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CRenderer.cpp
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CRenderer.cpp
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#include "CRenderer.h"
using namespace std;
CRenderer::CRenderer() {
_render = 1;
}
bool CRenderer::initD3D() {
//Variables
fstream init;
D3DDISPLAYMODE disp;
UINT device;
string temp;
UINT mode;
//Création de l'objet DD8
_dd3d = Direct3DCreate8(D3D_SDK_VERSION);
if (!_dd3d) {
MessageBox(mainHwnd,"Erreur", "Impossible de créer l'objet DD3D", MB_OK);
return false;
}
//Recupère les modes depuis un fichier
init.open(file,ios::in);
if (init.fail()) {
MessageBox(NULL, "Impossible d'ouvrir le fichier", "erreur", MB_OK);
return false;
}
init >> device;
init >> mode;
init.close();
_dd3d->EnumAdapterModes(device, mode, &disp);
//Definition du backbuffer
parms.BackBufferCount = 1;
parms.BackBufferWidth = disp.Width;
parms.BackBufferHeight= disp.Height;
parms.BackBufferFormat = D3DFMT_A8R8G8B8;
//multisampling
parms.MultiSampleType = D3DMULTISAMPLE_NONE;
//Defition de la méthode de swaping
parms.SwapEffect = D3DSWAPEFFECT_FLIP;
//Rattachement de la fenêtre
parms.hDeviceWindow = mainHwnd;
//Mode fullscreen
parms.Windowed = false;
//depth buffer information
parms.EnableAutoDepthStencil = true ;
parms.AutoDepthStencilFormat = D3DFMT_D16 ;
//flags
parms.Flags = 0 ;
//rafraichissement et temps de présentation
parms.FullScreen_RefreshRateInHz = disp.RefreshRate ; //use mode's refresh rate
parms.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT ;
HRESULT hr;
hr = _dd3d->CreateDevice ( device , D3DDEVTYPE_HAL , mainHwnd , D3DCREATE_HARDWARE_VERTEXPROCESSING , &parms , &_dd3dInter ) ;
if ( FAILED ( hr ) )
{
//impossible de créer un device en HALL.. donc on essaie en REF
hr = _dd3d->CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_REF , mainHwnd , D3DCREATE_SOFTWARE_VERTEXPROCESSING , &parms , &_dd3dInter ) ;
if ( FAILED ( hr ) )
{
//Impossible de crééer en REF donc on quitte
MessageBox(NULL, "erreur", "erreur", MB_OK);
return false;
}
else
{
//on a reussi a le creer en REF, on sauvegarde cette information
_devType = D3DDEVTYPE_REF ;
}
}
else
{
//le device est créé en HAL, on sauvegarde cette information
_devType = D3DDEVTYPE_HAL ;
}
//Definition du viewport
_viewPort.X = 0;
_viewPort.Y = 0;
_viewPort.Height = disp.Height;
_viewPort.Width = disp.Width;
_viewPort.MinZ = 0.0f;
_viewPort.MaxZ = 1.0f;
if (FAILED(_dd3dInter->SetViewport(&_viewPort))){
MessageBox(NULL, "Impossible de créer le viewPort", "erreur", MB_OK);
return false;
}
//set vertex shader
_dd3dInter->SetVertexShader ( CUSTOM_VERTEX_FVF ) ;
//turn off lighting
_dd3dInter->SetRenderState ( D3DRS_LIGHTING , FALSE ) ;
//set render to wireframe
//_dd3dInter->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
_dd3dInter->SetRenderState (D3DRS_CLIPPING, false);
// active l'alpha testing
_dd3dInter->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
_dd3dInter->SetRenderState(D3DRS_ALPHAREF, 0x01);
