#include "..\..\GameEngine\GameEngine_Common.h"
#include "LODTerrain.h"
#include "Frustum.h"
#include "Camera.h"
CLODTerrain::CLODTerrain(LPDIRECT3DDEVICE9 pd3dDevice,bool bUseHeightFile){
m_pd3dDevice=pd3dDevice;
m_pFrustum=new CFrustum();
m_iTerrainSize=1024;
m_pbQuadMat=new bool[(m_iTerrainSize+1)*(m_iTerrainSize+1)];
m_fHeightScale=1.0f;
m_pucHeightData=new unsigned char[(m_iTerrainSize+1)*(m_iTerrainSize+1)];
m_fResolution=5.0f;
m_fHeightDetail=8.0f;
m_iTexMapRepeatNum=10;
m_bUseHeightFile=bUseHeightFile;
}
CLODTerrain::~CLODTerrain(){
delete[] m_pbQuadMat;
delete[] m_pucHeightData;
if(m_pVertexBuffer!=NULL){
m_pVertexBuffer->Release();
m_pVertexBuffer=NULL;
}
if(m_pTexture!=NULL){
m_pTexture->Release();
m_pTexture=NULL;
}
}
bool CLODTerrain::InitTerrain(TCHAR* szHeightFile,TCHAR* szTextureFile){
if(m_bUseHeightFile){
if(!InitTerrainByFile(szHeightFile,szTextureFile)){
return false;
}
}
else{
if(!InitTerrainByFun(szTextureFile)){
return false;
}
}
return true;
}
bool CLODTerrain::InitTerrainByFun(char* szTextureFile){
if(!InitQuadMat())
return false;
if(!InitVertexBuf())
return false;
if(FAILED(D3DXCreateTextureFromFile(m_pd3dDevice,szTextureFile,&m_pTexture)))
return false;
return true;
}
bool CLODTerrain::InitTerrainByFile(TCHAR* szHeightFile,TCHAR* szTextureFile){
m_bUseHeightFile=true;
if(!InitQuadMat())
return false;
if(!InitVertexBuf())
return false;
if(!LoadHeightData(szHeightFile))
return false;
if(FAILED(D3DXCreateTextureFromFile(m_pd3dDevice,szTextureFile,&m_pTexture)))
return false;
return true;
}
bool CLODTerrain::InitQuadMat(){
if(!m_pbQuadMat){
MessageBox(NULL,"创建地形标志数组内存不足","提示",0);
return false;
}
for(int x=0;x<=m_iTerrainSize;x++){
for(int z=0;z<=m_iTerrainSize;z++){
SetQuadMatData(x,z,false);
}
}
return true;
}
bool CLODTerrain::InitVertexBuf(){
if(FAILED(m_pd3dDevice->CreateVertexBuffer(10*sizeof(CUSTOMVERTEX),0,CUSTOMVERTEX_FVF,
D3DPOOL_MANAGED,&m_pVertexBuffer,NULL))){
MessageBox(NULL,"创建顶点缓冲区失败","提示",0);
return false;
}
return true;
}
bool CLODTerrain::LoadHeightData(TCHAR* szFileName){
FILE* pFile;
pFile=fopen(szFileName,"rb");
if(!pFile){
return false;
}
if(!m_pucHeightData){
MessageBox(NULL,"创建地形数据内存不足","提示",0);
}
fread(m_pucHeightData,1,(m_iTerrainSize+1)*(m_iTerrainSize+1),pFile);
fclose(pFile);
return true;
}
float CLODTerrain::GenerateHeightData(float x,float z){
return 8*sinf(x)*cosf(z/10)+1.0f;
}
bool CLODTerrain::GetQuadMatData(int x,int z){
return m_pbQuadMat[m_iTerrainSize*z+x];
}
void CLODTerrain::SetQuadMatData(int x,int z,bool b){
if(x>=0 && x<=m_iTerrainSize && z>=0 && z<=m_iTerrainSize){
m_pbQuadMat[m_iTerrainSize*z+x]=b;
}
}
void CLODTerrain::TrimNodeSplit(int iX,int iZ,int iNodeLength){ //去除不合法的分割
int iChildNodeOffset=iNodeLength/4;
int iChildNodeLength=iNodeLength/2;
if(iNodeLength>=4 && GetQuadMatData(iX,iZ)==true){
if((iX+iNodeLength)<=m_iTerrainSize && GetQuadMatData(iX+iNodeLength,iZ)==false){
SetChildNodeFalse(iX+iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
SetChildNodeFalse(iX+iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
}
