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graphic-directx-game-11-SphereCylTex-SphereCylDemo.cpp / cpp



  //=============================================================================
  // SphereCylDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
  //
  // Demonstrates how to generate texture coordinates for sphere and
  // cylinder.
  //
  // Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to 
  //           alter the height of the camera.
  //=============================================================================
  
  include <d3dApp.h>
  include <DirectInput.h>
  include <crtdbg.h>
  include <GfxStats.h>
  include <list>
  include <Vertex.h>
  
  class SphereCylDemo : public D3DApp
  {
  public:
          SphereCylDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
          ~SphereCylDemo();
  
          bool checkDeviceCaps();
          void onLostDevice();
          void onResetDevice();
          void updateScene(float dt);
          void drawScene();
  
          // Helper methods
          void buildGeoBuffers();
          void buildFX();
          void buildViewMtx();
          void buildProjMtx();
  
          void drawGrid();
          void drawCylinders();
          void drawSpheres();
  
          enum AXIS
          {
                  X_AXIS,
                  Y_AXIS,
                  Z_AXIS
          };
  
          void genSphericalTexCoords();
          void genCylTexCoords(AXIS axis);
  
  private:
          GfxStats* mGfxStats;
  
          DWORD mNumGridVertices;
          DWORD mNumGridTriangles;
  
          ID3DXMesh* mCylinder;
          ID3DXMesh* mSphere;
  
          IDirect3DVertexBuffer9* mVB;
          IDirect3DIndexBuffer9*  mIB;
  
          IDirect3DTexture9* mSphereTex;
          IDirect3DTexture9* mCylTex;
          IDirect3DTexture9* mGridTex;
  
          ID3DXEffect* mFX;
          D3DXHANDLE   mhTech;
          D3DXHANDLE   mhWVP;
          D3DXHANDLE   mhWorldInvTrans;
          D3DXHANDLE   mhAmbientLight;
          D3DXHANDLE   mhDiffuseLight;
          D3DXHANDLE   mhSpecLight;
          D3DXHANDLE   mhLightVecW;
          D3DXHANDLE   mhAmbientMtrl;
          D3DXHANDLE   mhDiffuseMtrl;
          D3DXHANDLE   mhSpecMtrl;
          D3DXHANDLE   mhSpecPower;
          D3DXHANDLE   mhEyePos;
          D3DXHANDLE   mhWorld;
          D3DXHANDLE   mhTex;
  
          D3DXCOLOR   mAmbientLight;
          D3DXCOLOR   mDiffuseLight;
          D3DXCOLOR   mSpecLight;
          D3DXVECTOR3 mLightVecW;
  
          Mtrl  mGridMtrl;
          Mtrl  mCylinderMtrl;
          Mtrl  mSphereMtrl;
  
          float mCameraRotationY;
          float mCameraRadius;
          float mCameraHeight;
  
          D3DXMATRIX mView;
          D3DXMATRIX mProj;
  };
  
  int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
                                     PSTR cmdLine, int showCmd)
  {
          // Enable run-time memory check for debug builds.
          #if defined(DEBUG) | defined(_DEBUG)
                  _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
          #endif
  
          SphereCylDemo app(hInstance, "Sphere-Cyl-Tex Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
          gd3dApp = &app;
  
          DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
          gDInput = &di;
  
      return gd3dApp->run();
  }
  
  SphereCylDemo::SphereCylDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
  : D3DApp(hInstance, winCaption, devType, requestedVP)
  {
          if(!checkDeviceCaps())
          {
                  MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
                  PostQuitMessage(0);
          }
  
          InitAllVertexDeclarations();
  
          mGfxStats = new GfxStats();
  
          mCameraRadius    = 50.0f;
          mCameraRotationY = 1.2 * D3DX_PI;
          mCameraHeight    = 20.0f;
  
          mAmbientLight   = WHITE;
          mDiffuseLight   = WHITE;
          mSpecLight      = WHITE;
          mLightVecW      = D3DXVECTOR3(0.0, 0.0f, -1.0f);
  
          mGridMtrl     = Mtrl(WHITE*0.7f, WHITE, WHITE*0.5f, 16.0f);
          mCylinderMtrl = Mtrl(WHITE*0.4f, WHITE, WHITE*0.8f, 8.0f);
          mSphereMtrl   = Mtrl(WHITE*0.4f, WHITE, WHITE*0.8f, 8.0f);
  
