游戏技能冷却时间的图标绘制

Posted on 2008-12-17 22:51 MiweiDev 阅读(1270) 评论(1)  编辑 收藏 引用 所属分类: DirectX
只是马马虎虎的 实现了个简陋的,完成基本思想,剩下的就没做了。以后在补上,希望有好的方法的留下脚印。


#include <Windows.h>
#include 
<d3d9.h>
#include 
<d3dx9.h>

#pragma comment(lib, 
"d3d9.lib")
#pragma comment(lib, 
"d3dx9.lib")
#pragma comment(lib, 
"winmm.lib")

LPDIRECT3D9                g_pd3d 
= 0;
LPDIRECT3DDEVICE9        g_pd3dDevice 
= 0;
LPDIRECT3DVERTEXBUFFER9    g_pVB 
= 0;

const int g_width = 1024;
const int g_height = 768;

struct CUSTOMVERTEX 
{
    FLOAT x, y, z, rhw;
    DWORD color;
    
//CUSTOMVERTEX(FLOAT _x, FLOAT _y, FLOAT _z, FLOAT _rhw, DWORD _color)
    
//    :x(_x)
    
//    ,y(_y)
    
//    ,z(_z)
    
//    ,rhw(_rhw)
    
//    ,color(_color){}
};

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

HRESULT InitD3D(HWND hwnd)
{
    
if (NULL == (g_pd3d = Direct3DCreate9(D3D_SDK_VERSION)))
    {
        MessageBox(NULL, 
"Create D3D Failed!""Lession13", MB_OK);
        
return E_FAIL;
    }

    D3DCAPS9    caps;
    
int vp = 0;
    g_pd3d
->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
    
if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
        vp 
= D3DCREATE_HARDWARE_VERTEXPROCESSING;
    
else
        vp 
= D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    D3DPRESENT_PARAMETERS d3dpp;
    ::ZeroMemory(
&d3dpp, sizeof(d3dpp));
    d3dpp.AutoDepthStencilFormat 
= D3DFMT_D24S8;
    d3dpp.BackBufferCount 
= 1;
    d3dpp.BackBufferFormat 
= D3DFMT_A8R8G8B8;
    d3dpp.BackBufferHeight 
= g_height;
    d3dpp.BackBufferWidth 
= g_width;
    d3dpp.EnableAutoDepthStencil 
= true;
    d3dpp.Flags 
= 0;
    d3dpp.FullScreen_RefreshRateInHz 
= D3DPRESENT_RATE_DEFAULT;
    d3dpp.hDeviceWindow 
= hwnd;
    d3dpp.MultiSampleQuality 
= 0;
    d3dpp.MultiSampleType 
= D3DMULTISAMPLE_NONE;
    d3dpp.PresentationInterval 
= D3DPRESENT_INTERVAL_IMMEDIATE;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.Windowed 
= true;

    
if (FAILED(g_pd3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, vp, &d3dpp, &g_pd3dDevice)))
    {
        MessageBox(NULL, 
"Create Device Failed!""Lession13", MB_OK);
        
return E_FAIL;
    }

    
//D3DXMATRIX matProj;
    
//D3DXMatrixIdentity(&matProj);
    
//D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1, 1, 1000);

    
//g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    return S_OK;
}

HRESULT InitVB(FLOAT angle, LPRECT rt, DWORD dwColor)
{
    
//float angle = (360*0.01)*nPercent;
    int nArea = angle / 45;

    
int nTriangles = nArea + 1;
    
int nPoints = nArea + 2;

    
// 规定中心点
    int ndivX = (rt->right - rt->left)>>1;
    
int ndivY = (rt->bottom - rt->top)>>1;

    
// 默认的赋值
    CUSTOMVERTEX pVerteics[] = 
    {
            {ndivX,        ndivY,        
00.f, dwColor}, // 1
            {ndivX,        rt->top,    00.f, dwColor}, // 2
            {rt->left,    rt->top,    00.f, dwColor}, // 3
            {rt->left,    ndivY,        00.f, dwColor}, // 4
            {rt->left,    rt->bottom,    00.f, dwColor}, // 5
            {ndivX,        rt->bottom, 00.f, dwColor}, // 6
            {rt->right,    rt->bottom,    00.f, dwColor}, // 7
            {rt->right, ndivY,        00.f, dwColor}, // 8
            {rt->right, rt->top,    00.f, dwColor}, // 9
            {ndivX,        rt->top,    00.f, dwColor}, // 2
    };

    
int leave_angle = (int)angle % 45;
    
if (!leave_angle)
    {
        nTriangles 
-= 1;
    }
    
// 计算此时秒针的向量
    D3DXVECTOR2    v =  *(D3DXVECTOR2 *)(pVerteics+nTriangles);
    D3DXVECTOR2 v2 
= *(D3DXVECTOR2 *)(pVerteics+nPoints);
    D3DXVECTOR2 nor 
= *(D3DXVECTOR2 *)(pVerteics);
    D3DXVECTOR2 vResult;

    
if ((angle!=45)||(angle!=225))
    {
        D3DXVECTOR2 vDummy1 
= v - nor;
        D3DXVECTOR2 vDummy2 
= v2- nor;
        
