | |
| 1215 | + float alpha = 0.02f * Brightness; | |
| 1216 | + Draw2DBox(0, 0, Width, Height, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,alpha)); | |
| 1217 | +} | |
| 1218 | + | |
| 1219 | +//! @brief 【デバック用】中心線描画 | |
| 1220 | +void D3DGraphics::Centerline() | |
| 1221 | +{ | |
| 1222 | + ResetWorldTransform(); | |
| 1223 | + Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f); | |
| 1224 | + Drawline(0.0f, 100.0f, 0.0f, 0.0f, -100.0f, 0.0f); | |
| 1225 | + Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f); | |
| 1226 | +} | |
| 1227 | + | |
| 1228 | +//! @brief 【デバック用】緑線描画 | |
| 1229 | +void D3DGraphics::Drawline(float x1, float y1, float z1, float x2, float y2, float z2) | |
| 1230 | +{ | |
| 1231 | + VERTEXTXTA mv[2]; | |
| 1232 | + | |
| 1233 | + mv[0].position = D3DXVECTOR3(x1, y1, z1); | |
| 1234 | + mv[1].position = D3DXVECTOR3(x2, y2, z2); | |
| 1235 | + for(int i=0; i<2; i++){ | |
| 1236 | + mv[i].color = 0xFF00FF00; | |
| 1237 | + mv[i].tu = 0.0f; | |
| 1238 | + mv[i].tv = 0.0f; | |
| 1239 | + } | |
| 1240 | + | |
| 1241 | + pd3dDevice->SetTexture(0, NULL); | |
| 1242 | + pd3dDevice->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); | |
| 1243 | + pd3dDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, mv, sizeof(VERTEXTXTA)); | |
| 1244 | +} | |
| 1245 | + | |
| 1246 | +//! @brief 2D システムフォントによるテキスト描画を開始 | |
| 1247 | +//! @attention DirectXの ID3DXSprite を初期化しています。 | |
| 1248 | +void D3DGraphics::Start2DMSFontTextRender() | |
| 1249 | +{ | |
| 1250 | + ptextsprite->Begin(D3DXSPRITE_ALPHABLEND); | |
| 1251 | +} | |
| 1252 | + | |
| 1253 | +//! @brief 文字を描画(システムフォント使用) | |
| 1254 | +//! @param x x座標 | |
| 1255 | +//! @param y y座標 | |
| 1256 | +//! @param str 文字列 (改行コード:可) | |
| 1257 | +//! @param color 色 | |
| 1258 | +//! @warning <b>描画は非常に低速です。</b>画面内で何度も呼び出すとパフォーマンスに影響します。 | |
| 1259 | +//! @warning「改行コードを活用し一度に描画する」「日本語が必要ない文字はテクスチャフォントを活用する」などの対応を講じてください。 | |
| 1260 | +//! @attention DirectXの ID3DXSprite を使用し、システムフォントで描画ています。 | |
| 1261 | +//! @attention フォントの種類やサイズは固定です。 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1262 | +void D3DGraphics::Draw2DMSFontText(int x, int y, char *str, int color) | |
| 1263 | +{ | |
| 1264 | + //if( ptextsprite == NULL ){ return; } | |
| 1265 | + | |
| 1266 | + //テキストスプライト初期化 | |
| 1267 | + Start2DMSFontTextRender(); | |
| 1268 | + | |
| 1269 | + //基準座標を設定 | |
| 1270 | + D3DXMATRIX matWorld; | |
| 1271 | + D3DXMatrixIdentity(&matWorld); | |
| 1272 | + ptextsprite->SetTransform(&matWorld); | |
| 1273 | + | |
| 1274 | + //文字をを描画 | |
| 1275 | + RECT rc = {x, y, 0, 0}; | |
| 1276 | + pxmsfont->DrawText(ptextsprite, str, -1, &rc, DT_NOCLIP, color); | |
| 1277 | + | |
| 1278 | + //テキストスプライト解放 | |
| 1279 | + End2DMSFontTextRender(); | |
| 1280 | +} | |
| 1281 | + | |
| 1282 | +//! @brief 文字を中央揃えで描画(システムフォント使用) | |
| 1283 | +//! @param x x座標 | |
| 1284 | +//! @param y y座標 | |
| 1285 | +//! @param w 横の大きさ | |
| 1286 | +//! @param h 縦の大きさ | |
| 1287 | +//! @param str 文字列 (改行コード:可) | |
| 1288 | +//! @param color 色 | |
| 1289 | +//! @warning <b>描画は非常に低速です。</b>画面内で何度も呼び出すとパフォーマンスに影響します。 | |
| 1290 | +//! @warning「改行コードを活用し一度に描画する」「日本語が必要ない文字はテクスチャフォントを活用する」などの対応を講じてください。 | |
| 1291 | +//! @attention DirectXの ID3DXSprite を使用し、システムフォントで描画ています。 | |
| 1292 | +//! @attention フォントの種類やサイズは固定です。 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1293 | +void D3DGraphics::Draw2DMSFontTextCenter(int x, int y, int w, int h, char *str, int color) | |
| 1294 | +{ | |
| 1295 | + //if( ptextsprite == NULL ){ return; } | |
| 1296 | + | |
| 1297 | + //テキストスプライト初期化 | |
| 1298 | + Start2DMSFontTextRender(); | |
| 1299 | + | |
| 1300 | + //基準座標を設定 | |
| 1301 | + D3DXMATRIX matWorld; | |
| 1302 | + D3DXMatrixIdentity(&matWorld); | |
| 1303 | + ptextsprite->SetTransform(&matWorld); | |
| 1304 | + | |
| 1305 | + //文字をを描画 | |
| 1306 | + RECT rc = {x, y, x+w, y+h}; | |
| 1307 | + pxmsfont->DrawText(ptextsprite, str, -1, &rc, DT_CENTER, color); | |
| 1308 | + | |
| 1309 | + //テキストスプライト解放 | |
| 1310 | + End2DMSFontTextRender(); | |
| 1311 | +} | |
| 1312 | + | |
| 1313 | +//! @brief 2D システムフォントによるテキスト描画を終了 | |
| 1314 | +//! @attention DirectXの ID3DXSprite を解放しています。 | |
| 1315 | +void D3DGraphics::End2DMSFontTextRender() | |
| 1316 | +{ | |
| 1317 | + ptextsprite->End(); | |
| 1318 | +} | |
| 1319 | + | |
| 1320 | +//! @brief 2D描画用設定 | |
| 1321 | +void D3DGraphics::Start2DRender() | |
| 1322 | +{ | |
| 1323 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); | |
| 1324 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1325 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); | |
| 1326 | + | |
| 1327 | + //深度バッファ比較関数を設定 | |
| 1328 | + pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); | |
| 1329 | +} | |
| 1330 | + | |
| 1331 | +//! @brief 文字を描画(テクスチャフォント使用) | |
| 1332 | +//! @param x x座標 | |
| 1333 | +//! @param y y座標 | |
| 1334 | +//! @param str 文字列 (改行コード:<b>不可</b>) | |
| 1335 | +//! @param color 色 | |
| 1336 | +//! @param fontwidth 一文字の幅 | |
| 1337 | +//! @param fontheight 一文字の高さ | |
| 1338 | +//! @attention 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1339 | +void D3DGraphics::Draw2DTextureFontText(int x, int y, char *str, int color, int fontwidth, int fontheight) | |
| 1340 | +{ | |
| 1341 | + //テクスチャフォントの取得に失敗していれば、処理しない | |
| 1342 | + if( TextureFont == -1 ){ return; } | |
| 1343 | + | |
| 1344 | + //2D描画用設定を適用 | |
| 1345 | + Start2DRender(); | |
| 1346 | + | |
| 1347 | + int w; | |
| 1348 | + float font_u, font_v; | |
| 1349 | + float t_u, t_v; | |
| 1350 | + TLVERTX pBoxVertices[4]; | |
| 1351 | + | |
| 1352 | + //1文字のUV座標を計算 | |
| 1353 | + font_u = 1.0f / 16; | |
| 1354 | + font_v = 1.0f / 16; | |
| 1355 | + | |
| 1356 | + //ワールド座標を原点に戻す | |
| 1357 | + ResetWorldTransform(); | |
| 1358 | + | |
| 1359 | + //テクスチャをフォントテクスチャに設定 | |
| 1360 | + pd3dDevice->SetTexture( 0, ptextures[TextureFont] ); | |
| 1361 | + | |
| 1362 | + //データ形式を設定 | |
| 1363 | + pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1364 | + | |
| 1365 | + // 与えられた文字数分ループ | |
| 1366 | + for(int i=0; i<(int)strlen(str); i++){ | |
| 1367 | + //UV座標を計算 | |
| 1368 | + w = str[i]; | |
| 1369 | + if( w < 0 ){ w += 256; } | |
| 1370 | + t_u = (w % 16) * font_u; | |
| 1371 | + t_v = (w / 16) * font_v; | |
| 1372 | + | |
| 1373 | + //頂点座標・UV座標・色を設定 | |
| 1374 | + pBoxVertices[0].x = (float)x + i*fontwidth; | |
| 1375 | + pBoxVertices[0].y = (float)y; | |
| 1376 | + pBoxVertices[0].tu = t_u; | |
| 1377 | + pBoxVertices[0].tv = t_v; | |
| 1378 | + pBoxVertices[1].x = (float)x + fontwidth + i*fontwidth; | |
| 1379 | + pBoxVertices[1].y = (float)y; | |
| 1380 | + pBoxVertices[1].tu = t_u + font_u; | |
| 1381 | + pBoxVertices[1].tv = t_v; | |
| 1382 | + pBoxVertices[2].x = (float)x + i*fontwidth; | |
| 1383 | + pBoxVertices[2].y = (float)y + fontheight; | |
| 1384 | + pBoxVertices[2].tu = t_u; | |
| 1385 | + pBoxVertices[2].tv = t_v + font_v; | |
| 1386 | + pBoxVertices[3].x = (float)x + fontwidth + i*fontwidth; | |
| 1387 | + pBoxVertices[3].y = (float)y + fontheight; | |
| 1388 | + pBoxVertices[3].tu = t_u + font_u; | |
| 1389 | + pBoxVertices[3].tv = t_v + font_v; | |
| 1390 | + for(int j=0; j<4; j++){ | |
| 1391 | + pBoxVertices[j].z = 0.0f; | |
| 1392 | + pBoxVertices[j].rhw = 1.0f; | |
| 1393 | + pBoxVertices[j].color = color; | |
| 1394 | + } | |
| 1395 | + | |
| 1396 | + //描画 | |
| 1397 | + pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, pBoxVertices, sizeof(TLVERTX)); | |
| 1398 | + } | |
| 1399 | + | |
| 1400 | + //2D描画用設定を解除 | |
| 1401 | + End2DRender(); | |
| 1402 | +} | |
| 1403 | + | |
| 1404 | +//! @brief 線を描画 | |
| 1405 | +//! @param x1 始点の x座標 | |
| 1406 | +//! @param y1 始点の y座標 | |
| 1407 | +//! @param x2 終点の x座標 | |
| 1408 | +//! @param y2 終点の y座標 | |
| 1409 | +//! @param color 色 | |
| 1410 | +void D3DGraphics::Draw2DLine(int x1, int y1, int x2, int y2, int color) | |
| 1411 | +{ | |
| 1412 | + TLVERTX pLineVertices[2]; | |
| 1413 | + | |
| 1414 | + //2D描画用設定を適用 | |
| 1415 | + Start2DRender(); | |
| 1416 | + | |
| 1417 | + //ワールド座標を原点に戻す | |
| 1418 | + ResetWorldTransform(); | |
| 1419 | + | |
| 1420 | + //頂点座標と色などを設定 | |
| 1421 | + pLineVertices[0].x = (float)x1; | |
| 1422 | + pLineVertices[0].y = (float)y1; | |
| 1423 | + pLineVertices[1].x = (float)x2; | |
| 1424 | + pLineVertices[1].y = (float)y2; | |
| 1425 | + for(int i=0; i<2; i++){ | |
| 1426 | + pLineVertices[i].z = 0.0f; | |
| 1427 | + pLineVertices[i].rhw = 1.0f; | |
| 1428 | + pLineVertices[i].color = color; | |
| 1429 | + pLineVertices[i].tu = 0.0f; | |
| 1430 | + pLineVertices[i].tv = 0.0f; | |
| 1431 | + } | |
| 1432 | + | |
| 1433 | + pd3dDevice->SetTexture(0, NULL); | |
| 1434 | + | |
| 1435 | + //データ形式を設定し、描画。 | |
| 1436 | + pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1437 | + pd3dDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, pLineVertices, sizeof(TLVERTX)); | |
| 1438 | + | |
| 1439 | + //2D描画用設定を解除 | |
| 1440 | + End2DRender(); | |
| 1441 | +} | |
| 1442 | + | |
| 1443 | +//! @brief 円(16角形)を描画 | |
| 1444 | +//! @param x 中心の x座標 | |
| 1445 | +//! @param y 中心の y座標 | |
| 1446 | +//! @param r 半径 | |
| 1447 | +//! @param color 色 | |
| 1448 | +void D3DGraphics::Draw2DCycle(int x, int y, int r, int color) | |
| 1449 | +{ | |
| 1450 | + TLVERTX pLineVertices[16+1]; | |
| 1451 | + | |
| 1452 | + //2D描画用設定を適用 | |
| 1453 | + Start2DRender(); | |
| 1454 | + | |
| 1455 | + //ワールド座標を原点に戻す | |
| 1456 | + ResetWorldTransform(); | |
| 1457 | + | |
| 1458 | + //頂点座標と色などを設定 | |
| 1459 | + for(int i=0; i<16+1; i++){ | |
| 1460 | + pLineVertices[i].x = (float)x + cos(DegreeToRadian((360.0f/16.0f)) * i) * r; | |
| 1461 | + pLineVertices[i].y = (float)y + sin(DegreeToRadian((360.0f/16.0f)) * i) * r; | |
| 1462 | + | |
| 1463 | + pLineVertices[i].z = 0.0f; | |
| 1464 | + pLineVertices[i].rhw = 1.0f; | |
| 1465 | + pLineVertices[i].color = color; | |
| 1466 | + pLineVertices[i].tu = 0.0f; | |
| 1467 | + pLineVertices[i].tv = 0.0f; | |
| 1468 | + } | |
| 1469 | + | |
| 1470 | + pd3dDevice->SetTexture(0, NULL); | |
| 1471 | + | |
| 1472 | + //データ形式を設定し、描画。 | |
| 1473 | + pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1474 | + pd3dDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, 16, pLineVertices, sizeof(TLVERTX)); | |
| 1475 | + | |
| 1476 | + //2D描画用設定を解除 | |
| 1477 | + End2DRender(); | |
| 1478 | +} | |
| 1479 | + | |
| 1480 | +//! @brief 四角形を描画 | |
| 1481 | +//! @param x1 左上の x座標 | |
| 1482 | +//! @param y1 左上の y座標 | |
| 1483 | +//! @param x2 右下の x座標 | |
| 1484 | +//! @param y2 右下の y座標 | |
| 1485 | +//! @param color 色 | |
| 1486 | +void D3DGraphics::Draw2DBox(int x1, int y1, int x2, int y2, int color) | |
| 1487 | +{ | |
| 1488 | + TLVERTX pBoxVertices[4]; | |
| 1489 | + | |
| 1490 | + //2D描画用設定を適用 | |
| 1491 | + Start2DRender(); | |
| 1492 | + | |
| 1493 | + //ワールド座標を原点に戻す | |
| 1494 | + ResetWorldTransform(); | |
| 1495 | + | |
| 1496 | + //頂点座標と色などを設定 | |
| 1497 | + pBoxVertices[0].x = (float)x1; | |
| 1498 | + pBoxVertices[0].y = (float)y1; | |
| 1499 | + pBoxVertices[1].x = (float)x2; | |
| 1500 | + pBoxVertices[1].y = (float)y1; | |
| 1501 | + pBoxVertices[2].x = (float)x1; | |
| 1502 | + pBoxVertices[2].y = (float)y2; | |
| 1503 | + pBoxVertices[3].x = (float)x2; | |
| 1504 | + pBoxVertices[3].y = (float)y2; | |
| 1505 | + for(int i=0; i<4; i++){ | |
| 1506 | + pBoxVertices[i].z = 0.0f; | |
| 1507 | + pBoxVertices[i].rhw = 1.0f; | |
| 1508 | + pBoxVertices[i].color = color; | |
| 1509 | + pBoxVertices[i].tu = 0.0f; | |
| 1510 | + pBoxVertices[i].tv = 0.0f; | |
| 1511 | + } | |
| 1512 | + | |
| 1513 | + pd3dDevice->SetTexture(0, NULL); | |
| 1514 | + | |
| 1515 | + //データ形式を設定し、描画。 | |
| 1516 | + pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1517 | + pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, pBoxVertices, sizeof(TLVERTX)); | |
| 1518 | + | |
| 1519 | + //2D描画用設定を解除 | |
| 1520 | + End2DRender(); | |
| 1521 | +} | |
| 1522 | + | |
| 1523 | +//! @brief 画像を描画 | |
| 1524 | +//! @param x x座標 | |
| 1525 | +//! @param y y座標 | |
| 1526 | +//! @param id テクスチャ認識番号 | |
| 1527 | +//! @param width 幅 | |
| 1528 | +//! @param height 高さ | |
| 1529 | +//! @param alpha 透明度(0.0〜1.0) | |