          HR(D3DXCreateCylinder(gd3dDevice, 1.0f, 1.0f, 6.0f, 20, 20, &mCylinder, 0));
          HR(D3DXCreateSphere(gd3dDevice, 1.0f, 20, 20, &mSphere, 0));
  
          genSphericalTexCoords();
          genCylTexCoords(Z_AXIS);
  
          HR(D3DXCreateTextureFromFile(gd3dDevice, "marble.bmp", &mSphereTex));
          HR(D3DXCreateTextureFromFile(gd3dDevice, "stone2.dds", &mCylTex));
          HR(D3DXCreateTextureFromFile(gd3dDevice, "ground0.dds", &mGridTex));
  
          buildGeoBuffers();
          buildFX();
  
          // If you look at the drawCylinders and drawSpheres functions, you see
          // that we draw 14 cylinders and 14 spheres.
          int numCylVerts    = mCylinder->GetNumVertices() * 14;
          int numSphereVerts = mSphere->GetNumVertices()   * 14;
          int numCylTris     = mCylinder->GetNumFaces()    * 14;
          int numSphereTris  = mSphere->GetNumFaces()      * 14;
  
          mGfxStats->addVertices(mNumGridVertices);
          mGfxStats->addVertices(numCylVerts);
          mGfxStats->addVertices(numSphereVerts);
          mGfxStats->addTriangles(mNumGridTriangles);
          mGfxStats->addTriangles(numCylTris);
          mGfxStats->addTriangles(numSphereTris);
  
          onResetDevice();
  }
  
  SphereCylDemo::~SphereCylDemo()
  {
          delete mGfxStats;
          ReleaseCOM(mVB);
          ReleaseCOM(mIB);
          ReleaseCOM(mFX);
          ReleaseCOM(mCylinder);
          ReleaseCOM(mSphere);
          ReleaseCOM(mSphereTex);
          ReleaseCOM(mCylTex);
          ReleaseCOM(mGridTex);
  
          DestroyAllVertexDeclarations();
  }
  
  bool SphereCylDemo::checkDeviceCaps()
  {
          D3DCAPS9 caps;
          HR(gd3dDevice->GetDeviceCaps(&caps));
  
          // Check for vertex shader version 2.0 support.
          if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) )
                  return false;
  
          // Check for pixel shader version 2.0 support.
          if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) )
                  return false;
  
          return true;
  }
  
  void SphereCylDemo::onLostDevice()
  {
          mGfxStats->onLostDevice();
          HR(mFX->OnLostDevice());
  }
  
  void SphereCylDemo::onResetDevice()
  {
          mGfxStats->onResetDevice();
          HR(mFX->OnResetDevice());
  
          // The aspect ratio depends on the backbuffer dimensions, which can 
          // possibly change after a reset.  So rebuild the projection matrix.
          buildProjMtx();
  }
  
  void SphereCylDemo::updateScene(float dt)
  {
          mGfxStats->update(dt);
  
          // Get snapshot of input devices.
          gDInput->poll();
  
          // Check input.
          if( gDInput->keyDown(DIK_W) )         
                  mCameraHeight   += 25.0f * dt;
          if( gDInput->keyDown(DIK_S) )         
                  mCameraHeight   -= 25.0f * dt;
  
          // Divide to make mouse less sensitive. 
          mCameraRotationY += gDInput->mouseDX() / 100.0f;
          mCameraRadius    += gDInput->mouseDY() / 25.0f;
  
          // If we rotate over 360 degrees, just roll back to 0
          if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI ) 
                  mCameraRotationY = 0.0f;
  
          // Don't let radius get too small.
          if( mCameraRadius < 5.0f )
                  mCameraRadius = 5.0f;
  
          // The camera position/orientation relative to world space can 
          // change every frame based on input, so we need to rebuild the
          // view matrix every frame with the latest changes.
          buildViewMtx();
  }
  
  void SphereCylDemo::drawScene()
  {
          // Clear the backbuffer and depth buffer.
          HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));
  
          HR(gd3dDevice->BeginScene());
  
          // Setup the rendering FX
          HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecLight, &mSpecLight, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
   
          // Begin passes.
          UINT numPasses = 0;
          HR(mFX->Begin(&numPasses, 0));
          for(UINT i = 0; i < numPasses; ++i)
          {
                  HR(mFX->BeginPass(i));
  
                  drawGrid();
                  drawCylinders();
                  drawSpheres();
  
                  HR(mFX->EndPass());
          }
          HR(mFX->End());
  
          
          mGfxStats->display();
  
          HR(gd3dDevice->EndScene());
  
