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Copy pathcurtain.cpp
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187 lines (150 loc) · 5.43 KB
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/*==========================================================================================================================================================
カメラが使われていなかったときのカーテン[curtain.h]
Author:平澤詩苑
============================================================================================================================================================*/
#include "main.h"
#include "curtain.h"
#include "color.h"
#define NUM_CURTAIN (4) //カーテンの数
#define PVP_CURTAIN_TEX (6) //PVPのカーテンテクスチャ
#define HDR_CURTAIN_TEX (5) //HDRのカーテンテクスチャ
//グローバル変数宣言
LPDIRECT3DTEXTURE9 g_pTextureCurtain[NUM_CURTAIN] = {};//テクスチャへのポインタ
LPDIRECT3DVERTEXBUFFER9 g_pVtxBuffCurtain = NULL; //頂点バッファへのポインタ
// PVPのカーテンテクスチャのファイルパス
const char *c_apPVPCurtainTex[PVP_CURTAIN_TEX] = {
"data\\TEXTURE\\PVP_Curtain000.png",
"data\\TEXTURE\\PVP_Curtain001.png",
"data\\TEXTURE\\PVP_Curtain002.png",
"data\\TEXTURE\\PVP_Curtain003.png",
"data\\TEXTURE\\PVP_Curtain004.png",
"data\\TEXTURE\\PVP_Curtain005.png",
};
// HDRのカーテンテクスチャのファイルパス
const char *c_apHDRCurtainTex[HDR_CURTAIN_TEX] = {
"data\\TEXTURE\\HDR_Curtain000.png",
"data\\TEXTURE\\HDR_Curtain001.png",
"data\\TEXTURE\\HDR_Curtain002.png",
"data\\TEXTURE\\HDR_Curtain003.png",
"data\\TEXTURE\\HDR_Curtain004.png",
};
//-----------------------------------
// PVPのカーテン初期化処理
//-----------------------------------
void InitSelModePvPCurtain(void)
{
//デバイス取得
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//頂点バッファの生成
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * VTX_MAX * NUM_CURTAIN, D3DUSAGE_WRITEONLY, FVF_VERTEX_2D, D3DPOOL_MANAGED, &g_pVtxBuffCurtain, NULL);
//ポインタを設定
VERTEX_2D *pVtx;
//頂点バッファをロックし、頂点情報へのポインタを取得
g_pVtxBuffCurtain->Lock(0, 0, (void* *)&pVtx, 0);
//========================
// 頂点情報設定
//========================
for (int nCntCurtain = 0; nCntCurtain < NUM_CURTAIN; nCntCurtain++, pVtx += VTX_MAX)
{
//テクスチャ読み込み
D3DXCreateTextureFromFile(pDevice, c_apPVPCurtainTex[rand() % PVP_CURTAIN_TEX], &g_pTextureCurtain[nCntCurtain]);
//各画面の左上の原点座標を算出
float Pos_X = (SCREEN_WIDTH / 2) * (nCntCurtain % EVENPARITY);
float Pos_Y = (SCREEN_HEIGHT / 2) * (nCntCurtain / EVENPARITY);
for (int nCntVtx = 0; nCntVtx < VTX_MAX; nCntVtx++)
{
pVtx[nCntVtx].pos.x = Pos_X + (SCREEN_WIDTH / 2) * (nCntVtx % EVENPARITY);
pVtx[nCntVtx].pos.y = Pos_Y + (SCREEN_HEIGHT / 2) * (nCntVtx / EVENPARITY);
pVtx[nCntVtx].pos.z = 0.0f;
pVtx[nCntVtx].tex.x = 1.0f * (nCntVtx % EVENPARITY);
pVtx[nCntVtx].tex.y = 1.0f * (nCntVtx / EVENPARITY);
D3DXVECTOR2 pos = D3DXVECTOR2(pVtx[nCntVtx].pos.x, pVtx[nCntVtx].pos.y);
D3DXVECTOR2 tex = pVtx[nCntVtx].tex;
pVtx[nCntVtx].rhw = RHW;
pVtx[nCntVtx].col = RGBA_WHITE;
}
}
//頂点バッファをロックする
g_pVtxBuffCurtain->Unlock();
}
//-----------------------------------
// HDRのカーテン初期化処理
//-----------------------------------
void InitSelModeHDRCurtain(void)
{
//デバイス取得
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//頂点バッファの生成
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * VTX_MAX * NUM_CURTAIN, D3DUSAGE_WRITEONLY, FVF_VERTEX_2D, D3DPOOL_MANAGED, &g_pVtxBuffCurtain, NULL);
//ポインタを設定
VERTEX_2D *pVtx;
//頂点バッファをロックし、頂点情報へのポインタを取得
g_pVtxBuffCurtain->Lock(0, 0, (void* *)&pVtx, 0);
//========================
// 頂点情報設定
//========================
for (int nCntCurtain = 0; nCntCurtain < NUM_CURTAIN; nCntCurtain++, pVtx += VTX_MAX)
{
//テクスチャ読み込み
D3DXCreateTextureFromFile(pDevice, c_apHDRCurtainTex[rand() % HDR_CURTAIN_TEX], &g_pTextureCurtain[nCntCurtain]);
//各画面の左上の原点座標を算出
float Pos_X = (SCREEN_WIDTH / 4) * nCntCurtain;
for (int nCntVtx = 0; nCntVtx < VTX_MAX; nCntVtx++)
{
pVtx[nCntVtx].pos.x = Pos_X + (SCREEN_WIDTH / 4) * (nCntVtx % EVENPARITY);
pVtx[nCntVtx].pos.y = SCREEN_HEIGHT * (nCntVtx / EVENPARITY);
pVtx[nCntVtx].pos.z = 0.0f;
pVtx[nCntVtx].tex.x = 1.0f * (nCntVtx % EVENPARITY);
pVtx[nCntVtx].tex.y = 1.0f * (nCntVtx / EVENPARITY);
D3DXVECTOR2 pos = D3DXVECTOR2(pVtx[nCntVtx].pos.x, pVtx[nCntVtx].pos.y);
D3DXVECTOR2 tex = pVtx[nCntVtx].tex;
pVtx[nCntVtx].rhw = RHW;
pVtx[nCntVtx].col = RGBA_WHITE;
}
}
//頂点バッファをロックする
g_pVtxBuffCurtain->Unlock();
}
//----------------------------
// カーテン終了処理
//----------------------------
void UninitCurtain(void)
{
//テクスチャ全破棄
for (int nCntTex = 0; nCntTex < NUM_CURTAIN; nCntTex++)
{
if (g_pTextureCurtain[nCntTex] != NULL)
{
g_pTextureCurtain[nCntTex]->Release();
g_pTextureCurtain[nCntTex] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxBuffCurtain != NULL)
{
g_pVtxBuffCurtain->Release();
g_pVtxBuffCurtain = NULL;
}
}
//----------------------------
// カーテン更新処理
//----------------------------
void UpdateCurtain(void)
{
}
//----------------------------
// カーテン描画処理
//----------------------------
void DrawCurtain(int nCntCurtain)
{
//デバイスの取得
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxBuffCurtain, 0, sizeof(VERTEX_2D));
//頂点フォーマットの設定
pDevice->SetFVF(FVF_VERTEX_2D);
//テクスチャの設定
pDevice->SetTexture(0, g_pTextureCurtain[nCntCurtain]);
//ポリゴンの描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, nCntCurtain * VTX_MAX, 2);
}