| 1530 | +void D3DGraphics::Draw2DTexture(int x, int y, int id, int width, int height, float alpha) | |
| 1531 | +{ | |
| 1532 | + //無効なテクスチャ番号を指定されていれば処理しない | |
| 1533 | + if( id == -1 ){ return; } | |
| 1534 | + | |
| 1535 | + TLVERTX pBoxVertices[4]; | |
| 1536 | + | |
| 1537 | + //2D描画用設定を適用 | |
| 1538 | + Start2DRender(); | |
| 1539 | + | |
| 1540 | + //ワールド座標を原点に戻す | |
| 1541 | + ResetWorldTransform(); | |
| 1542 | + | |
| 1543 | + //頂点座標・UV座標・色を設定 | |
| 1544 | + pBoxVertices[0].x = (float)x; | |
| 1545 | + pBoxVertices[0].y = (float)y; | |
| 1546 | + pBoxVertices[0].tu = 0.0f; | |
| 1547 | + pBoxVertices[0].tv = 0.0f; | |
| 1548 | + pBoxVertices[1].x = (float)x + width; | |
| 1549 | + pBoxVertices[1].y = (float)y; | |
| 1550 | + pBoxVertices[1].tu = 1.0f; | |
| 1551 | + pBoxVertices[1].tv = 0.0f; | |
| 1552 | + pBoxVertices[2].x = (float)x; | |
| 1553 | + pBoxVertices[2].y = (float)y + height; | |
| 1554 | + pBoxVertices[2].tu = 0.0f; | |
| 1555 | + pBoxVertices[2].tv = 1.0f; | |
| 1556 | + pBoxVertices[3].x = (float)x + width; | |
| 1557 | + pBoxVertices[3].y = (float)y + height; | |
| 1558 | + pBoxVertices[3].tu = 1.0f; | |
| 1559 | + pBoxVertices[3].tv = 1.0f; | |
| 1560 | + for(int i=0; i<4; i++){ | |
| 1561 | + pBoxVertices[i].z = 0.0f; | |
| 1562 | + pBoxVertices[i].rhw = 1.0f; | |
| 1563 | + pBoxVertices[i].color = D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,alpha); | |
| 1564 | + } | |
| 1565 | + | |
| 1566 | + //テクスチャとデータ形式を設定し、描画 | |
| 1567 | + pd3dDevice->SetTexture( 0, ptextures[id] ); | |
| 1568 | + pd3dDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); | |
| 1569 | + pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, pBoxVertices, sizeof(TLVERTX)); | |
| 1570 | + | |
| 1571 | + //2D描画用設定を解除 | |
| 1572 | + End2DRender(); | |
| 1573 | +} | |
| 1574 | + | |
| 1575 | +//! @brief 2D描画用設定を解除 | |
| 1576 | +void D3DGraphics::End2DRender() | |
| 1577 | +{ | |
| 1578 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); | |
| 1579 | + pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
| 1580 | + | |
| 1581 | + //深度バッファ比較関数を元に戻す | |
| 1582 | + pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); | |
| 1583 | +} | |
| 1584 | + | |
| 1585 | +//! @brief 画面のスクリーンショットを保存 | |
| 1586 | +//! @param filename ファイル名 | |
| 1587 | +//! @return 成功:true 失敗:false | |
| 1588 | +bool D3DGraphics::SaveScreenShot(char* filename) | |
| 1589 | +{ | |
| 1590 | + LPDIRECT3DSURFACE9 pSurface = NULL; | |
| 1591 | + HRESULT hr; | |
| 1592 | + | |
| 1593 | + //サーフェースを作成し、画面を取得 | |
| 1594 | + pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface); | |
| 1595 | + | |
| 1596 | + //サーフェイスを画像に出力 | |
| 1597 | + hr = D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, pSurface, NULL, NULL); | |
| 1598 | + | |
| 1599 | + //解放 | |
| 1600 | + pSurface->Release(); | |
| 1601 | + | |
| 1602 | + if( hr == D3D_OK ){ | |
| 1603 | + return true; | |
| 1604 | + } | |
| 1605 | + return false; | |
| 1606 | +} | |
| 1607 | + | |
| 1608 | +//! @brief カラーコードを取得 | |
| 1609 | +//! @param red 赤(0.0f〜1.0f) | |
| 1610 | +//! @param green 緑(0.0f〜1.0f) | |
| 1611 | +//! @param blue 青(0.0f〜1.0f) | |
| 1612 | +//! @param alpha 透明度(0.0f〜1.0f) | |
| 1613 | +//! @return カラーコード | |
| 1614 | +int D3DGraphics::GetColorCode(float red, float green, float blue, float alpha) | |
| 1615 | +{ | |
| 1616 | + return D3DCOLOR_COLORVALUE(red, green, blue, alpha); | |
| 1617 | +} | |
| 1618 | + | |
| 1619 | +#endif //GRAPHICS_OPENGL | |
| \ No newline at end of file |
| @@ -0,0 +1,2141 @@ | ||
| 1 | +//! @file d3dgraphics-opengl.cpp | |
| 2 | +//! @brief D3DGraphicsクラスの定義(OpenGL版) | |
| 3 | + | |
| 4 | +//-------------------------------------------------------------------------------- | |
| 5 | +// | |
| 6 | +// OpenXOPS | |
| 7 | +// Copyright (c) 2014-2015, OpenXOPS Project / [-_-;](mikan) All rights reserved. | |
| 8 | +// | |
| 9 | +// Redistribution and use in source and binary forms, with or without | |
| 10 | +// modification, are permitted provided that the following conditions are met: | |
| 11 | +// * Redistributions of source code must retain the above copyright notice, | |
| 12 | +// this list of conditions and the following disclaimer. | |
| 13 | +// * Redistributions in binary form must reproduce the above copyright notice, | |
| 14 | +// this list of conditions and the following disclaimer in the documentation | |
| 15 | +// and/or other materials provided with the distribution. | |
| 16 | +// * Neither the name of the OpenXOPS Project nor the names of its contributors | |
| 17 | +// may be used to endorse or promote products derived from this software | |
| 18 | +// without specific prior written permission. | |
| 19 | +// | |
| 20 | +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
| 21 | +// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
| 22 | +// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| 23 | +// DISCLAIMED. IN NO EVENT SHALL OpenXOPS Project BE LIABLE FOR ANY | |
| 24 | +// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
| 25 | +// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
| 26 | +// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
| 27 | +// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| 28 | +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
| 29 | +// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| 30 | +//-------------------------------------------------------------------------------- | |
| 31 | + | |
| 32 | +// ***** OpenGL core only ***** | |
| 33 | +// | |
| 34 | +// libjpeg | |
| 35 | +// Copyright (C) 1991-2014, Thomas G. Lane, Guido Vollbeding. | |
| 36 | +// this software is based in part on the work of the Independent JPEG Group | |
| 37 | +// | |
| 38 | +// zlib | |
| 39 | +// Copyright (C) 1995-2013 Jean-loup Gailly and Mark Adler | |
| 40 | +// | |
| 41 | +// libpng | |
| 42 | +// Copyright (c) 1998-2014 Glenn Randers-Pehrson | |
| 43 | +// | |
| 44 | +// **************************** | |
| 45 | + | |
| 46 | +#include "d3dgraphics.h" | |
| 47 | + | |
| 48 | +#ifdef GRAPHICS_OPENGL | |
| 49 | + | |
| 50 | +//! @brief コンストラクタ | |
| 51 | +D3DGraphics::D3DGraphics() | |
| 52 | +{ | |
| 53 | + hGLRC = NULL; | |
| 54 | + width = 0; | |
| 55 | + height = 0; | |
| 56 | + SystemFont = NULL; | |
| 57 | + now_SystemFontUStr = new WCHAR [1]; | |
| 58 | + now_SystemFontUStr[0] = NULL; | |
| 59 | + SystemFontListIdx = 0; | |
| 60 | + SystemFontListIdxSize = 0; | |
| 61 | + now_textureid = -1; | |
| 62 | + | |
| 63 | + camera_x = 0.0f; | |
| 64 | + camera_y = 0.0f; | |
| 65 | + camera_z = 0.0f; | |
| 66 | + camera_rx = 0.0f; | |
| 67 | + camera_ry = 0.0f; | |
| 68 | + viewangle = 0.0f; | |
| 69 | + | |
| 70 | + blockdata = NULL; | |
| 71 | + for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 72 | + mapTextureID[i] = -1; | |
| 73 | + } | |
| 74 | + | |
| 75 | + TextureFont = -1; | |
| 76 | +} | |
| 77 | + | |
| 78 | +//! @brief ディストラクタ | |
| 79 | +D3DGraphics::~D3DGraphics() | |
| 80 | +{ | |
| 81 | + for(int i=0; i<MAX_MODEL; i++){ | |
| 82 | + CleanupModel(i); | |
| 83 | + } | |
| 84 | + for(int i=0; i<MAX_TEXTURE; i++){ | |
| 85 | + CleanupTexture(i); | |
| 86 | + } | |
| 87 | + | |
| 88 | + if( SystemFont != NULL ){ | |
| 89 | + DeleteObject(SystemFont); | |
| 90 | + } | |
| 91 | + if( now_SystemFontUStr != NULL ){ | |
| 92 | + delete [] now_SystemFontUStr; | |
| 93 | + } | |
| 94 | + if( SystemFontListIdx != 0 ){ | |
| 95 | + glDeleteLists(SystemFontListIdx, SystemFontListIdxSize); | |
| 96 | + } | |
| 97 | + | |
| 98 | + if( hGLRC != NULL ){ wglDeleteContext(hGLRC); } | |
| 99 | + | |
| 100 | +#ifdef ENABLE_DEBUGLOG | |
| 101 | + //ログに出力 | |
| 102 | + OutputLog.WriteLog(LOG_CLEANUP, "グラフィック", "OpenGL"); | |
| 103 | +#endif | |
| 104 | + | |
| 105 | + //libjpeg解放 | |
| 106 | + jpeg_destroy_decompress(&cinfo); | |
| 107 | +} | |
| 108 | + | |
| 109 | +//! @brief 初期化@n | |
| 110 | +//! (OpenGL 1.1) | |
| 111 | +//! @param WindowCtrl WindowControlクラスのポインタ | |
| 112 | +//! @param TextureFontFilename 使用するテクスチャフォントのファイル名 | |
| 113 | +//! @param fullscreen false:ウィンドウ表示 true:フルスクリーン用表示 | |
| 114 | +//! @return 成功:0 失敗:1 | |
| 115 | +int D3DGraphics::InitD3D(WindowControl *WindowCtrl, char *TextureFontFilename, bool fullscreen) | |
| 116 | +{ | |
| 117 | +#ifdef ENABLE_DEBUGLOG | |
| 118 | + //ログに出力 | |
| 119 | + OutputLog.WriteLog(LOG_INIT, "グラフィック", "OpenGL"); | |
| 120 | +#endif | |
| 121 | + | |
| 122 | + hWnd = WindowCtrl->GethWnd(); | |
| 123 | + | |
| 124 | + RECT prc; | |
| 125 | + GetClientRect(hWnd, &prc); | |
| 126 | + width = prc.right; | |
| 127 | + height = prc.bottom; | |
| 128 | + | |
| 129 | + //フルスクリーン化 | |
| 130 | + if( fullscreen == true ){ | |
| 131 | + DEVMODE devmode; | |
| 132 | + ZeroMemory(&devmode, sizeof(devmode)); | |
| 133 | + devmode.dmSize = sizeof(devmode); | |
| 134 | + devmode.dmPelsWidth = width; | |
| 135 | + devmode.dmPelsHeight = height; | |
| 136 | + devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; | |
| 137 | + | |
| 138 | + if( ChangeDisplaySettings(&devmode, CDS_TEST) != DISP_CHANGE_SUCCESSFUL ){ | |
| 139 | + return 1; | |
| 140 | + } | |
| 141 | + ChangeDisplaySettings(&devmode, CDS_FULLSCREEN); | |
| 142 | + } | |
| 143 | + | |
| 144 | + | |
| 145 | + | |
| 146 | + HDC hDC; | |
| 147 | + int pfdID; | |
| 148 | + BOOL bResult; | |
| 149 | + | |
| 150 | + //ピクセルフォーマット | |
| 151 | + static PIXELFORMATDESCRIPTOR pfd = { | |
| 152 | + sizeof (PIXELFORMATDESCRIPTOR), | |
| 153 | + 1, | |
| 154 | + PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL, | |
| 155 | + PFD_TYPE_RGBA, | |
| 156 | + 24, | |
| 157 | + 0, 0, 0, | |
| 158 | + 0, 0, 0, | |
| 159 | + 0, 0, | |
| 160 | + 0, 0, 0, 0, 0, | |
| 161 | + 32, | |
| 162 | + 0, | |
| 163 | + 0, | |
| 164 | + PFD_MAIN_PLANE, | |
| 165 | + 0, | |
| 166 | + 0, | |
| 167 | + 0, | |
| 168 | + 0 | |
| 169 | + }; | |
| 170 | + | |
| 171 | + //デバイスコンテキスト取得 | |
| 172 | + hDC = GetDC(hWnd); | |
| 173 | + | |
| 174 | + //ピクセルフォーマットを取得 | |
| 175 | + pfdID = ChoosePixelFormat(hDC, &pfd); | |
| 176 | + if (pfdID == 0) { return 1; } | |
| 177 | + | |
| 178 | + //ピクセルフォーマットを指定 | |
| 179 | + bResult = SetPixelFormat(hDC, pfdID, &pfd); | |
| 180 | + if (bResult == FALSE) { return 1; } | |
| 181 | + | |
| 182 | + //コンテキストを指定 | |
| 183 | + hGLRC = wglCreateContext(hDC); | |
| 184 | + if (hGLRC == NULL) { return 1; } | |
| 185 | + | |
| 186 | + //デバイスコンテキスト解放 | |
| 187 | + ReleaseDC(hWnd, hDC); | |
| 188 | + | |
| 189 | + //システムフォント用意 | |
| 190 | + //フォント名:MS ゴシック サイズ:18 | |
| 191 | + SystemFont = CreateFont(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック"); | |
| 192 | + | |
| 193 | +#ifdef ENABLE_DEBUGLOG | |
| 194 | + //ログに出力 | |
| 195 | + OutputLog.WriteLog(LOG_COMPLETE, "", ""); | |
| 196 | +#endif | |
| 197 | + | |
| 198 | + //テクスチャフォント用画像のファイル名を設定 | |
| 199 | + strcpy(TextureFontFname, TextureFontFilename); | |
| 200 | + | |
| 201 | + //テクスチャフォント用画像を取得 | |
| 202 | + TextureFont = LoadTexture(TextureFontFname, true, false); | |
| 203 | + | |
| 204 | + | |
| 205 | + float aspecth, prx, pry, r; | |
| 206 | + aspecth = (float)SCREEN_WIDTH/SCREEN_HEIGHT; | |
| 207 | + | |
| 208 | + //HUD_myweapon [奥行き, 縦, 横] | |
| 209 | + | |
| 210 | + //HUD_A 現在持っている武器を表示する座標 | |
| 211 | + prx = (float)M_PI/180*-39 * aspecth /2; | |
| 212 | + pry = (float)M_PI/180*-55 /2; | |
| 213 | + r = 7.5f; | |
| 214 | + HUD_myweapon_x[0] = cos(pry)*r; | |
| 215 | + HUD_myweapon_y[0] = sin(pry)*r; | |
| 216 | + HUD_myweapon_z[0] = sin(prx)*r; | |
| 217 | + | |
| 218 | + //HUD_A 予備の武器を表示する座標 | |
| 219 | + prx = (float)M_PI/180*-52 * aspecth /2; | |
| 220 | + pry = (float)M_PI/180*-60 /2; | |
| 221 | + r = 16.0f; | |
| 222 | + HUD_myweapon_x[1] = cos(pry)*r; | |
| 223 | + HUD_myweapon_y[1] = sin(pry)*r; | |
| 224 | + HUD_myweapon_z[1] = sin(prx)*r; | |
| 225 | + | |
| 226 | + | |
| 227 | + //libjpeg初期化 | |
| 228 | + cinfo.err = jpeg_std_error(&jerr); | |
| 229 | + jpeg_create_decompress(&cinfo); | |
| 230 | + | |
| 231 | + return 0; | |
| 232 | +} | |
| 233 | + | |
| 234 | +//! @brief リセット@n | |
| 235 | +//! (ウィンドウ最小化からの復帰 など) | |
| 236 | +//! @param WindowCtrl WindowControlクラスのポインタ | |
| 237 | +//! @return 成功:0 待ち:1 失敗:2 | |
| 238 | +int D3DGraphics::ResetD3D(WindowControl *WindowCtrl) | |