if((iZ-iNodeLength)>=0 && GetQuadMatData(iX,iZ-iNodeLength)==false){
SetChildNodeFalse(iX-iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
SetChildNodeFalse(iX+iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
}
if((iX-iNodeLength)>=0 && GetQuadMatData(iX-iNodeLength,iZ)==false){
SetChildNodeFalse(iX-iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
SetChildNodeFalse(iX-iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
}
if((iZ+iNodeLength)<=m_iTerrainSize && GetQuadMatData(iX,iZ+iNodeLength)==false){
SetChildNodeFalse(iX-iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
SetChildNodeFalse(iX+iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
}
TrimNodeSplit(iX+iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
TrimNodeSplit(iX+iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
TrimNodeSplit(iX-iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
TrimNodeSplit(iX-iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
}
else if(GetQuadMatData(iX,iZ)==false){
SetChildNodeFalse(iX,iZ,iNodeLength);
}
}
void CLODTerrain::SetChildNodeFalse(int iX,int iZ,int iNodeLength){
int iChildNodeOffset=iNodeLength/4;
int iChildNodeLength=iNodeLength/2;
SetQuadMatData(iX,iZ,false);
if(iNodeLength>=4){
SetChildNodeFalse(iX+iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
SetChildNodeFalse(iX+iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
SetChildNodeFalse(iX-iChildNodeOffset,iZ-iChildNodeOffset,iChildNodeLength);
SetChildNodeFalse(iX-iChildNodeOffset,iZ+iChildNodeOffset,iChildNodeLength);
}
}
void CLODTerrain::UpdateTerrain(CCamera* pCamera){
SplitNode(m_iTerrainSize/2.0f,m_iTerrainSize/2.0f,m_iTerrainSize,pCamera);
TrimNodeSplit(m_iTerrainSize/2,m_iTerrainSize/2,m_iTerrainSize);
}
void CLODTerrain::Render(){
m_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0);
m_pd3dDevice->SetRenderState(D3DRS_LIGHTING,false);
// m_pd3dDevice->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);
// m_pd3dDevice->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);
m_pd3dDevice->SetFVF(CUSTOMVERTEX_FVF);
// m_pd3dDevice->SetTexture(0,m_pTexture);
m_pd3dDevice->BeginScene();
RenderNode(m_iTerrainSize/2.0f,m_iTerrainSize/2.0f,m_iTerrainSize);
m_pd3dDevice->EndScene();
m_pd3dDevice->Present(NULL,NULL,NULL,NULL);
}
void CLODTerrain::SplitNode(float x,float z,int iNodeLength,CCamera* pCamera){
int iX=(int)x;
int iZ=(int)z;
float y;
if(!m_bUseHeightFile)
y=m_pucHeightData[iZ*m_iTerrainSize+iX]*m_fHeightScale; //该点的高度
else
y=GenerateHeightData(x,z)*m_fHeightScale;
float fCameraDistance;
float fRule;
bool bSplit;
int iChildNodeLength;
float fChildNodeOffset;
//节点不在视截体内,设置标志后返回
m_pFrustum->GetFrustum(m_pd3dDevice,0.0f);
if(m_pFrustum->CheckCube(x,y,z,(float)iNodeLength))
m_pbQuadMat[m_iTerrainSize*iZ+iX]=true;
else{
m_pbQuadMat[m_iTerrainSize*iZ+iX]=false;
return;
}
//距离检测
D3DXVECTOR3* pCameraPos=NULL;
pCameraPos=pCamera->GetCameraPos();
fCameraDistance=(float)(fabs(pCameraPos->x-x)+
fabs(pCameraPos->y-y)+
fabs(pCameraPos->z-z));
//变形幅度估值
if(m_bUseHeightFile==true){
