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<body bgcolor="#FFFFFF" text="#000000">
//------------------------------------------------------------------------------
// File: Hall.h
//
// Desc: DirectShow sample code - MultiVMR9 GamePlayer
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//------------------------------------------------------------------------------
#pragma once
static const DWORD g_FVFHall = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
<h4>/////////////////////////// CHall /////////////////////////////////</h4>
<blockquote>
*******************************************************************************\
class CHall
representation of the "hall" environment, a wall and a floor
\********************************************************************************</blockquote>
<h4 align=right text=red> CHall</h4><hr>
class CHall
{
public:
CHall();
virtual ~CHall();
HRESULT Initialize( IDirect3DDevice9* pDevice);
HRESULT RestoreDeviceObjects( IDirect3DDevice9* pDevice);
HRESULT Render( IDirect3DDevice9* pDevice);
HRESULT Compose( DWORD t );
HRESULT SetSpeed( float fSpeed );
// subclasses
public:
struct Vertex
{
D3DVECTOR Pos;
D3DCOLOR color;
float tu;
float tv;
} Vertex;
private:
// some textured 3D plane ( a wall or a floor)
<hr>
CPlane</h4>
class CPlane
{
public:
CPlane( IDirect3DDevice9* pDevice,
TCHAR *achName,
LPCTSTR lpResourceName,
float fTilesU,
float fTilesV,
D3DXMATRIX& M,
float a,
HRESULT *phr);
~CPlane();
HRESULT Render( IDirect3DDevice9 *pDevice );
HRESULT SetSpeed( float S);
HRESULT Compose( DWORD t );
// data
IDirect3DTexture9* m_pTexture;
struct Vertex m_V[4];
D3DXMATRIXA16 m_M;
TCHAR m_achTextureName[MAX_PATH];
float m_fU;
float m_fV;
float m_du;
float m_fSpeed;
};
// class CPlane
// data
public:
private:
float m_fSpeed;
CPlane* m_pFloor;
CPlane* m_pWall;
D3DLIGHT9 m_light;
};
(C) Æliens
20/2/2008
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.
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