_dd3dInter->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
// set scrolling to 0
//CGod::setWorld(*_tile);
loadMap();
return true;
}
bool CRenderer::loadMap() {
// chargement de la texture
POINT ms;
vertexCoord vect;
srand( (unsigned)time( NULL ) );
short alea;
//Chargement du texture set
_texture = new CTileSet("terreset1.bmp", parms.BackBufferFormat);
_units = new CTileSet("grunt.bmp", parms.BackBufferFormat);
short count = _texture->getCount();
// initialisation des vertex
CGos *temp;
for (int i = 0; i<MAPSIZE; i++)
for (int j = 0; j<MAPSIZE ; j++){
ms.x = i;
ms.y = j;
vect = tilePlotter(ms);
temp = new CGos(vect);
_tile[i][j]._current = temp;
alea = (short)((rand()%4)) ;
temp->setSurf(_texture->getTexture(alea));
temp = NULL;
}
CGod *grunt;
vertexCoord pos;
pos.x = 2;
pos.y = 2;
grunt = new CGod(pos);
grunt->setAnimeSet(_units);
_tile[0][0]._next = new CGoList();
_tile[0][0]._next->_current = grunt;
ptScreenAnchor.x = -TILEWIDTH*(MAPSIZE>>1);
ptScreenAnchor.y = -TILEHEIGHT*(MAPSIZE>>1);
return true;
}
void CRenderer::clearD3D() {
if (_texture) {
_texture->Destroy();
_texture = NULL;
}
if (_units) {
_units->Destroy();
_units = NULL;
}
if (_dd3d) {
_dd3d->Release();
_dd3d = NULL;
}
if (_dd3dInter)
{
_dd3dInter->Release();
_dd3dInter=NULL;
}
}
bool CRenderer::changeResolution(UINT mode) {
D3DDISPLAYMODE disp;
_dd3d->EnumAdapterModes(D3DADAPTER_DEFAULT, mode, &disp);
parms.BackBufferCount = 1;
parms.BackBufferWidth = disp.Width;
parms.BackBufferHeight= disp.Height;
parms.BackBufferFormat = disp.Format;
//multisampling
parms.MultiSampleType = D3DMULTISAMPLE_NONE;
//Defition de la méthode de swaping
parms.SwapEffect = D3DSWAPEFFECT_COPY;
//Rattachement de la fenêtre
parms.hDeviceWindow = mainHwnd;
//Mode fullscreen
parms.Windowed = false;
//depth buffer information
parms.EnableAutoDepthStencil = FALSE ;
parms.AutoDepthStencilFormat = D3DFMT_UNKNOWN ;
//flags
parms.Flags = 0 ;
//rafraichissement et temps de présentation
parms.FullScreen_RefreshRateInHz = disp.RefreshRate ; //use mode's refresh rate
parms.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
if (FAILED(_dd3dInter->Reset(&parms)))
return false;
return true;
}
void CRenderer::renderFrame(const RECT *src, const RECT *dest)
{
if (_render) {
// quelques variables nécessaires
POINT temp;
POINT topleft;
POINT bottomleft;
POINT bottomright;
POINT topright;
short alignX, alignY;
temp.x = 0;
temp.y = 0;
// on calcule la map position de chaque coin de l'écran
topleft = mouseMapper(temp);
temp.x = parms.BackBufferWidth;
topright = mouseMapper(temp);
temp.y = parms.BackBufferHeight;
bottomright = mouseMapper(temp);
temp.x = 0;
bottomleft = mouseMapper(temp);
// on aligne chaque coin s'ils le sont pas
alignX = topleft.x-topright.x;
alignY = topleft.y-topright.y;
alignX+=alignY;
topright.y+=alignX;
alignX = bottomright.x-topright.x;
alignY = bottomright.y-topright.y;
alignX-=alignY;
bottomright.y+=alignX;
for (int i =0; i<3; i++) {
tileWalker(&topleft,ISO_NORTHWEST);