          // Present the backbuffer.
          HR(gd3dDevice->Present(0, 0, 0, 0));
  }
   
  void SphereCylDemo::buildGeoBuffers()
  {
          std::vector<D3DXVECTOR3> verts;
          std::vector<DWORD> indices;
  
          GenTriGrid(100, 100, 1.0f, 1.0f, 
                  D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices);
  
          // Save vertex count and triangle count for DrawIndexedPrimitive arguments.
          mNumGridVertices  = 100*100;
          mNumGridTriangles = 99*99*2;
  
          // Obtain a pointer to a new vertex buffer.
          HR(gd3dDevice->CreateVertexBuffer(mNumGridVertices * sizeof(VertexPNT), 
                  D3DUSAGE_WRITEONLY,        0, D3DPOOL_MANAGED, &mVB, 0));
  
          // Now lock it to obtain a pointer to its internal data, and write the
          // grid's vertex data.
          VertexPNT* v = 0;
          HR(mVB->Lock(0, 0, (void**)&v, 0));
  
          float texScale = 0.2f;
          for(int i = 0; i < 100; ++i)
          {
                  for(int j = 0; j < 100; ++j)
                  {
                          DWORD index = i * 100 + j;
                          v[index].pos    = verts[index];
                          v[index].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
                          v[index].tex0 = D3DXVECTOR2((float)j, (float)i) * texScale;
                  }
          }
  
          HR(mVB->Unlock());
  
          // Obtain a pointer to a new index buffer.
          HR(gd3dDevice->CreateIndexBuffer(mNumGridTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY,
                  D3DFMT_INDEX16, D3DPOOL_MANAGED, &mIB, 0));
  
          // Now lock it to obtain a pointer to its internal data, and write the
          // grid's index data.
  
          WORD* k = 0;
          HR(mIB->Lock(0, 0, (void**)&k, 0));
  
          for(DWORD i = 0; i < mNumGridTriangles*3; ++i)
                  k[i] = (WORD)indices[i];
  
          HR(mIB->Unlock());
  }
  
  void SphereCylDemo::buildFX()
  {
          // Create the FX from a .fx file.
          ID3DXBuffer* errors = 0;
          HR(D3DXCreateEffectFromFile(gd3dDevice, "dirLightTex.fx", 
                  0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
          if( errors )
                  MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
  
          // Obtain handles.
          mhTech           = mFX->GetTechniqueByName("DirLightTexTech");
          mhWVP            = mFX->GetParameterByName(0, "gWVP");
          mhWorldInvTrans  = mFX->GetParameterByName(0, "gWorldInvTrans");
          mhEyePos         = mFX->GetParameterByName(0, "gEyePosW");
          mhWorld          = mFX->GetParameterByName(0, "gWorld");
          mhAmbientLight   = mFX->GetParameterByName(0, "gAmbientLight");
          mhDiffuseLight   = mFX->GetParameterByName(0, "gDiffuseLight");
          mhSpecLight      = mFX->GetParameterByName(0, "gSpecularLight");
          mhLightVecW      = mFX->GetParameterByName(0, "gLightVecW");
          mhAmbientMtrl    = mFX->GetParameterByName(0, "gAmbientMtrl");
          mhDiffuseMtrl    = mFX->GetParameterByName(0, "gDiffuseMtrl");
          mhSpecMtrl       = mFX->GetParameterByName(0, "gSpecularMtrl");
          mhSpecPower      = mFX->GetParameterByName(0, "gSpecularPower");
          mhTex            = mFX->GetParameterByName(0, "gTex");
  }
  
  void SphereCylDemo::buildViewMtx()
  {
          float x = mCameraRadius * cosf(mCameraRotationY);
          float z = mCameraRadius * sinf(mCameraRotationY);
          D3DXVECTOR3 pos(x, mCameraHeight, z);
          D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
          D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
          D3DXMatrixLookAtLH(&mView, &pos, &target, &up);
  
          HR(mFX->SetValue(mhEyePos, &pos, sizeof(D3DXVECTOR3)));
  }
  
  void SphereCylDemo::buildProjMtx()
  {
          float w = (float)md3dPP.BackBufferWidth;
          float h = (float)md3dPP.BackBufferHeight;
          D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
  }
  
  void SphereCylDemo::drawGrid()
  {
          HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPNT)));
          HR(gd3dDevice->SetIndices(mIB));
          HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
  