| 239 | +{ | |
| 240 | +#ifdef ENABLE_DEBUGLOG | |
| 241 | + //ログに出力 | |
| 242 | + OutputLog.WriteLog(LOG_INIT, "グラフィック", "OpenGL(リセット)"); | |
| 243 | +#endif | |
| 244 | + | |
| 245 | + hWnd = WindowCtrl->GethWnd(); | |
| 246 | + | |
| 247 | +#ifdef ENABLE_DEBUGLOG | |
| 248 | + //ログに出力 | |
| 249 | + OutputLog.WriteLog(LOG_ERROR, "", ""); | |
| 250 | +#endif | |
| 251 | + | |
| 252 | + return 2; | |
| 253 | +} | |
| 254 | + | |
| 255 | +//! @brief モデルファイルを読み込む(.x) | |
| 256 | +//! @param filename ファイル名 | |
| 257 | +//! @return 成功:モデル認識番号(0以上) 失敗:-1 | |
| 258 | +int D3DGraphics::LoadModel(char* filename) | |
| 259 | +{ | |
| 260 | +#ifdef ENABLE_DEBUGLOG | |
| 261 | + //ログに出力 | |
| 262 | + OutputLog.WriteLog(LOG_LOAD, "モデル", filename); | |
| 263 | +#endif | |
| 264 | + | |
| 265 | + int id = -1; | |
| 266 | + FILE *fp; | |
| 267 | + char buf[256]; | |
| 268 | + char str[256]; | |
| 269 | + | |
| 270 | + int vertexs = 0; | |
| 271 | + MODELVDATA *vertex = NULL; | |
| 272 | + int polygons = 0; | |
| 273 | + int *index = NULL; | |
| 274 | + int in_vertexs, in_polygons; | |
| 275 | + MODELVDATA *old_vertex; | |
| 276 | + int *old_index; | |
| 277 | + | |
| 278 | + char stroks[] = " ;,"; //区切る文字列 | |
| 279 | + | |
| 280 | + //空いている認識番号を探す | |
| 281 | + for(int i=0; i<MAX_TEXTURE; i++){ | |
| 282 | + if( pmodel[i].useflag == false ){ | |
| 283 | + id = i; | |
| 284 | + break; | |
| 285 | + } | |
| 286 | + } | |
| 287 | + if( id == -1 ){ return -1; } | |
| 288 | + | |
| 289 | + //ファイルを読み込む | |
| 290 | + fp = fopen(filename, "r"); | |
| 291 | + if( fp == NULL ){ | |
| 292 | + return -1; //ファイルが読めない | |
| 293 | + } | |
| 294 | + | |
| 295 | + //マジックコード取得 | |
| 296 | + fgets(buf, 256, fp); | |
| 297 | + buf[ strlen("xof 0302txt") ] = 0x00; | |
| 298 | + if( strcmp(buf, "xof 0302txt") != 0 ){ | |
| 299 | + fclose( fp ); | |
| 300 | + return -1; //Xファイルでない | |
| 301 | + } | |
| 302 | + | |
| 303 | + while( fgets(buf, 256, fp) != NULL ){ | |
| 304 | + strcpy(str, buf); | |
| 305 | + str[ strlen("Mesh") ] = 0x00; | |
| 306 | + if( strcmp(str, "Mesh") == 0 ){ | |
| 307 | + | |
| 308 | + fgets(buf, 256, fp); | |
| 309 | + in_vertexs = atoi(buf); | |
| 310 | + | |
| 311 | + if( vertexs == 0 ){ | |
| 312 | + //1つ目のメッシュデータならば、領域を作成するだけ。 | |
| 313 | + vertex = new MODELVDATA [in_vertexs]; | |
| 314 | + } | |
| 315 | + else{ | |
| 316 | + //2つ目の以降なら、領域を確保し直してコピーし、古い領域は削除。 | |
| 317 | + old_vertex = vertex; | |
| 318 | + vertex = new MODELVDATA [vertexs+in_vertexs]; | |
| 319 | + memcpy(vertex, old_vertex, sizeof(MODELVDATA)*vertexs); | |
| 320 | + delete [] old_vertex; | |
| 321 | + } | |
| 322 | + | |
| 323 | + for(int i=0; i<in_vertexs; i++){ | |
| 324 | + fgets(buf, 256, fp); | |
| 325 | + vertex[i+vertexs].x = (float)atof( strtok(buf, stroks) ) * -1; | |
| 326 | + vertex[i+vertexs].y = (float)atof( strtok(NULL, stroks) ); | |
| 327 | + vertex[i+vertexs].z = (float)atof( strtok(NULL, stroks) ); | |
| 328 | + } | |
| 329 | + | |
| 330 | + fgets(buf, 256, fp); | |
| 331 | + | |
| 332 | + fgets(buf, 256, fp); | |
| 333 | + in_polygons = atoi(buf); | |
| 334 | + | |
| 335 | + if( polygons == 0 ){ | |
| 336 | + //1つ目のインデックスデータならば、領域を作成するだけ。 | |
| 337 | + index = new int [in_polygons*5]; | |
| 338 | + } | |
| 339 | + else{ | |
| 340 | + //2つ目の以降なら、領域を確保し直してコピーし、古い領域は削除。 | |
| 341 | + old_index = index; | |
| 342 | + index = new int [(polygons+in_polygons)*5]; | |
| 343 | + memcpy(index, old_index, sizeof(int)*polygons*5); | |
| 344 | + delete [] old_index; | |
| 345 | + } | |
| 346 | + | |
| 347 | + for(int i=0; i<in_polygons; i++){ | |
| 348 | + fgets(buf, 256, fp); | |
| 349 | + index[(i+polygons)*5] = atoi( strtok(buf, stroks) ); | |
| 350 | + for(int j=0; j<index[(i+polygons)*5]; j++){ | |
| 351 | + index[(i+polygons)*5 + j + 1] = atoi( strtok(NULL, stroks) ) + vertexs; | |
| 352 | + } | |
| 353 | + } | |
| 354 | + | |
| 355 | + while( fgets(buf, 256, fp) != NULL ){ | |
| 356 | + strcpy(str, buf); | |
| 357 | + str[ strlen(" MeshTextureCoords") ] = 0x00; | |
| 358 | + if( strcmp(str, " MeshTextureCoords") == 0 ){ | |
| 359 | + | |
| 360 | + fgets(buf, 256, fp); | |
| 361 | + if( atoi(buf) != in_vertexs ){ break; } | |
| 362 | + | |
| 363 | + for(int i=0; i<in_vertexs; i++){ | |
| 364 | + fgets(buf, 256, fp); | |
| 365 | + vertex[i+vertexs].u = (float)atof( strtok(buf, stroks) ); | |
| 366 | + vertex[i+vertexs].v = (float)atof( strtok(NULL, stroks) ); | |
| 367 | + } | |
| 368 | + | |
| 369 | + break; | |
| 370 | + } | |
| 371 | + } | |
| 372 | + | |
| 373 | + vertexs += in_vertexs; | |
| 374 | + polygons += in_polygons; | |
| 375 | + } | |
| 376 | + } | |
| 377 | + | |
| 378 | + //ファイルハンドルを解放 | |
| 379 | + fclose( fp ); | |
| 380 | + | |
| 381 | + float *VertexAry = new float [polygons*6*3]; | |
| 382 | + float *ColorAry = new float [polygons*6*4]; | |
| 383 | + float *TexCoordAry = new float [polygons*6*2]; | |
| 384 | + int vid; | |
| 385 | + int cnt = 0; | |
| 386 | + | |
| 387 | + for(int i=0; i<polygons; i++){ | |
| 388 | + if( index[i*5] == 3 ){ | |
| 389 | + //三角形 | |
| 390 | + vid = index[i*5+1]; | |
| 391 | + VertexAry[0 + cnt*3] = vertex[vid].x; | |
| 392 | + VertexAry[1 + cnt*3] = vertex[vid].y; | |
| 393 | + VertexAry[2 + cnt*3] = vertex[vid].z; | |
| 394 | + TexCoordAry[0 + cnt*2] = vertex[vid].u; | |
| 395 | + TexCoordAry[1 + cnt*2] = vertex[vid].v; | |
| 396 | + | |
| 397 | + VertexAry[3 + cnt*3] = vertex[vid].x; | |
| 398 | + VertexAry[4 + cnt*3] = vertex[vid].y; | |
| 399 | + VertexAry[5 + cnt*3] = vertex[vid].z; | |
| 400 | + TexCoordAry[2 + cnt*2] = vertex[vid].u; | |
| 401 | + TexCoordAry[3 + cnt*2] = vertex[vid].v; | |
| 402 | + | |
| 403 | + vid = index[i*5+3]; | |
| 404 | + VertexAry[6 + cnt*3] = vertex[vid].x; | |
| 405 | + VertexAry[7 + cnt*3] = vertex[vid].y; | |
| 406 | + VertexAry[8 + cnt*3] = vertex[vid].z; | |
| 407 | + TexCoordAry[4 + cnt*2] = vertex[vid].u; | |
| 408 | + TexCoordAry[5 + cnt*2] = vertex[vid].v; | |
| 409 | + | |
| 410 | + vid = index[i*5+2]; | |
| 411 | + VertexAry[9 + cnt*3] = vertex[vid].x; | |
| 412 | + VertexAry[10 + cnt*3] = vertex[vid].y; | |
| 413 | + VertexAry[11 + cnt*3] = vertex[vid].z; | |
| 414 | + TexCoordAry[6 + cnt*2] = vertex[vid].u; | |
| 415 | + TexCoordAry[7 + cnt*2] = vertex[vid].v; | |
| 416 | + | |
| 417 | + VertexAry[12 + cnt*3] = vertex[vid].x; | |
| 418 | + VertexAry[13 + cnt*3] = vertex[vid].y; | |
| 419 | + VertexAry[14 + cnt*3] = vertex[vid].z; | |
| 420 | + TexCoordAry[8 + cnt*2] = vertex[vid].u; | |
| 421 | + TexCoordAry[9 + cnt*2] = vertex[vid].v; | |
| 422 | + | |
| 423 | + VertexAry[15 + cnt*3] = vertex[vid].x; | |
| 424 | + VertexAry[16 + cnt*3] = vertex[vid].y; | |
| 425 | + VertexAry[17 + cnt*3] = vertex[vid].z; | |
| 426 | + TexCoordAry[10 + cnt*2] = vertex[vid].u; | |
| 427 | + TexCoordAry[11 + cnt*2] = vertex[vid].v; | |
| 428 | + | |
| 429 | + cnt += 6; | |
| 430 | + } | |
| 431 | + else{ | |
| 432 | + //四角形 | |
| 433 | + vid = index[i*5+1]; | |
| 434 | + VertexAry[0 + cnt*3] = vertex[vid].x; | |
| 435 | + VertexAry[1 + cnt*3] = vertex[vid].y; | |
| 436 | + VertexAry[2 + cnt*3] = vertex[vid].z; | |
| 437 | + TexCoordAry[0 + cnt*2] = vertex[vid].u; | |
| 438 | + TexCoordAry[1 + cnt*2] = vertex[vid].v; | |
| 439 | + | |
| 440 | + VertexAry[3 + cnt*3] = vertex[vid].x; | |
| 441 | + VertexAry[4 + cnt*3] = vertex[vid].y; | |
| 442 | + VertexAry[5 + cnt*3] = vertex[vid].z; | |
| 443 | + TexCoordAry[2 + cnt*2] = vertex[vid].u; | |
| 444 | + TexCoordAry[3 + cnt*2] = vertex[vid].v; | |
| 445 | + | |
| 446 | + vid = index[i*5+4]; | |
| 447 | + VertexAry[6 + cnt*3] = vertex[vid].x; | |
| 448 | + VertexAry[7 + cnt*3] = vertex[vid].y; | |
| 449 | + VertexAry[8 + cnt*3] = vertex[vid].z; | |
| 450 | + TexCoordAry[4 + cnt*2] = vertex[vid].u; | |
| 451 | + TexCoordAry[5 + cnt*2] = vertex[vid].v; | |
| 452 | + | |
| 453 | + vid = index[i*5+2]; | |
| 454 | + VertexAry[9 + cnt*3] = vertex[vid].x; | |
| 455 | + VertexAry[10 + cnt*3] = vertex[vid].y; | |
| 456 | + VertexAry[11 + cnt*3] = vertex[vid].z; | |
| 457 | + TexCoordAry[6 + cnt*2] = vertex[vid].u; | |
| 458 | + TexCoordAry[7 + cnt*2] = vertex[vid].v; | |
| 459 | + | |
| 460 | + vid = index[i*5+3]; | |
| 461 | + VertexAry[12 + cnt*3] = vertex[vid].x; | |
| 462 | + VertexAry[13 + cnt*3] = vertex[vid].y; | |
| 463 | + VertexAry[14 + cnt*3] = vertex[vid].z; | |
| 464 | + TexCoordAry[8 + cnt*2] = vertex[vid].u; | |
| 465 | + TexCoordAry[9 + cnt*2] = vertex[vid].v; | |
| 466 | + | |
| 467 | + VertexAry[15 + cnt*3] = vertex[vid].x; | |
| 468 | + VertexAry[16 + cnt*3] = vertex[vid].y; | |
| 469 | + VertexAry[17 + cnt*3] = vertex[vid].z; | |
| 470 | + TexCoordAry[10 + cnt*2] = vertex[vid].u; | |
| 471 | + TexCoordAry[11 + cnt*2] = vertex[vid].v; | |
| 472 | + | |
| 473 | + cnt += 6; | |
| 474 | + } | |
| 475 | + } | |
| 476 | + | |
| 477 | + //色情報配列を用意 | |
| 478 | + ColorAry[0] = 1.0f; | |
| 479 | + ColorAry[1] = 1.0f; | |
| 480 | + ColorAry[2] = 1.0f; | |
| 481 | + ColorAry[3] = 1.0f; | |
| 482 | + for(int i=1; i<cnt; i++){ | |
| 483 | + memcpy(&(ColorAry[i*4]), ColorAry, sizeof(float)*4); | |
| 484 | + } | |
| 485 | + | |
| 486 | + delete [] vertex; | |
| 487 | + delete [] index; | |
| 488 | + | |
| 489 | + pmodel[id].useflag = true; | |
| 490 | + pmodel[id].polygons = polygons; | |
| 491 | + pmodel[id].VertexAry = VertexAry; | |
| 492 | + pmodel[id].ColorAry = ColorAry; | |
| 493 | + pmodel[id].TexCoordAry = TexCoordAry; | |
| 494 | + | |
| 495 | +#ifdef ENABLE_DEBUGLOG | |
| 496 | + //ログに出力 | |
| 497 | + OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 498 | +#endif | |
| 499 | + return id; | |
| 500 | +} | |
| 501 | + | |
| 502 | +//! @brief モデルファイルの中間データを作成(モーフィング) | |
| 503 | +//! @param idA モデルAの認識番号 | |
| 504 | +//! @param idB モデルBの認識番号 | |
| 505 | +//! @return 成功:新しいモデル認識番号(0以上) 失敗:-1 | |
| 506 | +//! @attention モデルAとモデルBは、頂点数・ポリゴン数・インデックスが同じである必要があります。 | |
| 507 | +//! @attention それぞれのモデルデータが正しくないか 頂点数が異なる場合、実行に失敗します。 | |
| 508 | +int D3DGraphics::MorphingModel(int idA, int idB) | |
| 509 | +{ | |
| 510 | +#ifdef ENABLE_DEBUGLOG | |
| 511 | + char str[128]; | |
| 512 | + sprintf(str, "中間データ作成 ID:%d and %d", idA, idB); | |
| 513 | + | |
| 514 | + //ログに出力 | |
| 515 | + OutputLog.WriteLog(LOG_LOAD, "モデル", str); | |
| 516 | +#endif | |
| 517 | + | |
| 518 | + /* | |
| 519 | + //データが正しいか調べる | |
| 520 | + if( (idA < 0)||((MAX_MODEL -1) < idA) ){ return -1; } | |
| 521 | + if( pmodel[idA].useflag == false ){ return; } | |
| 522 | + if( (idB < 0)||((MAX_MODEL -1) < idB) ){ return -1; } | |
| 523 | + if( pmodel[idB].useflag == false ){ return; } | |
| 524 | + | |
| 525 | + int id = -1; | |
| 526 | + | |
| 527 | + //空いている認識番号を探す | |
| 528 | + for(int i=0; i<MAX_TEXTURE; i++){ | |
| 529 | + if( pmodel[i].useflag == false ){ | |
| 530 | + id = i; | |
| 531 | + break; | |
| 532 | + } | |
| 533 | + } | |
| 534 | + if( id == -1 ){ return -1; } | |
| 535 | + | |
| 536 | + return -1; | |
| 537 | + */ | |
| 538 | + | |
| 539 | +#ifdef ENABLE_DEBUGLOG | |
| 540 | + //ログに出力 | |
| 541 | + OutputLog.WriteLog(LOG_ERROR, "", ""); | |
| 542 | +#endif | |
| 543 | + | |
| 544 | + return idA; | |
| 545 | +} | |
| 546 | + | |
| 547 | +//! @brief モデルファイルを解放 | |
| 548 | +//! @param id モデル認識番号 | |
| 549 | +void D3DGraphics::CleanupModel(int id) | |
| 550 | +{ | |
| 551 | + if( (id < 0)||((MAX_MODEL -1) < id) ){ return; } | |
| 552 | + if( pmodel[id].useflag == false ){ return; } | |
| 553 | + | |
| 554 | + delete pmodel[id].VertexAry; | |
| 555 | + delete pmodel[id].ColorAry; | |
| 556 | + delete pmodel[id].TexCoordAry; | |
| 557 | + pmodel[id].useflag = false; | |
| 558 | + | |
| 559 | +#ifdef ENABLE_DEBUGLOG | |
| 560 | + //ログに出力 | |
| 561 | + OutputLog.WriteLog(LOG_CLEANUP, "モデル", id); | |
| 562 | +#endif | |
| 563 | +} | |
| 564 | + | |
| 565 | +//! @brief テクスチャを読み込む | |
| 566 | +//! @param filename ファイル名 | |
| 567 | +//! @param texturefont テクスチャフォントフラグ | |
| 568 | +//! @param BlackTransparent 黒を透過する | |
| 569 | +//! @return 成功:テクスチャ認識番号(0以上) 失敗:-1 | |
| 570 | +int D3DGraphics::LoadTexture(char* filename, bool texturefont, bool BlackTransparent) | |
| 571 | +{ | |
| 572 | + int id = -1; | |
| 573 | + char filename2[MAX_PATH]; | |
