Elektroda.pl
Elektroda.pl
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Elektroda.pl
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Delphix + obiekty 3D

28 Aug 2005 14:51 1670 3
  • Level 17  
    moje pytanie jest takie :

    w przykladach dolaczonych do delphix`a jest szescian na ktory jest nalozona 1 tekstura moje pytanie jest takie jak nalozyc na kazda ze scian inna teksture ...
  • Level 16  
    Zapodaj kod tego przykładu.
    Teksture należy odpowiednio 'skoorynować' z danym wilobokiem(nie mylic z wielościanem) - musisz okreslić w których wierzchołkach co ma się znajdować.
    Są do tego odpowiednie polecenia - poszukaj jakiegoś tutoriala(jest tego mnóstwo na sieci - po polsku też jest sporo).
    Dzieki tym poleceniom możesz owinąć prostokątną teksturę(2D) w okół kuli,sześcianu,jak również trójkąta,kwadratu,...
  • Level 17  
    oto i kod :
    Code:

    unit Main;

    interface

    uses
      Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
      StdCtrls, DXClass, DXDraws, MMSystem, D3DUtils, DirectX;

    type
      TMainForm = class(TDXForm)
        DXDraw: TDXDraw;
        DXTimer: TDXTimer;
        DXImageList: TDXImageList;
        procedure DXTimerTimer(Sender: TObject; LagCount: Integer);
        procedure FormKeyDown(Sender: TObject; var Key: Word;
          Shift: TShiftState);
        procedure DXDrawInitializeSurface(Sender: TObject);
        procedure DXDrawInitialize(Sender: TObject);
        procedure DXDrawFinalize(Sender: TObject);
      private
        g_pCubeVertices: array[0..4*6-1] of TD3DVertex;
        FTexture: array[0..0] of TDirect3DTexture2;
        procedure MakeCube;
        procedure FrameMovie(Time: Double);
      end;

    var
      MainForm: TMainForm;

    implementation

    {$R *.DFM}

    procedure TMainForm.DXDrawInitialize(Sender: TObject);
    var
      i: Integer;
    begin
      for i:=Low(FTexture) to High(FTexture) do
        FTexture[i] := TDirect3DTexture2.Create(DXDraw, DXImageList.Items[i].Picture.Graphic, False);
    end;

    procedure TMainForm.DXDrawFinalize(Sender: TObject);
    var
      i: Integer;
    begin
      for i:=Low(FTexture) to High(FTexture) do
      begin
        FTexture[i].Free;
        FTexture[i] := nil;
      end;
    end;

    procedure TMainForm.MakeCube;
    var
      n0, n1, n2, n3, n4, n5: TD3DVector;
    begin
      // Define the normals for the cube
      n0 := MakeD3DVector( 0.0, 0.0,-1.0 ); // Front face
      n1 := MakeD3DVector( 0.0, 0.0, 1.0 ); // Back face
      n2 := MakeD3DVector( 0.0, 1.0, 0.0 ); // Top face
      n3 := MakeD3DVector( 0.0,-1.0, 0.0 ); // Bottom face
      n4 := MakeD3DVector( 1.0, 0.0, 0.0 ); // Right face
      n5 := MakeD3DVector(-1.0, 0.0, 0.0 ); // Left face

      // Front face
      g_pCubeVertices[0] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0, 1.0,-1.0), n0, 0.0, 0.0 );
      g_pCubeVertices[1] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0, 1.0,-1.0), n0, 1.0, 0.0 );
      g_pCubeVertices[2] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0,-1.0,-1.0), n0, 0.0, 1.0 );
      g_pCubeVertices[3] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0,-1.0,-1.0), n0, 1.0, 1.0 );

      // Back face
      g_pCubeVertices[4] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0, 1.0, 1.0), n1, 1.0, 0.0 );
      g_pCubeVertices[5] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0,-1.0, 1.0), n1, 1.0, 1.0 );
      g_pCubeVertices[6] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0, 1.0, 1.0), n1, 0.0, 0.0 );
      g_pCubeVertices[7] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0,-1.0, 1.0), n1, 0.0, 1.0 );

      // Top face
      g_pCubeVertices[8] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0, 1.0, 1.0), n2, 0.0, 0.0 );
      g_pCubeVertices[9] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0, 1.0, 1.0), n2, 1.0, 0.0 );
      g_pCubeVertices[10] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0, 1.0,-1.0), n2, 0.0, 1.0 );
      g_pCubeVertices[11] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0, 1.0,-1.0), n2, 1.0, 1.0 );