tileWalker(&topright,ISO_NORTHEAST);
tileWalker(&bottomright, ISO_SOUTHEAST);
tileWalker(&bottomleft, ISO_SOUTHWEST);
}
_dd3dInter->Clear(0 , NULL , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , D3DCOLOR_XRGB ( 0, 0 , 0 ) , 1.0f, 0 );
temp = topleft;
short rowCount=0;
// pointeurs pour parcourir la liste, récupérer l'entrée et la convertir en objet graphique convenable
CGo* toDraw = NULL;
CGos* toDrawCGos = NULL;
CGod* toDrawCGod = NULL;
CGoList* parse = NULL;
for (;;) {
for (;;) {
if ((temp.x>=0 && temp.y>=0) && (temp.x<MAPSIZE && temp.y<MAPSIZE)) {
parse = &_tile[temp.x][temp.y];
while (parse){
toDraw = parse->_current;
switch(toDraw->getType()){
case 0: {
toDrawCGos = (CGos*)toDraw;
toDrawCGos->render(ptScreenAnchor);
toDrawCGos = NULL;
}
break;
case 1: {
toDrawCGod = (CGod*)toDraw;
toDrawCGod->render(ptScreenAnchor, false);
toDrawCGod = NULL;
}
break;
}
parse = parse->_next;
}
}
tileWalker(&temp, ISO_EAST);
if((temp.x == topright.x) && (temp.y == topright.y))
break;
}
if (rowCount%2 == 0) {
tileWalker(&topleft, ISO_SOUTHEAST);
tileWalker(&topright, ISO_SOUTHEAST);
}
else {
tileWalker(&topleft, ISO_SOUTHWEST);
tileWalker(&topright, ISO_SOUTHWEST);
}
rowCount++;
if (((topleft.x == bottomleft.x+1)&&(topleft.y == bottomleft.y+1)) || ((topright.x == bottomright.x+1)&&(topright.y == bottomright.y+1)))
break;
temp = topleft;
}
toDraw = NULL;
if (_dd3dInter->Present(src, dest, mainHwnd, NULL)==D3DERR_DEVICELOST)
{
while (_dd3dInter->TestCooperativeLevel()==D3DERR_DEVICELOST);
if (_dd3dInter->TestCooperativeLevel()==D3DERR_DEVICENOTRESET)
_dd3dInter->Reset(&parms);
else PostQuitMessage(0);
}
_render=0;
}
}
vertexCoord CRenderer::tilePlotter(POINT mouse){
vertexCoord retour;
retour.x = (TILEWIDTH >> 1)*(mouse.x - mouse.y + MAPSIZE);
retour.y = (TILEHEIGHT >> 1)*(mouse.x + mouse.y +1);
return retour;
}
void CRenderer::tileWalker(POINT* depart, short dir) {
switch(dir) {
case (ISO_NORTH):
{
depart->y-=1;
depart->x-=1;
}
break;
case (ISO_SOUTH):
{
depart->y++;
depart->x++;
}
break;
case (ISO_EAST):
{
depart->x++;
depart->y--;
}
break;
case (ISO_WEST):
{
depart->x-=1;
depart->y++;
}
break;
case (ISO_SOUTHEAST):
{
depart->x++;
}
break;
case (ISO_SOUTHWEST) :
{
depart->y++;
}
break;
case (ISO_NORTHWEST):
{
depart->x--;
}
break;
case (ISO_NORTHEAST):
{
depart->y--;
}
break;
}
}
POINT CRenderer::mouseMapper(POINT mouse) {
mouse.x-= ptScreenAnchor.x;
mouse.y-= ptScreenAnchor.y;
POINT retour;
POINT temp;
retour.x = 0;
retour.y = 0;
temp.x = 0;
temp.y = 0;
vertexCoord origine = tilePlotter(retour);
temp.x = mouse.x - origine.x;
temp.y = mouse.y - origine.y+(TILEHEIGHT>>1);
retour.x = temp.y +(temp.x>>1);
retour.y =temp.y -(temp.x>>1);
retour.x =retour.x/TILEHEIGHT;
retour.y =retour.y/TILEHEIGHT;
if (retour.x>=0 && retour.y >=0 && retour.x<MAPSIZE && retour.y<MAPSIZE){
CGos* temp = (CGos*)_tile[retour.x][retour.y]._current;
temp->setColor(D3DCOLOR_XRGB(255, 0, 0));
}
return retour;
}
CRenderer::~CRenderer() {
clearD3D();
}