| 574 | + int format = 0; | |
| 575 | + | |
| 576 | +#ifdef ENABLE_DEBUGLOG | |
| 577 | + //ログに出力 | |
| 578 | + OutputLog.WriteLog(LOG_LOAD, "テクスチャ", filename); | |
| 579 | +#endif | |
| 580 | + | |
| 581 | + //空いている認識番号を探す | |
| 582 | + for(int i=0; i<MAX_TEXTURE; i++){ | |
| 583 | + if( ptextures[i].useflag == false ){ | |
| 584 | + id = i; | |
| 585 | + break; | |
| 586 | + } | |
| 587 | + } | |
| 588 | + if( id == -1 ){ return -1; } | |
| 589 | + | |
| 590 | + //ファイル名を小文字へ変換(拡張子判定用) | |
| 591 | + for(int i=0; i<strlen(filename); i++){ | |
| 592 | + filename2[i] = (char)tolower(filename[i]); | |
| 593 | + } | |
| 594 | + filename2[ strlen(filename) ] = NULL; | |
| 595 | + | |
| 596 | + //拡張子でファイルフォーマットを判定 | |
| 597 | + for(int i=strlen(filename2)-1; i>0; i--){ | |
| 598 | + if( filename2[i] == '.' ){ | |
| 599 | + if( strcmp(&(filename2[i]), ".bmp") == 0 ){ | |
| 600 | + format = 1; | |
| 601 | + } | |
| 602 | + if( strcmp(&(filename2[i]), ".dds") == 0 ){ | |
| 603 | + format = 2; | |
| 604 | + } | |
| 605 | + if( strcmp(&(filename2[i]), ".jpeg") == 0 ){ | |
| 606 | + format = 3; | |
| 607 | + } | |
| 608 | + if( strcmp(&(filename2[i]), ".jpg") == 0 ){ | |
| 609 | + format = 3; | |
| 610 | + } | |
| 611 | + if( strcmp(&(filename2[i]), ".png") == 0 ){ | |
| 612 | + format = 4; | |
| 613 | + } | |
| 614 | + break; | |
| 615 | + } | |
| 616 | + } | |
| 617 | + | |
| 618 | + //対応してないフォーマット | |
| 619 | + if( format == 0 ){ return -1; } | |
| 620 | + | |
| 621 | + if( format == 1 ){ // .bmp | |
| 622 | + if( LoadBMPTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 623 | + return -1; | |
| 624 | + } | |
| 625 | + } | |
| 626 | + if( format == 2 ){ // .dds | |
| 627 | + if( LoadDDSTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 628 | + return -1; | |
| 629 | + } | |
| 630 | + } | |
| 631 | + if( format == 3 ){ // .jpeg | |
| 632 | + if( LoadJPEGTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 633 | + return -1; | |
| 634 | + } | |
| 635 | + } | |
| 636 | + if( format == 4 ){ // .png | |
| 637 | + if( LoadPNGTexture(filename, BlackTransparent, &(ptextures[id])) == false ){ | |
| 638 | + return -1; | |
| 639 | + } | |
| 640 | + } | |
| 641 | + | |
| 642 | + | |
| 643 | + //テクスチャ有効 | |
| 644 | + glEnable(GL_TEXTURE_2D); | |
| 645 | + | |
| 646 | + HDC hDC; | |
| 647 | + hDC = GetDC(hWnd); | |
| 648 | + wglMakeCurrent(hDC, hGLRC); | |
| 649 | + glGenTextures(1 , &(textureobjname[id])); | |
| 650 | + ReleaseDC(hWnd, hDC); | |
| 651 | + | |
| 652 | + glBindTexture(GL_TEXTURE_2D, textureobjname[id]); | |
| 653 | + | |
| 654 | + //OpenGLにセット | |
| 655 | + int width = ptextures[id].width; | |
| 656 | + int height = ptextures[id].height; | |
| 657 | + unsigned char *data = ptextures[id].data; | |
| 658 | + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); | |
| 659 | + | |
| 660 | + //ミップマップ設定 | |
| 661 | + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| 662 | + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
| 663 | + | |
| 664 | + //乗算合成 | |
| 665 | + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | |
| 666 | + | |
| 667 | + //テクスチャ無効 | |
| 668 | + glDisable(GL_TEXTURE_2D); | |
| 669 | + | |
| 670 | +#ifdef ENABLE_DEBUGLOG | |
| 671 | + //ログに出力 | |
| 672 | + OutputLog.WriteLog(LOG_COMPLETE, "", id); | |
| 673 | +#endif | |
| 674 | + | |
| 675 | + return id; | |
| 676 | + | |
| 677 | + | |
| 678 | + /* | |
| 679 | + unsigned char *data = new unsigned char [16*4]; | |
| 680 | + | |
| 681 | + data[0*4 + 0] = 255; data[0*4 + 1] = 255; data[0*4 + 2] = 255; data[0*4 + 3] = 255; | |
| 682 | + data[1*4 + 0] = 0; data[1*4 + 1] = 0; data[1*4 + 2] = 0; data[1*4 + 3] = 255; | |
| 683 | + data[2*4 + 0] = 255; data[2*4 + 1] = 255; data[2*4 + 2] = 255; data[2*4 + 3] = 255; | |
| 684 | + data[3*4 + 0] = 0; data[3*4 + 1] = 0; data[3*4 + 2] = 0; data[3*4 + 3] = 255; | |
| 685 | + data[4*4 + 0] = 255; data[4*4 + 1] = 0; data[4*4 + 2] = 0; data[4*4 + 3] = 255; | |
| 686 | + data[5*4 + 0] = 0; data[5*4 + 1] = 255; data[5*4 + 2] = 0; data[5*4 + 3] = 255; | |
| 687 | + data[6*4 + 0] = 0; data[6*4 + 1] = 0; data[6*4 + 2] = 255; data[6*4 + 3] = 255; | |
| 688 | + data[7*4 + 0] = 0; data[7*4 + 1] = 0; data[7*4 + 2] = 0; data[7*4 + 3] = 255; | |
| 689 | + data[8*4 + 0] = 128; data[8*4 + 1] = 0; data[8*4 + 2] = 0; data[8*4 + 3] = 255; | |
| 690 | + data[9*4 + 0] = 0; data[9*4 + 1] = 128; data[9*4 + 2] = 0; data[9*4 + 3] = 255; | |
| 691 | + data[10*4 + 0] = 0; data[10*4 + 1] = 0; data[10*4 + 2] = 128; data[10*4 + 3] = 255; | |
| 692 | + data[11*4 + 0] = 0; data[11*4 + 1] = 0; data[11*4 + 2] = 0; data[11*4 + 3] = 255; | |
| 693 | + data[12*4 + 0] = 255; data[12*4 + 1] = 255; data[12*4 + 2] = 0; data[12*4 + 3] = 255; | |
| 694 | + data[13*4 + 0] = 255; data[13*4 + 1] = 0; data[13*4 + 2] = 255; data[13*4 + 3] = 255; | |
| 695 | + data[14*4 + 0] = 0; data[14*4 + 1] = 255; data[14*4 + 2] = 255; data[14*4 + 3] = 255; | |
| 696 | + data[15*4 + 0] = 255; data[15*4 + 1] = 255; data[15*4 + 2] = 255; data[15*4 + 3] = 255; | |
| 697 | + | |
| 698 | + ptextures[id].data = data; | |
| 699 | + ptextures[id].width = 4; | |
| 700 | + ptextures[id].height = 4; | |
| 701 | + | |
| 702 | + ptextures[id].useflag = true; | |
| 703 | + | |
| 704 | + return id; | |
| 705 | + */ | |
| 706 | +} | |
| 707 | + | |
| 708 | +//! @brief BMPファイルをを読み込む | |
| 709 | +//! @param filename ファイル名 | |
| 710 | +//! @param BlackTransparent 黒を透過する | |
| 711 | +//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 712 | +//! @return 成功:true 失敗:false | |
| 713 | +//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 714 | +bool D3DGraphics::LoadBMPTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 715 | +{ | |
| 716 | + FILE *fp; | |
| 717 | + unsigned char header[54]; | |
| 718 | + unsigned int dataPos; | |
| 719 | + unsigned int width, height; | |
| 720 | + unsigned int index; | |
| 721 | + | |
| 722 | + //ファイルを読み込む | |
| 723 | + fp = fopen(filename, "rb"); | |
| 724 | + if( fp == NULL ){ | |
| 725 | + return false; //ファイルが読めない | |
| 726 | + } | |
| 727 | + | |
| 728 | + //ヘッダーを読む | |
| 729 | + fread(header, 1, 54, fp); | |
| 730 | + | |
| 731 | + if( (header[0x00] != 'B')||(header[0x01] != 'M') ){ | |
| 732 | + fclose(fp); | |
| 733 | + return false; //.bmpではない | |
| 734 | + } | |
| 735 | + | |
| 736 | + // バイト配列から整数を読み込む | |
| 737 | + dataPos = *(int*)&(header[0x0E]) + 14; | |
| 738 | + width = *(int*)&(header[0x12]); | |
| 739 | + height = *(int*)&(header[0x16]); | |
| 740 | + index = *(int*)&(header[0x1C]); | |
| 741 | + | |
| 742 | + //実データの先頭まで移動 | |
| 743 | + fseek(fp, dataPos, SEEK_SET); | |
| 744 | + | |
| 745 | + unsigned char *data = new unsigned char [width*height*4]; | |
| 746 | + | |
| 747 | + //各ピクセル8ビットなら、256色パレットモード | |
| 748 | + if( index == 8 ){ | |
| 749 | + unsigned char pixel; | |
| 750 | + unsigned char *pallet = new unsigned char [256*4]; | |
| 751 | + fread(pallet, 1, 256*4, fp); | |
| 752 | + | |
| 753 | + for(int h=height-1; h>=0; h--){ | |
| 754 | + for(int w=0; w<width; w++){ | |
| 755 | + fread(&pixel, 1, 1, fp); | |
| 756 | + | |
| 757 | + data[(h*width+w)*4 + 0] = pallet[pixel*4 + 2]; | |
| 758 | + data[(h*width+w)*4 + 1] = pallet[pixel*4 + 1]; | |
| 759 | + data[(h*width+w)*4 + 2] = pallet[pixel*4 + 0]; | |
| 760 | + data[(h*width+w)*4 + 3] = 255; | |
| 761 | + | |
| 762 | + if( BlackTransparent == true ){ | |
| 763 | + //黒ならば透過する | |
| 764 | + if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 765 | + data[(h*width+w)*4 + 3] = 0; | |
| 766 | + } | |
| 767 | + } | |
| 768 | + } | |
| 769 | + } | |
| 770 | + | |
| 771 | + delete []pallet; | |
| 772 | + } | |
| 773 | + | |
| 774 | + //各ピクセル24ビットなら、フルカラー | |
| 775 | + if( index == 24 ){ | |
| 776 | + unsigned char pixel[3]; | |
| 777 | + for(int h=height-1; h>=0; h--){ | |
| 778 | + for(int w=0; w<width; w++){ | |
| 779 | + fread(&pixel, 1, 3, fp); | |
| 780 | + | |
| 781 | + data[(h*width+w)*4 + 0] = pixel[2]; | |
| 782 | + data[(h*width+w)*4 + 1] = pixel[1]; | |
| 783 | + data[(h*width+w)*4 + 2] = pixel[0]; | |
| 784 | + data[(h*width+w)*4 + 3] = 255; | |
| 785 | + | |
| 786 | + if( BlackTransparent == true ){ | |
| 787 | + //黒ならば透過する | |
| 788 | + if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 789 | + data[(h*width+w)*4 + 3] = 0; | |
| 790 | + } | |
| 791 | + } | |
| 792 | + } | |
| 793 | + } | |
| 794 | + } | |
| 795 | + | |
| 796 | + //ファイルハンドルを解放 | |
| 797 | + fclose( fp ); | |
| 798 | + | |
| 799 | + //構造体に代入 | |
| 800 | + ptexture->data = data; | |
| 801 | + ptexture->width = width; | |
| 802 | + ptexture->height = height; | |
| 803 | + | |
| 804 | + ptexture->useflag = true; | |
| 805 | + | |
| 806 | + return true; | |
| 807 | +} | |
| 808 | + | |
| 809 | +//! @brief DDSファイルをを読み込む | |
| 810 | +//! @param filename ファイル名 | |
| 811 | +//! @param BlackTransparent 黒を透過する | |
| 812 | +//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 813 | +//! @return 成功:true 失敗:false | |
| 814 | +//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 815 | +bool D3DGraphics::LoadDDSTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 816 | +{ | |
| 817 | + FILE *fp; | |
| 818 | + unsigned char header[124+4]; | |
| 819 | + unsigned int width, height; | |
| 820 | + unsigned int index; | |
| 821 | + | |
| 822 | + //ファイルを読み込む | |
| 823 | + fp = fopen(filename, "rb"); | |
| 824 | + if( fp == NULL ){ | |
| 825 | + return false; //ファイルが読めない | |
| 826 | + } | |
| 827 | + | |
| 828 | + //ヘッダーを読む | |
| 829 | + fread(header, 1, 124+4, fp); | |
| 830 | + | |
| 831 | + if( (header[0x00] != 'D')||(header[0x01] != 'D')||(header[0x02] != 'S')||(header[0x03] != ' ') ){ | |
| 832 | + fclose(fp); | |
| 833 | + return false; //.ddsではない | |
| 834 | + } | |
| 835 | + | |
| 836 | + // バイト配列から整数を読み込む | |
| 837 | + width = *(int*)&(header[0x10]); | |
| 838 | + height = *(int*)&(header[0x0C]); | |
| 839 | + index = *(int*)&(header[0x58]); | |
| 840 | + | |
| 841 | + if( (index != 16)&&(index != 32) ){ | |
| 842 | + fclose(fp); | |
| 843 | + return false; //対応してないフォーマット | |
| 844 | + } | |
| 845 | + | |
| 846 | + unsigned char *data = new unsigned char [width*height*4]; | |
| 847 | + | |
| 848 | + for(int h=0; h<height; h++){ | |
| 849 | + for(int w=0; w<width; w++){ | |
| 850 | + unsigned char pixel[4]; | |
| 851 | + fread(&pixel, 1, index/8, fp); | |
| 852 | + | |
| 853 | + if( index == 16 ){ //各ピクセル16ビット | |
| 854 | + data[(h*width+w)*4 + 0] = (pixel[1]<<4)&0xF0; | |
| 855 | + data[(h*width+w)*4 + 1] = pixel[0]&0xF0; | |
| 856 | + data[(h*width+w)*4 + 2] = (pixel[0]<<4)&0xF0; | |
| 857 | + data[(h*width+w)*4 + 3] = pixel[1]&0xF0; | |
| 858 | + } | |
| 859 | + if( index == 32 ){ //各ピクセル32ビット | |
| 860 | + data[(h*width+w)*4 + 0] = pixel[2]; | |
| 861 | + data[(h*width+w)*4 + 1] = pixel[1]; | |
| 862 | + data[(h*width+w)*4 + 2] = pixel[0]; | |
| 863 | + data[(h*width+w)*4 + 3] = pixel[3]; | |
| 864 | + } | |
| 865 | + | |
| 866 | + if( BlackTransparent == true ){ | |
| 867 | + //黒ならば透過する | |
| 868 | + if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 869 | + data[(h*width+w)*4 + 3] = 0; | |
| 870 | + } | |
| 871 | + } | |
| 872 | + } | |
| 873 | + } | |
| 874 | + | |
| 875 | + //ファイルハンドルを解放 | |
| 876 | + fclose( fp ); | |
| 877 | + | |
| 878 | + //構造体に代入 | |
| 879 | + ptexture->data = data; | |
| 880 | + ptexture->width = width; | |
| 881 | + ptexture->height = height; | |
| 882 | + | |
| 883 | + ptexture->useflag = true; | |
| 884 | + | |
| 885 | + return true; | |
| 886 | +} | |
| 887 | + | |
| 888 | +//! @brief JPEGファイルをを読み込む | |
| 889 | +//! @param filename ファイル名 | |
| 890 | +//! @param BlackTransparent 黒を透過する | |
| 891 | +//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 892 | +//! @return 成功:true 失敗:false | |
| 893 | +//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 894 | +bool D3DGraphics::LoadJPEGTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 895 | +{ | |
| 896 | + FILE *fp; | |
| 897 | + JSAMPARRAY img; | |
| 898 | + unsigned int width, height; | |
| 899 | + | |
| 900 | + //ファイルを読み込む | |
| 901 | + fp = fopen(filename, "rb"); | |
| 902 | + if( fp == NULL ){ | |
| 903 | + return false; //ファイルが読めない | |
| 904 | + } | |
| 905 | + jpeg_stdio_src(&cinfo, fp); | |
| 906 | + | |
| 907 | + //パラメータの設定 | |