          D3DXMATRIX W, WIT;
          D3DXMatrixIdentity(&W);
          D3DXMatrixInverse(&WIT, 0, &W);
          D3DXMatrixTranspose(&WIT, &WIT);
          HR(mFX->SetMatrix(mhWorld, &W));
          HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
          HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
  
          HR(mFX->SetValue(mhAmbientMtrl, &mGridMtrl.ambient, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseMtrl, &mGridMtrl.diffuse, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecMtrl, &mGridMtrl.spec, sizeof(D3DXCOLOR)));
          HR(mFX->SetFloat(mhSpecPower, mGridMtrl.specPower));
  
          HR(mFX->SetTexture(mhTex, mGridTex));
  
          HR(mFX->CommitChanges());
          HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles));
  }
  
  void SphereCylDemo::drawCylinders()
  {
          HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAP_U));
  
          D3DXMATRIX T, R, W, WIT;
  
          D3DXMatrixRotationX(&R, -D3DX_PI*0.5f);
  
          HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR)));
          HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower));
  
          HR(mFX->SetTexture(mhTex, mCylTex));
          for(int z = -30; z <= 30; z+= 10)
          {
                  D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z);
                  W = R*T;
                  D3DXMatrixInverse(&WIT, 0, &W);
                  D3DXMatrixTranspose(&WIT, &WIT);
  
                  HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
                  HR(mFX->SetMatrix(mhWorld, &W));
                  HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
                  HR(mFX->CommitChanges());
                  HR(mCylinder->DrawSubset(0));
  
                  D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z);
                  W = R*T;
                  D3DXMatrixInverse(&WIT, 0, &W);
                  D3DXMatrixTranspose(&WIT, &WIT);
  
                  HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
                  HR(mFX->SetMatrix(mhWorld, &W));
                  HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
                  HR(mFX->CommitChanges());
                  HR(mCylinder->DrawSubset(0));
          }
          // Disable.
          HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0));
  }
  
  void SphereCylDemo::drawSpheres()
  {
          HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAP_U));
  
          D3DXMATRIX W, WIT;
  
          HR(mFX->SetValue(mhAmbientMtrl, &mSphereMtrl.ambient, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseMtrl, &mSphereMtrl.diffuse, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecMtrl, &mSphereMtrl.spec, sizeof(D3DXCOLOR)));
          HR(mFX->SetFloat(mhSpecPower, mSphereMtrl.specPower));
  
          HR(mFX->SetTexture(mhTex, mSphereTex));
          for(int z = -30; z <= 30; z+= 10)
          {
                  D3DXMatrixTranslation(&W, -10.0f, 7.5f, (float)z);
                  D3DXMatrixInverse(&WIT, 0, &W);
                  D3DXMatrixTranspose(&WIT, &WIT);
  
                  HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
                  HR(mFX->SetMatrix(mhWorld, &W));
                  HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
                  HR(mFX->CommitChanges());
                  HR(mSphere->DrawSubset(0));
  
                  D3DXMatrixTranslation(&W, 10.0f, 7.5f, (float)z);
                  D3DXMatrixInverse(&WIT, 0, &W);
                  D3DXMatrixTranspose(&WIT, &WIT);
  
                  HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
                  HR(mFX->SetMatrix(mhWorld, &W));
                  HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
                  HR(mFX->CommitChanges());
                  HR(mSphere->DrawSubset(0));
          }
          // Disable.
          HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0));
  
  }
  
  void SphereCylDemo::genSphericalTexCoords()
  {
          // D3DXCreate* functions generate vertices with position 
          // and normal data.  But for texturing, we also need
          // tex-coords.  So clone the mesh to change the vertex
          // format to a format with tex-coords.
  
          D3DVERTEXELEMENT9 elements[64];
          UINT numElements = 0;
          VertexPNT::Decl->GetDeclaration(elements, &numElements);
  
          ID3DXMesh* temp = 0;
          HR(mSphere->CloneMesh(D3DXMESH_SYSTEMMEM, 
                  elements, gd3dDevice, &temp));
  
          ReleaseCOM(mSphere);
  
          // Now generate texture coordinates for each vertex.
          VertexPNT* vertices = 0;
          HR(temp->LockVertexBuffer(0, (void**)&vertices));
  
          for(UINT i = 0; i < temp->GetNumVertices(); ++i)
          {
                  // Convert to spherical coordinates.
                  D3DXVECTOR3 p = vertices[i].pos;
          
                  float theta = atan2f(p.z, p.x);
                  float phi   = acosf(p.y / sqrtf(p.x*p.x+p.y*p.y+p.z*p.z));
  