//D3DXVec2Lerp(&vResult, &vDummy1, &vDummy2, leave_angle);
        switch (nArea)
        {
        
case 0:
            vResult.y 
= 0;
            vResult.x 
= ndivX - ndivY*tanf((leave_angle)*D3DX_PI/180);
            
break;
        
case 1:
            vResult.x 
= rt->left;
            vResult.y 
= ndivY - ndivX*tanf((45-leave_angle)*D3DX_PI/180);
            
break;
        
case 2:
            vResult.x 
= rt->left;
            vResult.y 
= ndivY + ndivX*tanf((leave_angle)*D3DX_PI/180);
            
break;
        
case 3:
            vResult.y 
= rt->bottom;
            vResult.x 
= ndivX - ndivY*tanf((45-leave_angle)*D3DX_PI/180);
            
break;
        
case 4:
            vResult.y 
= rt->bottom;
            vResult.x 
= ndivX + ndivY*tanf((leave_angle)*D3DX_PI/180);
            
break;
        
case 5:
            vResult.x 
= rt->right;
            vResult.y 
= ndivY + ndivX*tanf((45-leave_angle)*D3DX_PI/180);
            
break;
        
case 6:
            vResult.x 
= rt->right;
            vResult.y 
= ndivY - ndivX*tanf((leave_angle)*D3DX_PI/180);
            
break;
        
case 7:
            vResult.x 
= ndivX + ndivY * tanf((45-leave_angle)*D3DX_PI/180);
            vResult.y 
= rt->top;
            
break;
        }
        
*(D3DXVECTOR2 *)(pVerteics+nPoints) = vResult;
    }
    
else
    {
        D3DXVec2Lerp(
&vResult, &v, &v2, leave_angle/45);
        
*(D3DXVECTOR2 *)(pVerteics+nPoints) = vResult;
    }

    
//g_pd3dDevice->CreateVertexBuffer((nPoints+1)*sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pVB, 0);
    
//void * pV;
    
//if (SUCCEEDED(g_pVB->Lock(0, 0, (void **)&pV, 0)))
    
//{
    
//    memcpy(pV, pVerteics, (nPoints+1)*sizeof(CUSTOMVERTEX));
    
//    g_pVB->Unlock();
    
//}

    g_pd3dDevice
->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    g_pd3dDevice
->SetRenderState(D3DRS_LIGHTING, FALSE);
    g_pd3dDevice
->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xffffffff1.f, 0);
    g_pd3dDevice
->BeginScene();
    
//g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
    
//g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, nTriangles, nPoints);
    g_pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,nTriangles,pVerteics,sizeof(CUSTOMVERTEX)); 
    g_pd3dDevice
->EndScene();
    g_pd3dDevice
->Present(0000);
    
return S_OK;
}

VOID Cleanup()
{
    
if (g_pVB)
    {
        g_pVB
->Release();
        g_pVB 
= 0;
    }

    
if (g_pd3dDevice)
    {
        g_pd3dDevice
->Release();
        g_pd3dDevice 
= 0;
    }

    
if (g_pd3d)
    {
        g_pd3d
->Release();
        g_pd3d 
= 0;
    }
}

int timeCounter = 0;
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    
switch( msg )
    {
    
case WM_CREATE:
        SetTimer(hWnd, 
125, NULL);
        
return 0;
    
case WM_DESTROY:
        
        Cleanup();
        PostQuitMessage( 
0 );
        
return 0;
    
case WM_TIMER:
        {
            timeCounter
++;
            timeCounter
%=360;
            RECT rt
= {00200200};
            InitVB(
360-timeCounter, &rt, 0xffff0000);
        }
        
return 0;
    }

    
return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    
// Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
        GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
        
"D3D Tutorial", NULL };
    RegisterClassEx( 
&wc );

    
// Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial""D3D Tutorial 05: Textures",
        WS_OVERLAPPEDWINDOW, 
100100, g_width, g_height,
        NULL, NULL, wc.hInstance, NULL );

    
// Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        
//// Create the scene geometry
        //if( SUCCEEDED( InitVB() ) )
        
//{
            
// Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            
// Enter the message loop
            MSG msg;
            ZeroMemory( 
&msg, sizeof(msg) );
            
while( msg.message!=WM_QUIT )
            {
                
if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                {

                }
            }
        
//}
    }

    UnregisterClass( 
"D3D Tutorial", wc.hInstance );
    
return 0;
}


Feedback

# re: 游戏技能冷却时间的图标绘制  回复  更多评论   

2009-04-23 17:10 by bo哥
excellent!

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