| 908 | + jpeg_read_header(&cinfo, true); | |
| 909 | + | |
| 910 | + //展開開始 | |
| 911 | + jpeg_start_decompress(&cinfo); | |
| 912 | + | |
| 913 | + //領域確保 | |
| 914 | + img = (JSAMPARRAY)new JSAMPROW [cinfo.output_height]; | |
| 915 | + for(int i=0; i<cinfo.output_height; i++){ | |
| 916 | + img[i] = (JSAMPROW)new JSAMPLE [cinfo.output_width * cinfo.out_color_components]; | |
| 917 | + } | |
| 918 | + | |
| 919 | + //展開 | |
| 920 | + while( cinfo.output_scanline < cinfo.output_height ) { | |
| 921 | + jpeg_read_scanlines(&cinfo, img + cinfo.output_scanline, cinfo.output_height - cinfo.output_scanline); | |
| 922 | + } | |
| 923 | + | |
| 924 | + //展開終了 | |
| 925 | + jpeg_finish_decompress(&cinfo); | |
| 926 | + | |
| 927 | + | |
| 928 | + //ファイルハンドルを解放 | |
| 929 | + fclose( fp ); | |
| 930 | + | |
| 931 | + | |
| 932 | + // バイト配列から整数を読み込む | |
| 933 | + width = (int)cinfo.output_width; | |
| 934 | + height = (int)cinfo.output_height; | |
| 935 | + | |
| 936 | + unsigned char *data = new unsigned char [width*height*4]; | |
| 937 | + | |
| 938 | + for(int h=0; h<height; h++){ | |
| 939 | + //1ライン分取得 | |
| 940 | + JSAMPROW p = img[h]; | |
| 941 | + | |
| 942 | + for(int w=0; w<width; w++){ | |
| 943 | + data[(h*width+w)*4 + 0] = p[w*3 + 0]; | |
| 944 | + data[(h*width+w)*4 + 1] = p[w*3 + 1]; | |
| 945 | + data[(h*width+w)*4 + 2] = p[w*3 + 2]; | |
| 946 | + data[(h*width+w)*4 + 3] = 255; | |
| 947 | + | |
| 948 | + if( BlackTransparent == true ){ | |
| 949 | + //黒ならば透過する | |
| 950 | + if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 951 | + data[(h*width+w)*4 + 3] = 0; | |
| 952 | + } | |
| 953 | + } | |
| 954 | + | |
| 955 | + } | |
| 956 | + } | |
| 957 | + | |
| 958 | + //領域解放 | |
| 959 | + for(int i=0; i<cinfo.output_height; i++){ | |
| 960 | + delete [] img[i]; | |
| 961 | + } | |
| 962 | + delete [] img; | |
| 963 | + | |
| 964 | + //構造体に代入 | |
| 965 | + ptexture->data = data; | |
| 966 | + ptexture->width = width; | |
| 967 | + ptexture->height = height; | |
| 968 | + | |
| 969 | + ptexture->useflag = true; | |
| 970 | + | |
| 971 | + return true; | |
| 972 | +} | |
| 973 | + | |
| 974 | +//! @brief PNGファイルをを読み込む | |
| 975 | +//! @param filename ファイル名 | |
| 976 | +//! @param BlackTransparent 黒を透過する | |
| 977 | +//! @param ptexture 受け取るTEXTUREDATA構造体のポインタ | |
| 978 | +//! @return 成功:true 失敗:false | |
| 979 | +//! @attention 通常は LoadTexture()関数 から呼びだすこと。 | |
| 980 | +bool D3DGraphics::LoadPNGTexture(char* filename, bool BlackTransparent, TEXTUREDATA *ptexture) | |
| 981 | +{ | |
| 982 | + FILE *fp; | |
| 983 | + png_byte sig[4]; | |
| 984 | + png_structp pPng; | |
| 985 | + png_infop pInfo; | |
| 986 | + unsigned int width, height; | |
| 987 | + | |
| 988 | + //ファイルを読み込む | |
| 989 | + fp = fopen(filename, "rb"); | |
| 990 | + if( fp == NULL ){ | |
| 991 | + return false; //ファイルが読めない | |
| 992 | + } | |
| 993 | + | |
| 994 | + //PNGファイルか判定 | |
| 995 | + fread(sig, 4, 1, fp); | |
| 996 | + if( png_sig_cmp(sig, 0, 4) != 0 ){ | |
| 997 | + fclose(fp); | |
| 998 | + return false; //.pngではない | |
| 999 | + } | |
| 1000 | + | |
| 1001 | + //構造体を初期化 | |
| 1002 | + pPng = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); | |
| 1003 | + pInfo = png_create_info_struct(pPng); | |
| 1004 | + | |
| 1005 | + //情報を取得 | |
| 1006 | + png_init_io(pPng, fp); | |
| 1007 | + png_set_sig_bytes(pPng, 4); | |
| 1008 | + png_read_info(pPng, pInfo); | |
| 1009 | + | |
| 1010 | + //テクスチャの大きさを取得 | |
| 1011 | + width = png_get_image_width(pPng, pInfo); | |
| 1012 | + height = png_get_image_height(pPng, pInfo); | |
| 1013 | + | |
| 1014 | + //インターレス方式か判定 | |
| 1015 | + if( png_get_interlace_type(pPng, pInfo) != PNG_INTERLACE_NONE ){ | |
| 1016 | + png_destroy_read_struct(&pPng, &pInfo, (png_infopp)NULL); | |
| 1017 | + fclose(fp); | |
| 1018 | + return false; //インターレスには対応しない。 | |
| 1019 | + } | |
| 1020 | + | |
| 1021 | + //アルファチャンネルを初期化 | |
| 1022 | + png_set_add_alpha(pPng, 0xff, PNG_FILLER_AFTER); | |
| 1023 | + | |
| 1024 | + // tRNSチャンクがあれば、アルファチャンネルに変換 | |
| 1025 | + if (png_get_valid(pPng, pInfo, PNG_INFO_tRNS)) { | |
| 1026 | + png_set_tRNS_to_alpha(pPng); | |
| 1027 | + } | |
| 1028 | + | |
| 1029 | + unsigned char *data = new unsigned char [width*height*4]; | |
| 1030 | + | |
| 1031 | + //1ライン分の作業領域を確保 | |
| 1032 | + png_bytep buf = new png_byte[width*4]; | |
| 1033 | + | |
| 1034 | + for(int h=0; h<height; h++){ | |
| 1035 | + //1ライン分取得 | |
| 1036 | + png_read_row(pPng,buf,NULL); | |
| 1037 | + | |
| 1038 | + for(int w=0; w<width; w++){ | |
| 1039 | + data[(h*width+w)*4 + 0] = buf[w*4 + 0]; | |
| 1040 | + data[(h*width+w)*4 + 1] = buf[w*4 + 1]; | |
| 1041 | + data[(h*width+w)*4 + 2] = buf[w*4 + 2]; | |
| 1042 | + data[(h*width+w)*4 + 3] = buf[w*4 + 3]; | |
| 1043 | + | |
| 1044 | + if( BlackTransparent == true ){ | |
| 1045 | + //黒ならば透過する | |
| 1046 | + if( (data[(h*width+w)*4 + 0] == 0)&&(data[(h*width+w)*4 + 1] == 0)&&(data[(h*width+w)*4 + 2] == 0) ){ | |
| 1047 | + data[(h*width+w)*4 + 3] = 0; | |
| 1048 | + } | |
| 1049 | + } | |
| 1050 | + } | |
| 1051 | + } | |
| 1052 | + | |
| 1053 | + //1ライン分の作業領域を解放 | |
| 1054 | + delete [] buf; | |
| 1055 | + | |
| 1056 | + //解放 | |
| 1057 | + png_read_end(pPng, NULL); | |
| 1058 | + png_destroy_read_struct(&pPng, &pInfo, (png_infopp)NULL); | |
| 1059 | + | |
| 1060 | + //ファイルハンドルを解放 | |
| 1061 | + fclose( fp ); | |
| 1062 | + | |
| 1063 | + //構造体に代入 | |
| 1064 | + ptexture->data = data; | |
| 1065 | + ptexture->width = width; | |
| 1066 | + ptexture->height = height; | |
| 1067 | + | |
| 1068 | + ptexture->useflag = true; | |
| 1069 | + | |
| 1070 | + return true; | |
| 1071 | +} | |
| 1072 | + | |
| 1073 | +//! @brief テクスチャのサイズを取得 | |
| 1074 | +//! @param id テクスチャ認識番号 | |
| 1075 | +//! @param width 幅を受け取るポインタ | |
| 1076 | +//! @param height 高さを受け取るポインタ | |
| 1077 | +//! @return 成功:0 失敗:1 | |
| 1078 | +//! @attention サーフェイスのサイズを取得します。GPUにロードされたサイズであり、テクスチャ(現物)と異なる場合があります。 | |
| 1079 | +int D3DGraphics::GetTextureSize(int id, int *width, int *height) | |
| 1080 | +{ | |
| 1081 | + //無効な認識番号が指定されていたら、処理せず返す。 | |
| 1082 | + if( id == -1 ){ return 1; } | |
| 1083 | + if( ptextures[id].useflag == false ){ return 1; } | |
| 1084 | + | |
| 1085 | + *width = ptextures[id].width; | |
| 1086 | + *height = ptextures[id].height; | |
| 1087 | + | |
| 1088 | + return 0; | |
| 1089 | +} | |
| 1090 | + | |
| 1091 | +//! @brief テクスチャを指定 | |
| 1092 | +//! @param TextureID テクスチャ認識番号 | |
| 1093 | +void D3DGraphics::SetTexture(int TextureID) | |
| 1094 | +{ | |
| 1095 | + if( now_textureid == TextureID ){ | |
| 1096 | + return; | |
| 1097 | + } | |
| 1098 | + | |
| 1099 | + //OpenGLにセット | |
| 1100 | + glBindTexture(GL_TEXTURE_2D, textureobjname[TextureID]); | |
| 1101 | + | |
| 1102 | + now_textureid = TextureID; | |
| 1103 | +} | |
| 1104 | + | |
| 1105 | +//! @brief テクスチャを解放 | |
| 1106 | +//! @param id テクスチャ認識番号 | |
| 1107 | +void D3DGraphics::CleanupTexture(int id) | |
| 1108 | +{ | |
| 1109 | + if( (id < 0)||((MAX_TEXTURE -1) < id) ){ return; } | |
| 1110 | + if( ptextures[id].useflag == false ){ return; } | |
| 1111 | + | |
| 1112 | + delete ptextures[id].data; | |
| 1113 | + glDeleteTextures(1 , &(textureobjname[id])); | |
| 1114 | + ptextures[id].useflag = false; | |
| 1115 | + | |
| 1116 | +#ifdef ENABLE_DEBUGLOG | |
| 1117 | + //ログに出力 | |
| 1118 | + OutputLog.WriteLog(LOG_CLEANUP, "テクスチャ", id); | |
| 1119 | +#endif | |
| 1120 | +} | |
| 1121 | + | |
| 1122 | +//! @brief 全ての描画処理を開始 | |
| 1123 | +//! @return 成功:0 失敗:1 | |
| 1124 | +//! @attention 描画処理の最初に呼び出す必要があります。 | |
| 1125 | +int D3DGraphics::StartRender() | |
| 1126 | +{ | |
| 1127 | + HDC hDC; | |
| 1128 | + | |
| 1129 | + hDC = BeginPaint(hWnd, &Paint_ps); | |
| 1130 | + | |
| 1131 | + //コンテキストを指定 | |
| 1132 | + wglMakeCurrent(hDC, hGLRC); | |
| 1133 | + | |
| 1134 | + //初期化 | |
| 1135 | + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
| 1136 | + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| 1137 | + | |
| 1138 | + glEnable(GL_DEPTH_TEST); | |
| 1139 | + glEnable(GL_CULL_FACE); | |
| 1140 | + | |
| 1141 | + //混合処理(透過有効化) | |
| 1142 | + glEnable(GL_BLEND); | |
| 1143 | + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| 1144 | + | |
| 1145 | + //アルファテスト | |
| 1146 | + glAlphaFunc(GL_GREATER, 0.0f); | |
| 1147 | + glEnable(GL_ALPHA_TEST); | |
| 1148 | + | |
| 1149 | + return 0; | |
| 1150 | +} | |
| 1151 | + | |
| 1152 | +//! @brief 全ての描画処理を終了 | |
| 1153 | +//! @return 成功:false 失敗:true | |
| 1154 | +//! @attention 描画処理の最後に呼び出す必要があります。 | |
| 1155 | +bool D3DGraphics::EndRender() | |
| 1156 | +{ | |
| 1157 | + glFlush(); | |
| 1158 | + | |
| 1159 | + wglMakeCurrent(NULL, NULL); | |
| 1160 | + | |
| 1161 | + EndPaint(hWnd, &Paint_ps); | |
| 1162 | + | |
| 1163 | + return false; | |
| 1164 | +} | |
| 1165 | + | |
| 1166 | +//! @brief Zバッファをリセット | |
| 1167 | +void D3DGraphics::ResetZbuffer() | |
| 1168 | +{ | |
| 1169 | + glClear(GL_DEPTH_BUFFER_BIT); | |
| 1170 | +} | |
| 1171 | + | |
| 1172 | +//! @brief ワールド空間を原点(0,0,0)に戻す など | |
| 1173 | +void D3DGraphics::ResetWorldTransform() | |
| 1174 | +{ | |
| 1175 | + glMatrixMode(GL_PROJECTION); | |
| 1176 | + glLoadIdentity(); | |
| 1177 | + gluPerspective(viewangle*(180.0f/(float)M_PI), (float)width/height, CLIPPINGPLANE_NEAR, CLIPPINGPLANE_FAR); | |
| 1178 | + | |
| 1179 | + glMatrixMode(GL_MODELVIEW); | |
| 1180 | + glLoadIdentity(); | |
| 1181 | + gluLookAt(camera_x*-1, camera_y, camera_z, camera_x*-1 + cos(camera_rx*-1 + (float)M_PI)*cos(camera_ry), camera_y + sin(camera_ry), camera_z + sin(camera_rx*-1 + (float)M_PI)*cos(camera_ry), 0.0f, 1.0f, 0.0f); | |
| 1182 | +} | |
| 1183 | + | |
| 1184 | +//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 1185 | +//! @param x X座標 | |
| 1186 | +//! @param y Y座標 | |
| 1187 | +//! @param z Z座標 | |
| 1188 | +//! @param rx 横軸角度 | |
| 1189 | +//! @param ry 縦軸角度 | |
| 1190 | +//! @param size 拡大率 | |
| 1191 | +void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry, float size) | |
| 1192 | +{ | |
| 1193 | + SetWorldTransform(x, y, z, rx, ry, 0.0f, size); | |
| 1194 | +} | |
| 1195 | + | |
| 1196 | +//! @brief ワールド空間の座標・角度・拡大率を設定 | |
| 1197 | +//! @param x X座標 | |
| 1198 | +//! @param y Y座標 | |
| 1199 | +//! @param z Z座標 | |
| 1200 | +//! @param rx 横軸角度 | |
| 1201 | +//! @param ry1 縦軸角度 | |
| 1202 | +//! @param ry2 縦軸角度 | |
| 1203 | +//! @param size 拡大率 | |
| 1204 | +void D3DGraphics::SetWorldTransform(float x, float y, float z, float rx, float ry1, float ry2, float size) | |
| 1205 | +{ | |
| 1206 | + ResetWorldTransform(); | |
| 1207 | + | |
| 1208 | + glMatrixMode(GL_MODELVIEW); | |
| 1209 | + | |
| 1210 | + glTranslatef(x*-1, y, z); | |
| 1211 | + glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 1212 | + glRotatef(ry1*(180.0f/(float)M_PI), 1.0f, 0.0f, 0.0f); | |
| 1213 | + glRotatef(ry2*-1*(180.0f/(float)M_PI), 0.0f, 0.0f, 1.0f); | |
| 1214 | + glScalef(size, size, size); | |
| 1215 | +} | |
| 1216 | + | |
| 1217 | +//! @brief ワールド空間の座標・角度・拡大率を設定(エフェクト用) | |
| 1218 | +//! @param x X座標 | |
| 1219 | +//! @param y Y座標 | |
| 1220 | +//! @param z Z座標 | |
| 1221 | +//! @param rx 横軸角度 | |
| 1222 | +//! @param ry 縦軸角度 | |
| 1223 | +//! @param rt 回転角度 | |
| 1224 | +//! @param size 拡大率 | |
| 1225 | +void D3DGraphics::SetWorldTransformEffect(float x, float y, float z, float rx, float ry, float rt, float size) | |
| 1226 | +{ | |
| 1227 | + ResetWorldTransform(); | |
| 1228 | + | |
| 1229 | + glMatrixMode(GL_MODELVIEW); | |
| 1230 | + | |
| 1231 | + glTranslatef(x*-1, y, z); | |
| 1232 | + glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 1233 | + glRotatef(ry*-1*(180.0f/(float)M_PI), 0.0f, 0.0f, 1.0f); | |
| 1234 | + glRotatef(rt*(180.0f/(float)M_PI), 1.0f, 0.0f, 0.0f); | |
| 1235 | + glScalef(size, size, size); | |
| 1236 | +} | |
| 1237 | + | |
| 1238 | +//! @brief ワールド空間を人が武器を持つ場所に設定 | |
| 1239 | +//! @param x X座標 | |
| 1240 | +//! @param y Y座標 | |
| 1241 | +//! @param z Z座標 | |
| 1242 | +//! @param mx 手元を原点にした モデルのX座標 | |
| 1243 | +//! @param my 手元を原点にした モデルのY座標 | |
| 1244 | +//! @param mz 手元を原点にした モデルのZ座標 | |
| 1245 | +//! @param rx 横軸角度 | |
| 1246 | +//! @param ry 縦軸角度 | |
| 1247 | +//! @param size 拡大率 | |