                  // Phi and theta give the texture coordinates, but are not in 
                  // the range [0, 1], so scale them into that range.
  
                  float u = theta / (2.0f*D3DX_PI);
                  float v = phi   / D3DX_PI;
                  
                  // Save texture coordinates.
                  
                  vertices[i].tex0.x = u;
                  vertices[i].tex0.y = v;
          }
          HR(temp->UnlockVertexBuffer());
  
          // Clone back to a hardware mesh.
          HR(temp->CloneMesh(D3DXMESH_MANAGED | D3DXMESH_WRITEONLY,
                  elements, gd3dDevice, &mSphere));
  
          ReleaseCOM(temp);
  }
  
  void SphereCylDemo::genCylTexCoords(AXIS axis)
  {
          // D3DXCreate* functions generate vertices with position 
          // and normal data.  But for texturing, we also need
          // tex-coords.  So clone the mesh to change the vertex
          // format to a format with tex-coords.
  
          D3DVERTEXELEMENT9 elements[64];
          UINT numElements = 0;
          VertexPNT::Decl->GetDeclaration(elements, &numElements);
  
          ID3DXMesh* temp = 0;
          HR(mCylinder->CloneMesh(D3DXMESH_SYSTEMMEM, 
                  elements, gd3dDevice, &temp));
  
          ReleaseCOM(mCylinder);
  
          // Now generate texture coordinates for each vertex.
          VertexPNT* vertices = 0;
          HR(temp->LockVertexBuffer(0, (void**)&vertices));
  
          // We need to get the height of the cylinder we are projecting the
          // vertices onto.  That height depends on which axis the client has
          // specified that the cylinder lies on.  The height is determined by 
          // finding the height of the bounding cylinder on the specified axis.
  
          D3DXVECTOR3 maxPoint(-FLT_MAX, -FLT_MAX, -FLT_MAX);
          D3DXVECTOR3 minPoint(FLT_MAX, FLT_MAX, FLT_MAX);
          
          for(UINT i = 0; i < temp->GetNumVertices(); ++i)
          {
                  D3DXVec3Maximize(&maxPoint, &maxPoint, &vertices[i].pos);
                  D3DXVec3Minimize(&minPoint, &minPoint, &vertices[i].pos);
          }
  
          float a = 0.0f;
          float b = 0.0f;
          float h = 0.0f;
          switch( axis )
          {
          case X_AXIS:
                  a = minPoint.x;
                  b = maxPoint.x;
                  h = b-a;
                  break;
          case Y_AXIS:
                  a = minPoint.y;
                  b = maxPoint.y;
                  h = b-a;
                  break;
          case Z_AXIS:
                  a = minPoint.z;
                  b = maxPoint.z;
                  h = b-a;
                  break;
          }
  
          // Iterate over each vertex and compute its texture coordinate.
          
          for(UINT i = 0; i < temp->GetNumVertices(); ++i)
          {
                  // Get the coordinates along the axes orthogonal to the
                  // axis the cylinder is aligned with.
  
                  float x = 0.0f;
                  float y = 0.0f;
                  float z = 0.0f;
                  switch( axis )
                  {
                  case X_AXIS:
                          x = vertices[i].pos.y;
                          z = vertices[i].pos.z;
                          y = vertices[i].pos.x;
                          break;
                  case Y_AXIS:
                          x = vertices[i].pos.x;
                          z = vertices[i].pos.z;
                          y = vertices[i].pos.y;
                          break;
                  case Z_AXIS:
                          x = vertices[i].pos.x;
                          z = vertices[i].pos.y;
                          y = vertices[i].pos.z;
                          break;
                  }
  
                  // Convert to cylindrical coordinates.
                  
                  float theta = atan2f(z, x);
                  float y2    = y - b; // Transform [a, b]-->[-h, 0]
  
                  // Transform theta from [0, 2*pi] to [0, 1] range and
                  // transform y2 from [-h, 0] to [0, 1].
  
                  float u = theta / (2.0f*D3DX_PI);
                  float v = y2 / -h; 
                  
                  // Save texture coordinates.
                  
                  vertices[i].tex0.x = u;
                  vertices[i].tex0.y = v;
          }
  
          HR(temp->UnlockVertexBuffer());
  
          // Clone back to a hardware mesh.
          HR(temp->CloneMesh(D3DXMESH_MANAGED | D3DXMESH_WRITEONLY,
                  elements, gd3dDevice, &mCylinder));
  
          ReleaseCOM(temp);
  }


(C) Æliens 20/2/2008

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