int iVertexOffset=iNodeLength>>1;
int iChildNodeLength=iVertexOffset>>1;
float fArrayHeightEva[9];
fArrayHeightEva[0]=m_pucHeightData[m_iTerrainSize*iZ+iX]*m_fHeightScale;
fArrayHeightEva[1]=m_pucHeightData[m_iTerrainSize*iZ+(iX+iVertexOffset)]*m_fHeightScale;
fArrayHeightEva[2]=m_pucHeightData[m_iTerrainSize*(iZ-iVertexOffset)+iX]*m_fHeightScale;
fArrayHeightEva[3]=m_pucHeightData[m_iTerrainSize*iZ+(iX-iVertexOffset)]*m_fHeightScale;
fArrayHeightEva[4]=m_pucHeightData[m_iTerrainSize*(iZ+iVertexOffset)+iX]*m_fHeightScale;
fArrayHeightEva[5]=m_pucHeightData[m_iTerrainSize*(iZ+iChildNodeLength)+(iX+iChildNodeLength)]*m_fHeightScale;
fArrayHeightEva[6]=m_pucHeightData[m_iTerrainSize*(iZ-iChildNodeLength)+(iX+iChildNodeLength)]*m_fHeightScale;
fArrayHeightEva[7]=m_pucHeightData[m_iTerrainSize*(iZ-iChildNodeLength)+(iX-iChildNodeLength)]*m_fHeightScale;
fArrayHeightEva[8]=m_pucHeightData[m_iTerrainSize*(iZ+iChildNodeLength)+(iX-iChildNodeLength)]*m_fHeightScale;
float fMaxHeight=fArrayHeightEva[0];
float fMinHeight=fArrayHeightEva[0];
for(int i=1;i<9;i++){
if(fArrayHeightEva[i]>fMaxHeight)
fMaxHeight=fArrayHeightEva[i];
if(fArrayHeightEva[i]<fMinHeight)
fMinHeight=fArrayHeightEva[i];
}
float fHeightDiff=fMaxHeight-fMinH
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vc++游戏编程源码.rar (853个子文件)
Game.aps 17KB
wall.bmp 402KB
chess.bmp 275KB
chess.bmp 275KB
Tiny_skin.bmp 192KB
Tiny_skin.bmp 192KB
tiger.bmp 65KB
floor.bmp 48KB
floor.bmp 48KB
floor.bmp 48KB
grass.bmp 48KB
gun.bmp 47KB
gunmask.bmp 47KB
gun.bmp 47KB
ground.bmp 42KB
sphere.bmp 42KB
front.bmp 42KB
left.bmp 42KB
floor.bmp 32KB
sky.bmp 32KB
floor.bmp 32KB
floor.bmp 32KB
particle.bmp 28KB
particleAlpha.bmp 28KB
LODTerrain.cpp 42KB
LODTerrain.cpp 41KB
SkinMesh.cpp 17KB
main.cpp 16KB
GameEngine_SceneManager.cpp 11KB
main.cpp 10KB
TextureCone.cpp 9KB
main.cpp 9KB
AlphaBlend.cpp 9KB
main.cpp 9KB
GameEngine_Input.cpp 8KB
GameEngine_Input.cpp 8KB
main.cpp 8KB
main.cpp 8KB
main.cpp 8KB
main.cpp 7KB
Cube.cpp 6KB
LightMaterial.cpp 6KB
main.cpp 6KB
main.cpp 6KB
GameEngine_Particle.cpp 6KB
GameEngine_Sound.cpp 6KB
TransparentBlend.cpp 6KB
BasicXFile.cpp 5KB
Frustum.cpp 5KB
Frustum.cpp 5KB
TextureAddress.cpp 5KB
Shoot.cpp 4KB
HandleJoystick.cpp 4KB
HandleMouse.cpp 4KB
main.cpp 4KB
GameEngine_EnergyBar.cpp 3KB
main.cpp 3KB
Triangle.cpp 3KB
SampleWindow.cpp 3KB
GameEngine_Camera.cpp 3KB
main.cpp 3KB
main.cpp 3KB
main.cpp 3KB
main.cpp 3KB
GameEngine_Font.cpp 3KB
Camera.cpp 3KB
main.cpp 2KB
Camera.cpp 2KB
GameEngine_light.cpp 2KB
main.cpp 2KB
main.cpp 2KB
HandleKey.cpp 2KB
main.cpp 2KB
main.cpp 2KB
main.cpp 2KB
GameEngine_VertexBuffer.cpp 2KB
main.cpp 2KB
GameEngine_Material.cpp 2KB
main.cpp 2KB
GameEngine_App.cpp 2KB
SimpleMap.cpp 2KB
GameEngine_App.cpp 1KB
main.cpp 1KB
main.cpp 1KB
GameEngine_Timer.cpp 1KB
GameEngine_Texture.cpp 1KB
main.cpp 948B
main.cpp 922B
main.cpp 893B
main.cpp 854B
main.cpp 799B
main.cpp 764B
main.cpp 742B
main.cpp 596B
main.cpp 531B
main.cpp 515B
main.cpp 471B
main.cpp 452B
main.cpp 452B
main.cpp 445B
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