| 1248 | +void D3DGraphics::SetWorldTransformHumanWeapon(float x, float y, float z, float mx, float my, float mz, float rx, float ry, float size) | |
| 1249 | +{ | |
| 1250 | + ResetWorldTransform(); | |
| 1251 | + | |
| 1252 | + glMatrixMode(GL_MODELVIEW); | |
| 1253 | + | |
| 1254 | + glTranslatef(x*-1, y, z); | |
| 1255 | + glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 1256 | + glRotatef(ry*(180.0f/(float)M_PI), 1.0f, 0.0f, 0.0f); | |
| 1257 | + glTranslatef(mx*-1, my, mz); | |
| 1258 | + glScalef(size, size, size); | |
| 1259 | +} | |
| 1260 | + | |
| 1261 | +//! @brief ワールド空間を所持している武器を表示する場所に設定 | |
| 1262 | +//! @param rotation 武器を回転させる | |
| 1263 | +//! @param camera_x カメラのX座標 | |
| 1264 | +//! @param camera_y カメラのY座標 | |
| 1265 | +//! @param camera_z カメラのZ座標 | |
| 1266 | +//! @param camera_rx カメラの横軸角度 | |
| 1267 | +//! @param camera_ry カメラの縦軸角度 | |
| 1268 | +//! @param rx 武器のの縦軸角度 | |
| 1269 | +//! @param size 表示サイズ | |
| 1270 | +//! @note rotation・・ true:現在持っている武器です。 false:予備の武器です。(rx は無視されます) | |
| 1271 | +//! @todo 位置やサイズの微調整 | |
| 1272 | +void D3DGraphics::SetWorldTransformPlayerWeapon(bool rotation, float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, float rx, float size) | |
| 1273 | +{ | |
| 1274 | + size = size * 0.3f; | |
| 1275 | + | |
| 1276 | + ResetWorldTransform(); | |
| 1277 | + | |
| 1278 | + glMatrixMode(GL_MODELVIEW); | |
| 1279 | + | |
| 1280 | + glTranslatef(camera_x*-1, camera_y, camera_z); | |
| 1281 | + glRotatef(camera_rx*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 1282 | + glRotatef(camera_ry*-1*(180.0f/(float)M_PI), 0.0f, 0.0f, 1.0f); | |
| 1283 | + | |
| 1284 | + if( rotation == true ){ | |
| 1285 | + glTranslatef(HUD_myweapon_x[0]*-1, HUD_myweapon_y[0], HUD_myweapon_z[0]); | |
| 1286 | + glRotatef(rx*-1*(180.0f/(float)M_PI), 0.0f, 1.0f, 0.0f); | |
| 1287 | + } | |
| 1288 | + else{ | |
| 1289 | + glTranslatef(HUD_myweapon_x[1]*-1, HUD_myweapon_y[1], HUD_myweapon_z[1]); | |
| 1290 | + glRotatef(180, 0.0f, 1.0f, 0.0f); | |
| 1291 | + } | |
| 1292 | + glScalef(size, size, size); | |
| 1293 | +} | |
| 1294 | + | |
| 1295 | +//! @brief ワールド空間の座標を取得 | |
| 1296 | +//! @param *x x軸を受け取るポインタ | |
| 1297 | +//! @param *y y軸を受け取るポインタ | |
| 1298 | +//! @param *z z軸を受け取るポインタ | |
| 1299 | +void D3DGraphics::GetWorldTransformPos(float *x, float *y, float *z) | |
| 1300 | +{ | |
| 1301 | + GLfloat model[16]; | |
| 1302 | + glMatrixMode(GL_MODELVIEW); | |
| 1303 | + glGetFloatv(GL_MODELVIEW_MATRIX, model); | |
| 1304 | + *x = model[12]; | |
| 1305 | + *y = model[13]; | |
| 1306 | + *z = model[14]; | |
| 1307 | +} | |
| 1308 | + | |
| 1309 | +//! @brief フォグを設定 | |
| 1310 | +//! @param skynumber 空の番号 | |
| 1311 | +void D3DGraphics::SetFog(int skynumber) | |
| 1312 | +{ | |
| 1313 | + float fogColor[4]; | |
| 1314 | + | |
| 1315 | + //空の番号により色を決定 | |
| 1316 | + switch(skynumber){ | |
| 1317 | + case 1: fogColor[0] = 0.25f; fogColor[1] = 0.25f+0.0625; fogColor[2] = 0.25f; fogColor[3] = 1.0f; break; | |
| 1318 | + case 2: fogColor[0] = 0.0625; fogColor[1] = 0.0625; fogColor[2] = 0.0625; fogColor[3] = 1.0f; break; | |
| 1319 | + case 3: fogColor[0] = 0.0f; fogColor[1] = 0.0625; fogColor[2] = 0.125; fogColor[3] = 1.0f; break; | |
| 1320 | + case 4: fogColor[0] = 0.125; fogColor[1] = 0.0625; fogColor[2] = 0.0625; fogColor[3] = 1.0f; break; | |
| 1321 | + case 5: fogColor[0] = 0.25f; fogColor[1] = 0.125; fogColor[2] = 0.125; fogColor[3] = 1.0f; break; | |
| 1322 | + default: fogColor[0] = 0.0f; fogColor[1] = 0.0f; fogColor[2] = 0.0f; fogColor[3] = 1.0f; break; | |
| 1323 | + } | |
| 1324 | + | |
| 1325 | + float fog_st = 100; | |
| 1326 | + float fog_end = 800; | |
| 1327 | + glFogi(GL_FOG_MODE, GL_LINEAR); | |
| 1328 | + glFogfv(GL_FOG_COLOR, fogColor); | |
| 1329 | + glHint(GL_FOG_HINT, GL_NICEST); | |
| 1330 | + glFogf(GL_FOG_START, fog_st); | |
| 1331 | + glFogf(GL_FOG_END, fog_end); | |
| 1332 | + | |
| 1333 | + glEnable(GL_FOG); | |
| 1334 | +} | |
| 1335 | + | |
| 1336 | +//! @brief カメラ(視点)を設定 | |
| 1337 | +//! @param in_camera_x カメラのX座標 | |
| 1338 | +//! @param in_camera_y カメラのY座標 | |
| 1339 | +//! @param in_camera_z カメラのZ座標 | |
| 1340 | +//! @param in_camera_rx カメラの横軸角度 | |
| 1341 | +//! @param in_camera_ry カメラの縦軸角度 | |
| 1342 | +//! @param in_viewangle 視野角 | |
| 1343 | +void D3DGraphics::SetCamera(float in_camera_x, float in_camera_y, float in_camera_z, float in_camera_rx, float in_camera_ry, float in_viewangle) | |
| 1344 | +{ | |
| 1345 | + glViewport(0, 0, width, height); | |
| 1346 | + | |
| 1347 | + camera_x = in_camera_x; | |
| 1348 | + camera_y = in_camera_y; | |
| 1349 | + camera_z = in_camera_z; | |
| 1350 | + camera_rx = in_camera_rx; | |
| 1351 | + camera_ry = in_camera_ry; | |
| 1352 | + viewangle = in_viewangle; | |
| 1353 | + | |
| 1354 | + ResetWorldTransform(); | |
| 1355 | +} | |
| 1356 | + | |
| 1357 | +//! @brief マップデータを取り込む | |
| 1358 | +//! @param in_blockdata ブロックデータ | |
| 1359 | +//! @param directory ブロックデータが存在するディレクトリ | |
| 1360 | +void D3DGraphics::LoadMapdata(BlockDataInterface* in_blockdata, char *directory) | |
| 1361 | +{ | |
| 1362 | + //ブロックデータが指定されていなければ、処理しない。 | |
| 1363 | + if( in_blockdata == NULL ){ return; } | |
| 1364 | + | |
| 1365 | + char fname[MAX_PATH]; | |
| 1366 | + char fnamefull[MAX_PATH]; | |
| 1367 | + | |
| 1368 | + //クラスを設定 | |
| 1369 | + blockdata = in_blockdata; | |
| 1370 | + | |
| 1371 | + //ブロック数を取得 | |
| 1372 | + bs = blockdata->GetTotaldatas(); | |
| 1373 | + | |
| 1374 | + //テクスチャ読み込み | |
| 1375 | + for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 1376 | + //テクスチャ名を取得 | |
| 1377 | + blockdata->GetTexture(fname, i); | |
| 1378 | + | |
| 1379 | + if( strcmp(fname, "") == 0 ){ //指定されていなければ、処理しない | |
| 1380 | + mapTextureID[i] = -1; | |
| 1381 | + } | |
| 1382 | + else{ | |
| 1383 | + //「ディレクトリ+ファイル名」を生成し、読み込む | |
| 1384 | + strcpy(fnamefull, directory); | |
| 1385 | + strcat(fnamefull, fname); | |
| 1386 | + mapTextureID[i] = LoadTexture(fnamefull, false, false); | |
| 1387 | + } | |
| 1388 | + } | |
| 1389 | +} | |
| 1390 | + | |
| 1391 | +//! @brief マップデータを描画 | |
| 1392 | +//! @param wireframe ワイヤーフレーム表示 | |
| 1393 | +void D3DGraphics::DrawMapdata(bool wireframe) | |
| 1394 | +{ | |
| 1395 | + //ブロックデータが読み込まれていなければ、処理しない。 | |
| 1396 | + if( blockdata == NULL ){ return; } | |
| 1397 | + | |
| 1398 | + struct blockdata data; | |
| 1399 | + int textureID; | |
| 1400 | + int vID[4]; | |
| 1401 | + int uvID[4]; | |
| 1402 | + float *VertexAry = new float [bs*6 * 6*3]; | |
| 1403 | + float *ColorAry = new float [bs*6 * 6*4]; | |
| 1404 | + float *TexCoordAry = new float [bs*6 * 6*2]; | |
| 1405 | + | |
| 1406 | + if( wireframe == true ){ | |
| 1407 | + //ワイヤーフレーム表示 | |
| 1408 | + for(int i=0; i<bs; i++){ | |
| 1409 | + blockdata->Getdata(&data, i); | |
| 1410 | + Drawline(data.x[0], data.y[0], data.z[0], data.x[1], data.y[1], data.z[1]); | |
| 1411 | + Drawline(data.x[1], data.y[1], data.z[1], data.x[2], data.y[2], data.z[2]); | |
| 1412 | + Drawline(data.x[2], data.y[2], data.z[2], data.x[3], data.y[3], data.z[3]); | |
| 1413 | + Drawline(data.x[3], data.y[3], data.z[3], data.x[0], data.y[0], data.z[0]); | |
| 1414 | + Drawline(data.x[4], data.y[4], data.z[4], data.x[5], data.y[5], data.z[5]); | |
| 1415 | + Drawline(data.x[5], data.y[5], data.z[5], data.x[6], data.y[6], data.z[6]); | |
| 1416 | + Drawline(data.x[6], data.y[6], data.z[6], data.x[7], data.y[7], data.z[7]); | |
| 1417 | + Drawline(data.x[7], data.y[7], data.z[7], data.x[4], data.y[4], data.z[4]); | |
| 1418 | + Drawline(data.x[0], data.y[0], data.z[0], data.x[4], data.y[4], data.z[4]); | |
| 1419 | + Drawline(data.x[1], data.y[1], data.z[1], data.x[5], data.y[5], data.z[5]); | |
| 1420 | + Drawline(data.x[2], data.y[2], data.z[2], data.x[6], data.y[6], data.z[6]); | |
| 1421 | + Drawline(data.x[3], data.y[3], data.z[3], data.x[7], data.y[7], data.z[7]); | |
| 1422 | + } | |
| 1423 | + return; | |
| 1424 | + } | |
| 1425 | + | |
| 1426 | + //配列有効化 | |
| 1427 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 1428 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 1429 | + glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1430 | + | |
| 1431 | + for(textureID=0; textureID<TOTAL_BLOCKTEXTURE; textureID++){ | |
| 1432 | + int cnt = 0; | |
| 1433 | + | |
| 1434 | + //テクスチャが正常に読み込めていなければ設定 | |
| 1435 | + if( mapTextureID[textureID] == -1 ){ | |
| 1436 | + //テクスチャ無効 | |
| 1437 | + glDisable(GL_TEXTURE_2D); | |
| 1438 | + } | |
| 1439 | + else if( ptextures[ mapTextureID[textureID] ].useflag == false ){ | |
| 1440 | + //テクスチャ無効 | |
| 1441 | + glDisable(GL_TEXTURE_2D); | |
| 1442 | + } | |
| 1443 | + else{ | |
| 1444 | + //テクスチャ有効 | |
| 1445 | + glEnable(GL_TEXTURE_2D); | |
| 1446 | + | |
| 1447 | + //テクスチャをセット | |
| 1448 | + SetTexture(mapTextureID[textureID]); | |
| 1449 | + } | |
| 1450 | + | |
| 1451 | + for(int i=0; i<bs; i++){ | |
| 1452 | + //データ取得 | |
| 1453 | + blockdata->Getdata(&data, i); | |
| 1454 | + | |
| 1455 | + for(int j=0; j<6; j++){ | |
| 1456 | + //テクスチャ認識番号を取得 | |
| 1457 | + int ID = data.material[j].textureID; | |
| 1458 | + | |
| 1459 | + if( textureID == ID ){ | |
| 1460 | + //面の頂点データの関連付けを取得 | |
| 1461 | + blockdataface(j, &vID[0], &uvID[0]); | |
| 1462 | + | |
| 1463 | + //頂点配列を用意 | |
| 1464 | + VertexAry[0 + cnt*18] = data.x[ vID[1] ]*-1; VertexAry[1 + cnt*18] = data.y[ vID[1] ]; VertexAry[2 + cnt*18] = data.z[ vID[1] ]; | |
| 1465 | + VertexAry[3 + cnt*18] = data.x[ vID[1] ]*-1; VertexAry[4 + cnt*18] = data.y[ vID[1] ]; VertexAry[5 + cnt*18] = data.z[ vID[1] ]; | |
| 1466 | + VertexAry[6 + cnt*18] = data.x[ vID[0] ]*-1; VertexAry[7 + cnt*18] = data.y[ vID[0] ]; VertexAry[8 + cnt*18] = data.z[ vID[0] ]; | |
| 1467 | + VertexAry[9 + cnt*18] = data.x[ vID[2] ]*-1; VertexAry[10 + cnt*18] = data.y[ vID[2] ]; VertexAry[11 + cnt*18] = data.z[ vID[2] ]; | |
| 1468 | + VertexAry[12 + cnt*18] = data.x[ vID[3] ]*-1; VertexAry[13 + cnt*18] = data.y[ vID[3] ]; VertexAry[14 + cnt*18] = data.z[ vID[3] ]; | |
| 1469 | + VertexAry[15 + cnt*18] = data.x[ vID[3] ]*-1; VertexAry[16 + cnt*18] = data.y[ vID[3] ]; VertexAry[17 + cnt*18] = data.z[ vID[3] ]; | |
| 1470 | + | |
| 1471 | + //色情報配列を用意 | |
| 1472 | + ColorAry[0 + cnt*24] = data.material[j].shadow; | |
| 1473 | + ColorAry[1 + cnt*24] = data.material[j].shadow; | |
| 1474 | + ColorAry[2 + cnt*24] = data.material[j].shadow; | |
| 1475 | + ColorAry[3 + cnt*24] = 1.0f; | |
| 1476 | + for(int i=1; i<6; i++){ | |
| 1477 | + memcpy(&(ColorAry[i*4 + cnt*24]), ColorAry, sizeof(float)*4); | |
| 1478 | + } | |
| 1479 | + | |
| 1480 | + //UV座標配列を用意 | |
| 1481 | + TexCoordAry[0 + cnt*12] = data.material[j].u[ uvID[1] ]; TexCoordAry[1 + cnt*12] = data.material[j].v[ uvID[1] ]; | |
| 1482 | + TexCoordAry[2 + cnt*12] = data.material[j].u[ uvID[1] ]; TexCoordAry[3 + cnt*12] = data.material[j].v[ uvID[1] ]; | |
| 1483 | + TexCoordAry[4 + cnt*12] = data.material[j].u[ uvID[0] ]; TexCoordAry[5 + cnt*12] = data.material[j].v[ uvID[0] ]; | |
| 1484 | + TexCoordAry[6 + cnt*12] = data.material[j].u[ uvID[2] ]; TexCoordAry[7 + cnt*12] = data.material[j].v[ uvID[2] ]; | |
| 1485 | + TexCoordAry[8 + cnt*12] = data.material[j].u[ uvID[3] ]; TexCoordAry[9 + cnt*12] = data.material[j].v[ uvID[3] ]; | |
| 1486 | + TexCoordAry[10 + cnt*12] = data.material[j].u[ uvID[3] ]; TexCoordAry[11 + cnt*12] = data.material[j].v[ uvID[3] ]; | |
| 1487 | + | |
| 1488 | + cnt += 1; | |
| 1489 | + } | |
| 1490 | + } | |
| 1491 | + } | |
| 1492 | + | |
| 1493 | + //描画 | |
| 1494 | + glVertexPointer(3, GL_FLOAT, 0, VertexAry); | |
| 1495 | + glColorPointer(4, GL_FLOAT, 0, ColorAry); | |
| 1496 | + glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 1497 | + glDrawArrays(GL_TRIANGLE_STRIP, 1, 6*cnt-2); | |
| 1498 | + } | |
| 1499 | + | |
| 1500 | + //配列無効化 | |
| 1501 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 1502 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 1503 | + glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1504 | + | |
| 1505 | + delete [] VertexAry; | |
| 1506 | + delete [] ColorAry; | |
| 1507 | + delete [] TexCoordAry; | |
| 1508 | +} | |
| 1509 | + | |
| 1510 | +//! @brief マップテクスチャを取得 | |
| 1511 | +//! @param id テクスチャ番号 | |
| 1512 | +//! @return テクスチャ認識番号(失敗:-1) | |