      // Bottom face
      g_pCubeVertices[12] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0,-1.0, 1.0), n3, 0.0, 0.0 );
      g_pCubeVertices[13] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0,-1.0,-1.0), n3, 0.0, 1.0 );
      g_pCubeVertices[14] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0,-1.0, 1.0), n3, 1.0, 0.0 );
      g_pCubeVertices[15] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0,-1.0,-1.0), n3, 1.0, 1.0 );

      // Right face
      g_pCubeVertices[16] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0, 1.0,-1.0), n4, 0.0, 0.0 );
      g_pCubeVertices[17] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0, 1.0, 1.0), n4, 1.0, 0.0 );
      g_pCubeVertices[18] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0,-1.0,-1.0), n4, 0.0, 1.0 );
      g_pCubeVertices[19] := MakeD3DVERTEX( MakeD3DVECTOR( 1.0,-1.0, 1.0), n4, 1.0, 1.0 );

      // Left face
      g_pCubeVertices[20] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0, 1.0,-1.0), n5, 1.0, 0.0 );
      g_pCubeVertices[21] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0,-1.0,-1.0), n5, 1.0, 1.0 );
      g_pCubeVertices[22] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0, 1.0, 1.0), n5, 0.0, 0.0 );
      g_pCubeVertices[23] := MakeD3DVERTEX( MakeD3DVECTOR(-1.0,-1.0, 1.0), n5, 0.0, 1.0 );
    end;

    procedure TMainForm.FrameMovie(Time: Double);
    var
      matView, matRotate: TD3DMatrix;
    begin
      // Set the view matrix so that the camera is backed out along the z-axis,
      // and looks down on the cube (rotating along the x-axis by -0.5 radians).
      FilLChar(matView, SizeOf(matView), 0);
      matView._11 := 1.0;
      matView._22 :=  cos(-0.5);
      matView._23 :=  sin(-0.5);
      matView._32 := -sin(-0.5);
      matView._33 :=  cos(-0.5);
      matView._43 := 5.0;
      matView._44 := 1.0;
      DXDraw.D3DDevice7.SetTransform( D3DTRANSFORMSTATE_VIEW, matView);

      // Set the world matrix to rotate along the y-axis, in sync with the
      // timekey
      FilLChar(matRotate, SizeOf(matRotate), 0);
      matRotate._11 :=  cos(-Time);
      matRotate._13 :=  sin(Time);
      matRotate._22 :=  1.0;
      matRotate._31 := -sin(Time);
      matRotate._33 :=  cos(Time);
      matRotate._44 :=  1.0;
      DXDraw.D3DDevice7.SetTransform( D3DTRANSFORMSTATE_WORLD, matRotate);
    end;

    procedure TMainForm.DXDrawInitializeSurface(Sender: TObject);
    var
      vp: TD3DViewport7;
      mtrl: TD3DMaterial7;
      matProj: TD3DMatrix;
    begin
      { Viewport }
      FillChar(vp, SizeOf(vp), 0);
      vp.dwX := 0;
      vp.dwY := 0;
      vp.dwWidth := DXDraw.SurfaceWidth;
      vp.dwHeight := DXDraw.SurfaceHeight;
      vp.dvMinZ := 0.0;
      vp.dvMaxZ := 1.0;

      DXDraw.D3DDevice7.SetViewport(vp);

      {  Material  }
      FillChar(mtrl, SizeOf(mtrl), 0);
      mtrl.ambient.r := 1.0;
      mtrl.ambient.g := 1.0;
      mtrl.ambient.b := 1.0;
      mtrl.diffuse.r := 1.0;
      mtrl.diffuse.g := 1.0;
      mtrl.diffuse.b := 1.0;
      DXDraw.D3DDevice7.SetMaterial(mtrl);
      DXDraw.D3DDevice7.SetRenderState(D3DRENDERSTATE_AMBIENT, $ffffffff);