| 1513 | +int D3DGraphics::GetMapTextureID(int id) | |
| 1514 | +{ | |
| 1515 | + if( (id < 0)||((TOTAL_BLOCKTEXTURE -1) < id ) ){ return -1; } | |
| 1516 | + return mapTextureID[id]; | |
| 1517 | +} | |
| 1518 | + | |
| 1519 | +//! @brief マップデータを解放 | |
| 1520 | +void D3DGraphics::CleanupMapdata() | |
| 1521 | +{ | |
| 1522 | + //テクスチャを開放 | |
| 1523 | + for(int i=0; i<TOTAL_BLOCKTEXTURE; i++){ | |
| 1524 | + CleanupTexture(mapTextureID[i]); | |
| 1525 | + } | |
| 1526 | + | |
| 1527 | + bs = 0; | |
| 1528 | + | |
| 1529 | + blockdata = NULL; | |
| 1530 | +} | |
| 1531 | + | |
| 1532 | +//! @brief モデルファイルを描画 | |
| 1533 | +//! @param id_model モデル認識番号 | |
| 1534 | +//! @param id_texture テクスチャ認識番号 | |
| 1535 | +void D3DGraphics::RenderModel(int id_model, int id_texture) | |
| 1536 | +{ | |
| 1537 | + //無効な引数が設定されていれば失敗 | |
| 1538 | + if( id_model == -1 ){ return; } | |
| 1539 | + if( pmodel[id_model].useflag == false ){ return; } | |
| 1540 | + | |
| 1541 | + //テクスチャが正常に読み込めていなければ設定 | |
| 1542 | + if( id_texture == -1 ){ | |
| 1543 | + //テクスチャ無効 | |
| 1544 | + glDisable(GL_TEXTURE_2D); | |
| 1545 | + } | |
| 1546 | + else if( ptextures[id_texture].useflag == false ){ | |
| 1547 | + //テクスチャ無効 | |
| 1548 | + glDisable(GL_TEXTURE_2D); | |
| 1549 | + } | |
| 1550 | + else{ | |
| 1551 | + //テクスチャ有効 | |
| 1552 | + glEnable(GL_TEXTURE_2D); | |
| 1553 | + | |
| 1554 | + //テクスチャをセット | |
| 1555 | + SetTexture(id_texture); | |
| 1556 | + } | |
| 1557 | + | |
| 1558 | + //配列有効化 | |
| 1559 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 1560 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 1561 | + glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1562 | + | |
| 1563 | + //描画 | |
| 1564 | + glVertexPointer(3, GL_FLOAT, 0, pmodel[id_model].VertexAry); | |
| 1565 | + glColorPointer(4, GL_FLOAT, 0, pmodel[id_model].ColorAry); | |
| 1566 | + glTexCoordPointer(2, GL_FLOAT, 0, pmodel[id_model].TexCoordAry); | |
| 1567 | + glDrawArrays(GL_TRIANGLE_STRIP, 1, pmodel[id_model].polygons*6-2); | |
| 1568 | + | |
| 1569 | + //配列無効化 | |
| 1570 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 1571 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 1572 | + glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1573 | + | |
| 1574 | + /* | |
| 1575 | + Drawline(1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f); | |
| 1576 | + Drawline(0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f); | |
| 1577 | + Drawline(0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f); | |
| 1578 | + */ | |
| 1579 | +} | |
| 1580 | + | |
| 1581 | +//! @brief 板を描画 | |
| 1582 | +//! @param id_texture テクスチャ認識番号 | |
| 1583 | +//! @param alpha 透明度 (0.0〜1.0 0.0:完全透明) | |
| 1584 | +void D3DGraphics::RenderBoard(int id_texture, float alpha) | |
| 1585 | +{ | |
| 1586 | + //テクスチャが設定されていなければ、処理しない。 | |
| 1587 | + if( id_texture == -1 ){ return; } | |
| 1588 | + if( ptextures[id_texture].useflag == false ){ return; } | |
| 1589 | + | |
| 1590 | + float VertexAry[4*3]; | |
| 1591 | + float ColorAry[4*4]; | |
| 1592 | + float TexCoordAry[4*2]; | |
| 1593 | + | |
| 1594 | + //テクスチャ有効 | |
| 1595 | + glEnable(GL_TEXTURE_2D); | |
| 1596 | + | |
| 1597 | + //テクスチャをセット | |
| 1598 | + SetTexture(id_texture); | |
| 1599 | + | |
| 1600 | + //頂点配列を用意 | |
| 1601 | + VertexAry[0] = 0.0f; VertexAry[1] = 0.5f; VertexAry[2] = 0.5f; | |
| 1602 | + VertexAry[3] = 0.0f; VertexAry[4] = -0.5f; VertexAry[5] = 0.5f; | |
| 1603 | + VertexAry[6] = 0.0f; VertexAry[7] = 0.5f; VertexAry[8] = -0.5f; | |
| 1604 | + VertexAry[9] = 0.0f; VertexAry[10] = -0.5f; VertexAry[11] = -0.5f; | |
| 1605 | + | |
| 1606 | + //色情報配列を用意 | |
| 1607 | + ColorAry[0] = 1.0f; | |
| 1608 | + ColorAry[1] = 1.0f; | |
| 1609 | + ColorAry[2] = 1.0f; | |
| 1610 | + ColorAry[3] = alpha; | |
| 1611 | + for(int i=1; i<4; i++){ | |
| 1612 | + memcpy(&(ColorAry[i*4]), ColorAry, sizeof(float)*4); | |
| 1613 | + } | |
| 1614 | + | |
| 1615 | + //UV座標配列を用意 | |
| 1616 | + TexCoordAry[0] = 1.0f; TexCoordAry[1] = 0.0f; | |
| 1617 | + TexCoordAry[2] = 1.0f; TexCoordAry[3] = 1.0f; | |
| 1618 | + TexCoordAry[4] = 0.0f; TexCoordAry[5] = 0.0f; | |
| 1619 | + TexCoordAry[6] = 0.0f; TexCoordAry[7] = 1.0f; | |
| 1620 | + | |
| 1621 | + //配列有効化 | |
| 1622 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 1623 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 1624 | + glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1625 | + | |
| 1626 | + //描画 | |
| 1627 | + glVertexPointer(3, GL_FLOAT, 0, VertexAry); | |
| 1628 | + glColorPointer(4, GL_FLOAT, 0, ColorAry); | |
| 1629 | + glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 1630 | + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
| 1631 | + | |
| 1632 | + //配列無効化 | |
| 1633 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 1634 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 1635 | + glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1636 | +} | |
| 1637 | + | |
| 1638 | +//! @brief 画面の明るさを設定 | |
| 1639 | +//! @param Width 幅 | |
| 1640 | +//! @param Height 高さ | |
| 1641 | +//! @param Brightness 画面の明るさ (0 で不変、1 以上で明るさの度合い) | |
| 1642 | +void D3DGraphics::ScreenBrightness(int Width, int Height, int Brightness) | |
| 1643 | +{ | |
| 1644 | + //明るさ不変なら処理しない(軽量化) | |
| 1645 | + if( Brightness == 0 ){ return; } | |
| 1646 | + | |
| 1647 | + //透明度を設定し、描画 | |
| 1648 | + float alpha = 0.02f * Brightness; | |
| 1649 | + Draw2DBox(0, 0, Width, Height, GetColorCode(1.0f,1.0f,1.0f,alpha)); | |
| 1650 | +} | |
| 1651 | + | |
| 1652 | +//! @brief 【デバック用】中心線描画 | |
| 1653 | +void D3DGraphics::Centerline() | |
| 1654 | +{ | |
| 1655 | + ResetWorldTransform(); | |
| 1656 | + Drawline(100.0f, 0.0f, 0.0f, -100.0f, 0.0f, 0.0f); | |
| 1657 | + Drawline(0.0f, 100.0f, 0.0f, 0.0f, -100.0f, 0.0f); | |
| 1658 | + Drawline(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, -100.0f); | |
| 1659 | +} | |
| 1660 | + | |
| 1661 | +//! @brief 【デバック用】緑線描画 | |
| 1662 | +void D3DGraphics::Drawline(float x1, float y1, float z1, float x2, float y2, float z2) | |
| 1663 | +{ | |
| 1664 | + float VertexAry[2*3]; | |
| 1665 | + unsigned char ColorAry[2*4]; | |
| 1666 | + | |
| 1667 | + //テクスチャ無効 | |
| 1668 | + glDisable(GL_TEXTURE_2D); | |
| 1669 | + | |
| 1670 | + //頂点配列を用意 | |
| 1671 | + VertexAry[0] = (float)x1*-1; VertexAry[1] = (float)y1; VertexAry[2] = (float)z1; | |
| 1672 | + VertexAry[3] = (float)x2*-1; VertexAry[4] = (float)y2; VertexAry[5] = (float)z2; | |
| 1673 | + | |
| 1674 | + //色情報配列を用意 | |
| 1675 | + ColorAry[0] = 0; | |
| 1676 | + ColorAry[1] = 255; | |
| 1677 | + ColorAry[2] = 0; | |
| 1678 | + ColorAry[3] = 255; | |
| 1679 | + memcpy(&(ColorAry[4]), ColorAry, sizeof(unsigned char)*4); | |
| 1680 | + | |
| 1681 | + //配列有効化 | |
| 1682 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 1683 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 1684 | + | |
| 1685 | + //描画 | |
| 1686 | + glVertexPointer(3, GL_FLOAT, 0, VertexAry); | |
| 1687 | + glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 1688 | + glDrawArrays(GL_LINE_STRIP, 0, 2); | |
| 1689 | + | |
| 1690 | + //配列無効化 | |
| 1691 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 1692 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 1693 | +} | |
| 1694 | + | |
| 1695 | +//! @brief 文字を描画(システムフォント使用) | |
| 1696 | +//! @param x x座標 | |
| 1697 | +//! @param y y座標 | |
| 1698 | +//! @param str 文字列 (改行コード:可) | |
| 1699 | +//! @param color 色 | |
| 1700 | +//! @warning <b>描画は非常に低速です。</b>画面内で何度も呼び出すとパフォーマンスに影響します。 | |
| 1701 | +//! @warning「改行コードを活用し一度に描画する」「日本語が必要ない文字はテクスチャフォントを活用する」などの対応を講じてください。 | |
| 1702 | +//! @attention フォントの種類やサイズは固定です。 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1703 | +//! @todo 文字を二重に重ねると、上下関係が正しく処理されない。 | |
| 1704 | +//! @todo 1文字目が欠ける場合がある。 | |
| 1705 | +void D3DGraphics::Draw2DMSFontText(int x, int y, char *str, int color) | |
| 1706 | +{ | |
| 1707 | + int len = strlen(str); | |
| 1708 | + WCHAR *ustr; | |
| 1709 | + | |
| 1710 | + Start2DRender(); | |
| 1711 | + | |
| 1712 | + //テクスチャ無効 | |
| 1713 | + glDisable(GL_TEXTURE_2D); | |
| 1714 | + | |
| 1715 | + //Unicode文字列へ変換 | |
| 1716 | + ustr = new WCHAR [len+1]; | |
| 1717 | + MultiByteToWideChar(CP_ACP, 0, str, -1, ustr, len + 1); | |
| 1718 | + | |
| 1719 | + //新たな文字列なら、リソースを作り直す | |
| 1720 | + if( lstrcmpW(ustr, now_SystemFontUStr) != 0 ){ | |
| 1721 | + GLuint listIdx; | |
| 1722 | + HDC hDC; | |
| 1723 | + | |
| 1724 | + //古いデータを削除 | |
| 1725 | + glDeleteLists(SystemFontListIdx, SystemFontListIdxSize); | |
| 1726 | + delete [] now_SystemFontUStr; | |
| 1727 | + | |
| 1728 | + //デバイスコンテキスト設定 | |
| 1729 | + hDC = GetDC(hWnd); | |
| 1730 | + wglMakeCurrent(hDC, hGLRC); | |
| 1731 | + SelectObject(hDC, SystemFont); | |
| 1732 | + | |
| 1733 | + //ディスプレイリストを作成 | |
| 1734 | + listIdx = glGenLists(len); | |
| 1735 | + for(int i=0; i<lstrlenW(ustr); i++){ | |
| 1736 | + wglUseFontBitmapsW(hDC, ustr[i], 1, listIdx+i); | |
| 1737 | + } | |
| 1738 | + | |
| 1739 | + //デバイスコンテキスト廃棄 | |
| 1740 | + ReleaseDC(hWnd, hDC); | |
| 1741 | + | |
| 1742 | + //設定を記録 | |
| 1743 | + now_SystemFontUStr = new WCHAR [len+1]; | |
| 1744 | + lstrcpyW(now_SystemFontUStr, ustr); | |
| 1745 | + SystemFontListIdx = listIdx; | |
| 1746 | + SystemFontListIdxSize = len; | |
| 1747 | + } | |
| 1748 | + | |
| 1749 | + //座標と色を設定 | |
| 1750 | + glBitmap(0, 0, 0, 0, 10, 0, NULL); | |
| 1751 | + glRasterPos2i(x, y); | |
| 1752 | + glColor4ub((color>>24)&0xFF, (color>>16)&0xFF, (color>>8)&0xFF, color&0xFF); | |
| 1753 | + | |
| 1754 | + for(int i=0; i<lstrlenW(ustr); i++){ | |
| 1755 | + if( ustr[i] == '\n' ){ | |
| 1756 | + //改行する | |
| 1757 | + y += 19; | |
| 1758 | + glRasterPos2i(x, y); | |
| 1759 | + } | |
| 1760 | + else{ | |
| 1761 | + //ディスプレイリスト描画 | |
| 1762 | + glCallList(SystemFontListIdx + i); | |
| 1763 | + } | |
| 1764 | + } | |
| 1765 | + | |
| 1766 | + //Unicode文字列の廃棄 | |
| 1767 | + delete [] ustr; | |
| 1768 | + | |
| 1769 | + End2DRender(); | |
| 1770 | +} | |
| 1771 | + | |
| 1772 | +//! @brief 文字を中央揃えで描画(システムフォント使用) | |
| 1773 | +//! @param x x座標 | |
| 1774 | +//! @param y y座標 | |
| 1775 | +//! @param w 横の大きさ | |
| 1776 | +//! @param h 縦の大きさ | |
| 1777 | +//! @param str 文字列 (改行コード:可) | |
| 1778 | +//! @param color 色 | |
| 1779 | +//! @warning <b>正しく中央揃えになりません。</b> | |
| 1780 | +void D3DGraphics::Draw2DMSFontTextCenter(int x, int y, int w, int h, char *str, int color) | |
| 1781 | +{ | |
| 1782 | + Draw2DMSFontText(x, y, str, color); | |
| 1783 | +} | |
| 1784 | + | |
| 1785 | +//! @brief 2D描画用設定 | |
| 1786 | +void D3DGraphics::Start2DRender() | |
| 1787 | +{ | |
| 1788 | + glMatrixMode(GL_PROJECTION); | |
| 1789 | + glPushMatrix(); | |
| 1790 | + glLoadIdentity(); | |
| 1791 | + glOrtho(0, width, height, 0, -1, 1); | |
| 1792 | + glMatrixMode(GL_MODELVIEW); | |
| 1793 | + glPushMatrix(); | |
| 1794 | + glLoadIdentity(); | |
| 1795 | + gluLookAt(0, 0, 1, 0, 0, 0, 0, 1, 0); | |
| 1796 | + | |
| 1797 | + glDisable(GL_DEPTH_TEST); | |
| 1798 | + glDisable(GL_CULL_FACE); | |
| 1799 | +} | |
| 1800 | + | |
| 1801 | +//! @brief 文字を描画(テクスチャフォント使用) | |
| 1802 | +//! @param x x座標 | |
| 1803 | +//! @param y y座標 | |
| 1804 | +//! @param str 文字列 (改行コード:<b>不可</b>) | |
| 1805 | +//! @param color 色 | |
| 1806 | +//! @param fontwidth 一文字の幅 | |
| 1807 | +//! @param fontheight 一文字の高さ | |
| 1808 | +//! @attention 文字を二重に重ねて立体感を出さないと見にくくなります。 | |
| 1809 | +void D3DGraphics::Draw2DTextureFontText(int x, int y, char *str, int color, int fontwidth, int fontheight) | |
| 1810 | +{ | |
| 1811 | + //テクスチャフォントの取得に失敗していれば、処理しない | |
| 1812 | + if( TextureFont == -1 ){ return; } | |
| 1813 | + | |
| 1814 | + int strlens = (int)strlen(str); | |
| 1815 | + | |
| 1816 | + float *VertexAry = new float [strlens*6*2]; | |
| 1817 | + unsigned char *ColorAry = new unsigned char [strlens*6*4]; | |
| 1818 | + float *TexCoordAry = new float [strlens*6*2]; | |
| 1819 | + | |
| 1820 | + //2D描画用設定を適用 | |
| 1821 | + Start2DRender(); | |
| 1822 | + | |
| 1823 | + int w; | |
| 1824 | + float font_u, font_v; | |
| 1825 | + float t_u, t_v; | |
| 1826 | + | |
| 1827 | + //1文字のUV座標を計算 | |
| 1828 | + font_u = 1.0f / 16; | |
| 1829 | + font_v = 1.0f / 16; | |
| 1830 | + | |
| 1831 | + //テクスチャ有効 | |
| 1832 | + glEnable(GL_TEXTURE_2D); | |
| 1833 | + | |
| 1834 | + //テクスチャをセット | |
| 1835 | + SetTexture(TextureFont); | |
| 1836 | + | |
| 1837 | + //配列有効化 | |
| 1838 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 1839 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 1840 | + glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1841 | + | |
| 1842 | + //色情報配列を用意 | |
| 1843 | + ColorAry[0] = (color>>24)&0xFF; | |
| 1844 | + ColorAry[1] = (color>>16)&0xFF; | |
| 1845 | + ColorAry[2] = (color>>8)&0xFF; | |
| 1846 | + ColorAry[3] = color&0xFF; | |
| 1847 | + for(int i=1; i<strlens*6; i++){ | |
| 1848 | + memcpy(&(ColorAry[i*4]), ColorAry, sizeof(unsigned char)*4); | |
| 1849 | + } | |
| 1850 | + | |
| 1851 | + // 与えられた文字数分ループ | |
| 1852 | + for(int i=0; i<strlens; i++){ | |
| 1853 | + //UV座標を計算 | |
| 1854 | + w = str[i]; | |
| 1855 | + if( w < 0 ){ w += 256; } | |
| 1856 | + t_u = (w % 16) * font_u; | |
| 1857 | + t_v = (w / 16) * font_v; | |
| 1858 | + | |
| 1859 | + VertexAry[0 + i*12] = (float)x + i*fontwidth; VertexAry[1 + i*12] = (float)y; | |
| 1860 | + VertexAry[2 + i*12] = (float)x + i*fontwidth; VertexAry[3 + i*12] = (float)y; | |
| 1861 | + VertexAry[4 + i*12] = (float)x + fontwidth + i*fontwidth; VertexAry[5 + i*12] = (float)y; | |
| 1862 | + VertexAry[6 + i*12] = (float)x + i*fontwidth; VertexAry[7 + i*12] = (float)y + fontheight; | |
| 1863 | + VertexAry[8 + i*12] = (float)x + fontwidth + i*fontwidth; VertexAry[9 + i*12] = (float)y + fontheight; | |
| 1864 | + VertexAry[10 + i*12] = (float)x + fontwidth + i*fontwidth; VertexAry[11 + i*12] = (float)y + fontheight; | |
| 1865 | + TexCoordAry[0 + i*12] = t_u; TexCoordAry[1 + i*12] = t_v; | |
| 1866 | + TexCoordAry[2 + i*12] = t_u; TexCoordAry[3 + i*12] = t_v; | |
| 1867 | + TexCoordAry[4 + i*12] = t_u + font_u; TexCoordAry[5 + i*12] = t_v; | |
| 1868 | + TexCoordAry[6 + i*12] = t_u; TexCoordAry[7 + i*12] = t_v + font_v; | |
| 1869 | + TexCoordAry[8 + i*12] = t_u + font_u; TexCoordAry[9 + i*12] = t_v + font_v; | |
| 1870 | + TexCoordAry[10 + i*12] = t_u + font_u; TexCoordAry[11 + i*12] = t_v + font_v; | |
| 1871 | + } | |
| 1872 | + | |
| 1873 | + //描画 | |
| 1874 | + glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 1875 | + glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 1876 | + glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 1877 | + glDrawArrays(GL_TRIANGLE_STRIP, 1, strlens*6-2); | |
| 1878 | + | |
| 1879 | + //配列無効化 | |
| 1880 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 1881 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 1882 | + glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 1883 | + | |
| 1884 | + //2D描画用設定を解除 | |
| 1885 | + End2DRender(); | |
| 1886 | + | |
| 1887 | + delete [] VertexAry; | |
| 1888 | + delete [] ColorAry; | |
| 1889 | + delete [] TexCoordAry; | |
| 1890 | +} | |
| 1891 | + | |
| 1892 | +//! @brief 線を描画 | |
| 1893 | +//! @param x1 始点の x座標 | |
| 1894 | +//! @param y1 始点の y座標 | |
| 1895 | +//! @param x2 終点の x座標 | |
| 1896 | +//! @param y2 終点の y座標 | |
| 1897 | +//! @param color 色 | |
| 1898 | +void D3DGraphics::Draw2DLine(int x1, int y1, int x2, int y2, int color) | |
| 1899 | +{ | |
| 1900 | + float VertexAry[2*2]; | |
| 1901 | + unsigned char ColorAry[2*4]; | |
| 1902 | + | |
| 1903 | + //2D描画用設定を適用 | |
| 1904 | + Start2DRender(); | |
| 1905 | + | |
| 1906 | + //テクスチャ無効 | |
| 1907 | + glDisable(GL_TEXTURE_2D); | |
| 1908 | + | |
| 1909 | + //頂点配列を用意 | |
| 1910 | + VertexAry[0] = (float)x1; VertexAry[1] = (float)y1; | |
| 1911 | + VertexAry[2] = (float)x2; VertexAry[3] = (float)y2; | |
| 1912 | + | |
| 1913 | + //色情報配列を用意 | |
| 1914 | + ColorAry[0] = (color>>24)&0xFF; | |
| 1915 | + ColorAry[1] = (color>>16)&0xFF; | |
| 1916 | + ColorAry[2] = (color>>8)&0xFF; | |
| 1917 | + ColorAry[3] = color&0xFF; | |
| 1918 | + memcpy(&(ColorAry[4]), ColorAry, sizeof(unsigned char)*4); | |
| 1919 | + | |
| 1920 | + //配列有効化 | |
| 1921 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 1922 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 1923 | + | |
| 1924 | + //描画 | |
| 1925 | + glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 1926 | + glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 1927 | + glDrawArrays(GL_LINE_STRIP, 0, 2); | |
| 1928 | + | |
| 1929 | + //配列無効化 | |
| 1930 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 1931 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 1932 | + | |
| 1933 | + //2D描画用設定を解除 | |
| 1934 | + End2DRender(); | |
| 1935 | +} | |
| 1936 | + | |
| 1937 | +//! @brief 円(16角形)を描画 | |
| 1938 | +//! @param x 中心の x座標 | |
| 1939 | +//! @param y 中心の y座標 | |
| 1940 | +//! @param r 半径 | |
| 1941 | +//! @param color 色 | |
| 1942 | +void D3DGraphics::Draw2DCycle(int x, int y, int r, int color) | |
| 1943 | +{ | |
| 1944 | + float VertexAry[(16+1)*2]; | |
| 1945 | + unsigned char ColorAry[(16+1)*4]; | |
| 1946 | + | |
| 1947 | + //2D描画用設定を適用 | |
| 1948 | + Start2DRender(); | |
| 1949 | + | |
| 1950 | + //テクスチャ無効 | |
| 1951 | + glDisable(GL_TEXTURE_2D); | |
| 1952 | + | |
| 1953 | + //頂点座標を設定 | |
| 1954 | + for(int i=0; i<16+1; i++){ | |
| 1955 | + float x2, y2; | |
| 1956 | + x2 = (float)x + cos((float)M_PI*2/16 * i) * r; | |
| 1957 | + y2 = (float)y + sin((float)M_PI*2/16 * i) * r; | |
| 1958 | + VertexAry[i*2] = x2; VertexAry[i*2+1] = y2; | |
| 1959 | + } | |
| 1960 | + | |
| 1961 | + //色情報配列を用意 | |
| 1962 | + ColorAry[0] = (color>>24)&0xFF; | |
| 1963 | + ColorAry[1] = (color>>16)&0xFF; | |
| 1964 | + ColorAry[2] = (color>>8)&0xFF; | |
| 1965 | + ColorAry[3] = color&0xFF; | |
| 1966 | + for(int i=1; i<16+1; i++){ | |
| 1967 | + memcpy(&(ColorAry[i*4]), ColorAry, sizeof(unsigned char)*4); | |
| 1968 | + } | |
| 1969 | + | |
| 1970 | + //配列有効化 | |
| 1971 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 1972 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 1973 | + | |
| 1974 | + //描画 | |
| 1975 | + glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 1976 | + glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 1977 | + glDrawArrays(GL_LINE_STRIP, 0, 16+1); | |
| 1978 | + | |
| 1979 | + //配列無効化 | |
| 1980 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 1981 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 1982 | + | |
| 1983 | + //2D描画用設定を解除 | |
| 1984 | + End2DRender(); | |
| 1985 | +} | |
| 1986 | + | |
| 1987 | +//! @brief 四角形を描画 | |
| 1988 | +//! @param x1 左上の x座標 | |
| 1989 | +//! @param y1 左上の y座標 | |
| 1990 | +//! @param x2 右下の x座標 | |
| 1991 | +//! @param y2 右下の y座標 | |
| 1992 | +//! @param color 色 | |
| 1993 | +void D3DGraphics::Draw2DBox(int x1, int y1, int x2, int y2, int color) | |
| 1994 | +{ | |
| 1995 | + float VertexAry[4*2]; | |
| 1996 | + unsigned char ColorAry[4*4]; | |
| 1997 | + | |
| 1998 | + //2D描画用設定を適用 | |
| 1999 | + Start2DRender(); | |
| 2000 | + | |
| 2001 | + //テクスチャ無効 | |
| 2002 | + glDisable(GL_TEXTURE_2D); | |
| 2003 | + | |
| 2004 | + //頂点配列を用意 | |
| 2005 | + VertexAry[0] = (float)x1; VertexAry[1] = (float)y1; | |
| 2006 | + VertexAry[2] = (float)x2; VertexAry[3] = (float)y1; | |
| 2007 | + VertexAry[4] = (float)x1; VertexAry[5] = (float)y2; | |
| 2008 | + VertexAry[6] = (float)x2; VertexAry[7] = (float)y2; | |
| 2009 | + | |
| 2010 | + //色情報配列を用意 | |
| 2011 | + ColorAry[0] = (color>>24)&0xFF; | |
| 2012 | + ColorAry[1] = (color>>16)&0xFF; | |
| 2013 | + ColorAry[2] = (color>>8)&0xFF; | |
| 2014 | + ColorAry[3] = color&0xFF; | |
| 2015 | + for(int i=1; i<4; i++){ | |
| 2016 | + memcpy(&(ColorAry[i*4]), ColorAry, sizeof(unsigned char)*4); | |
| 2017 | + } | |
| 2018 | + | |
| 2019 | + //配列有効化 | |
| 2020 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 2021 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 2022 | + | |
| 2023 | + //描画 | |
| 2024 | + glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 2025 | + glColorPointer(4, GL_UNSIGNED_BYTE, 0, ColorAry); | |
| 2026 | + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
| 2027 | + | |
| 2028 | + //配列無効化 | |
| 2029 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 2030 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 2031 | + | |
| 2032 | + //2D描画用設定を解除 | |
| 2033 | + End2DRender(); | |
| 2034 | +} | |
| 2035 | + | |
| 2036 | +//! @brief 画像を描画 | |
| 2037 | +//! @param x x座標 | |
| 2038 | +//! @param y y座標 | |
| 2039 | +//! @param id テクスチャ認識番号 | |
| 2040 | +//! @param width 幅 | |
| 2041 | +//! @param height 高さ | |
| 2042 | +//! @param alpha 透明度(0.0〜1.0) | |
| 2043 | +void D3DGraphics::Draw2DTexture(int x, int y, int id, int width, int height, float alpha) | |
| 2044 | +{ | |
| 2045 | + //無効なテクスチャ番号を指定されていれば処理しない | |
| 2046 | + if( id == -1 ){ return; } | |
| 2047 | + | |
| 2048 | + float VertexAry[4*2]; | |
| 2049 | + float ColorAry[4*4]; | |
| 2050 | + float TexCoordAry[4*2]; | |
| 2051 | + | |
| 2052 | + //2D描画用設定を適用 | |
| 2053 | + Start2DRender(); | |
| 2054 | + | |
| 2055 | + //テクスチャ有効 | |
| 2056 | + glEnable(GL_TEXTURE_2D); | |
| 2057 | + | |
| 2058 | + //テクスチャをセット | |
| 2059 | + SetTexture(id); | |
| 2060 | + | |
| 2061 | + //頂点配列を用意 | |
| 2062 | + VertexAry[0] = (float)x; VertexAry[1] = (float)y; | |
| 2063 | + VertexAry[2] = (float)x+width; VertexAry[3] = (float)y; | |
| 2064 | + VertexAry[4] = (float)x; VertexAry[5] = (float)y+height; | |
| 2065 | + VertexAry[6] = (float)x+width; VertexAry[7] = (float)y+height; | |
| 2066 | + | |
| 2067 | + //色情報配列を用意 | |
| 2068 | + ColorAry[0] = 1.0f; | |
| 2069 | + ColorAry[1] = 1.0f; | |
| 2070 | + ColorAry[2] = 1.0f; | |
| 2071 | + ColorAry[3] = alpha; | |
| 2072 | + for(int i=1; i<4; i++){ | |
| 2073 | + memcpy(&(ColorAry[i*4]), ColorAry, sizeof(float)*4); | |
| 2074 | + } | |
| 2075 | + | |
| 2076 | + //UV座標配列を用意 | |
| 2077 | + TexCoordAry[0] = 0.0f; TexCoordAry[1] = 0.0f; | |
| 2078 | + TexCoordAry[2] = 1.0f; TexCoordAry[3] = 0.0f; | |
| 2079 | + TexCoordAry[4] = 0.0f; TexCoordAry[5] = 1.0f; | |
| 2080 | + TexCoordAry[6] = 1.0f; TexCoordAry[7] = 1.0f; | |
| 2081 | + | |
| 2082 | + //配列有効化 | |
| 2083 | + glEnableClientState(GL_VERTEX_ARRAY); | |
| 2084 | + glEnableClientState(GL_COLOR_ARRAY); | |
| 2085 | + glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 2086 | + | |
| 2087 | + //描画 | |
| 2088 | + glVertexPointer(2, GL_FLOAT, 0, VertexAry); | |
| 2089 | + glColorPointer(4, GL_FLOAT, 0, ColorAry); | |
| 2090 | + glTexCoordPointer(2, GL_FLOAT, 0, TexCoordAry); | |
| 2091 | + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
| 2092 | + | |
| 2093 | + //配列無効化 | |
| 2094 | + glDisableClientState(GL_VERTEX_ARRAY); | |
| 2095 | + glDisableClientState(GL_COLOR_ARRAY); | |
| 2096 | + glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
| 2097 | + | |
| 2098 | + //2D描画用設定を解除 | |
| 2099 | + End2DRender(); | |
| 2100 | +} | |
| 2101 | + | |
| 2102 | +//! @brief 2D描画用設定を解除 | |
| 2103 | +void D3DGraphics::End2DRender() | |
| 2104 | +{ | |
| 2105 | + glMatrixMode(GL_PROJECTION); | |
| 2106 | + glLoadIdentity(); | |
| 2107 | + glPopMatrix(); | |
| 2108 | + glMatrixMode(GL_MODELVIEW); | |
| 2109 | + glLoadIdentity(); | |
| 2110 | + glPopMatrix(); | |
| 2111 | + | |
| 2112 | + glEnable(GL_DEPTH_TEST); | |
| 2113 | + glEnable(GL_CULL_FACE); | |
| 2114 | +} | |
| 2115 | + | |
| 2116 | +//! @brief 画面のスクリーンショットを保存 | |
| 2117 | +//! @param filename ファイル名 | |
| 2118 | +//! @return 成功:true 失敗:false | |
| 2119 | +bool D3DGraphics::SaveScreenShot(char* filename) | |
| 2120 | +{ | |
| 2121 | + return false; | |
| 2122 | +} | |
| 2123 | + | |
| 2124 | +//! @brief カラーコードを取得 | |
| 2125 | +//! @param red 赤(0.0f〜1.0f) | |
| 2126 | +//! @param green 緑(0.0f〜1.0f) | |
| 2127 | +//! @param blue 青(0.0f〜1.0f) | |
| 2128 | +//! @param alpha 透明度(0.0f〜1.0f) | |
| 2129 | +//! @return カラーコード | |
| 2130 | +int D3DGraphics::GetColorCode(float red, float green, float blue, float alpha) | |
| 2131 | +{ | |
| 2132 | + unsigned char red2, green2, blue2, alpha2; | |
| 2133 | + red2 = (unsigned char)(red*255); | |
| 2134 | + green2 = (unsigned char)(green*255); | |
| 2135 | + blue2 = (unsigned char)(blue*255); | |
| 2136 | + alpha2 = (unsigned char)(alpha*255); | |
| 2137 | + | |
| 2138 | + return (red2 << 24) | (green2 << 16) | (blue2 << 8) | alpha2; | |
| 2139 | +} | |
| 2140 | + | |
| 2141 | +#endif //GRAPHICS_OPENGL | |
| \ No newline at end of file |