      // Set the projection matrix. Note that the view and world matrices are
      // set in the App_FrameMove() function, so they can be animated each
      // frame.
      FilLChar(matProj, SizeOf(matProj), 0);
      matProj._11 :=  2.0;
      matProj._22 :=  2.0;
      matProj._33 :=  1.0;
      matProj._34 :=  1.0;
      matProj._43 := -1.0;
      DXDraw.D3DDevice7.SetTransform( D3DTRANSFORMSTATE_PROJECTION, matProj );

      { Make CUBE }
      MakeCUBE;
    end;

    procedure TMainForm.DXTimerTimer(Sender: TObject; LagCount: Integer);
    var
      r: TD3DRect;
    begin
      if not DXDraw.CanDraw then Exit;

      { Frame Movie }
      FrameMovie(GetTickCount/1000);

      {  Clear Screen  }
      r.x1 := 0;
      r.y1 := 0;
      r.x2 := DXDraw.SurfaceWidth;
      r.y2 := DXDraw.SurfaceHeight;
      if DXDraw.ZBuffer<>nil then
        DXDraw.D3DDevice7.Clear(1, @r, D3DCLEAR_TARGET or D3DCLEAR_ZBUFFER, $000000, 1, 0)
      else
        DXDraw.D3DDevice7.Clear(1, @r, D3DCLEAR_TARGET, $000000, 1, 0);

      { Draw Screen }
      asm FINIT end;
      DXDraw.D3DDevice7.BeginScene;

      DXDraw.D3DDevice7.SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 1);
      DXDraw.D3DDevice7.SetRenderState(D3DRENDERSTATE_SRCBLEND, Integer(D3DBLEND_ONE));
      DXDraw.D3DDevice7.SetRenderState(D3DRENDERSTATE_DESTBLEND, Integer(D3DBLEND_ONE));
      DXDraw.D3DDevice7.SetRenderState(D3DRENDERSTATE_CULLMODE, Ord(D3DCULL_NONE));

      // Draw the front and back faces of the cube using texture 1
      DXDraw.D3DDevice7.SetTexture( 0, FTexture[0].Surface.IDDSurface7 );

      DXDraw.D3DDevice7.DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, g_pCubeVertices[0], 4, 0);
      DXDraw.D3DDevice7.DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, g_pCubeVertices[4], 4, 0);
      DXDraw.D3DDevice7.DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, g_pCubeVertices[8], 4, 0);
      DXDraw.D3DDevice7.DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, g_pCubeVertices[12], 4, 0);
      DXDraw.D3DDevice7.DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, g_pCubeVertices[16], 4, 0);
      DXDraw.D3DDevice7.DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, g_pCubeVertices[20], 4, 0);

      DXDraw.D3DDevice7.EndScene;
      asm FINIT end;

      { Draw FrameRate }
      with DXDraw.Surface.Canvas do
      begin
        try
          Brush.Style := bsClear;
          Font.Color := clWhite;
          Font.Size := 12;
          Textout(0, 0, 'FPS: '+inttostr(DXTimer.FrameRate));
          if doHardware in DXDraw.NowOptions then
            Textout(0, 14, 'Device: Hardware')
          else
            Textout(0, 14, 'Device: Software');
        finally
          Release; {  Indispensability  }
        end;
      end;

      DXDraw.Flip;
    end;

    procedure TMainForm.FormKeyDown(Sender: TObject; var Key: Word;
      Shift: TShiftState);
    begin
      {  Application end  }
      if Key=VK_ESCAPE then
        Close;

      {  Screen mode change  }
      if (ssAlt in Shift) and (Key=VK_RETURN) then
      begin
        DXDraw.Finalize;

        if doFullScreen in DXDraw.Options then
        begin
          RestoreWindow;

          DXDraw.Cursor := crDefault;
          BorderStyle := bsSizeable;
          DXDraw.Options := DXDraw.Options - [doFullScreen];
        end else
        begin
          StoreWindow;

          DXDraw.Cursor := crNone;
          BorderStyle := bsNone;
          DXDraw.Options := DXDraw.Options + [doFullScreen];
        end;

        DXDraw.Initialize;
      end;
    end;

    end.


    pobiera bitmape z ImageList i naklada na wszystkie sciany ....
    a ja chcialem zeby na kazda sciane osobno nalozyl inna bitmapke
  • Level 17  
    Piroman1024 ale jak szukac moze bys zapodal cos .... oprócz gogle :D hehe
    no i czy da sie przerobic ten przyklad tak zeby wlasnie na kazdej ze scianek wyswietlac inna teksture