1 #include "..\include\raMain.h" 8 "raEffects\\MyEngine.fx",
"RenderWithColor"))
44 "raEffects\\MyEngine.fx",
"RenderWithColor"))
111 "raEffects\\MyEngine.fx",
"RenderWithColor"))
244 raEntity(dx, praMaterial ? praMaterial :
246 "raEffects\\MyEngine.fx",
"RenderScene",
247 "raGrafik\\earth.bmp"))
254 m_nIndices = 6 * (m_width - 1) * (m_height - 1);
264 for (
int y = 0; y < m_height; y++)
269 theta =
PI * (0.5f / ((float)m_height - 1));
270 else if(y == m_height - 1)
271 theta =
PI * ((m_height - 1.5f) / ((
float)m_height - 1));
273 theta =
PI * (y / ((float)m_height - 1));
274 float rsintheta = m_r * sin(theta);
275 float rcostheta = m_r * cos(theta);
276 for (
int x = 0; x < m_width; x++)
278 float phi = 2 *
PI * x / ((float)m_width - 1);
295 for(
int y = 0; y < m_height - 1; y++)
297 for(
int x = 0; x < m_width - 1; x++)
317 "raEffects\\MyEngine.fx",
"RenderWithColor"))
332 for(
int y = 0; y < m_height; y++)
334 for(
int phi = 0; phi < m_nSlices; phi++)
337 float phi0 = 2 *
PI * phi / (m_nSlices-1);
355 for(
int y = 0; y < m_height - 1; y++)
357 for(
int phi = 0; phi < m_nSlices; phi++)
376 "raEffects\\MyEngine.fx",
"RenderWithColor"))
380 for(
int i = 1; i < level + 3; i++)
387 float r = (float) rand() / RAND_MAX;
388 float b = (float) rand() / RAND_MAX;
394 m_pVertices[n].
color[0] = r;
395 m_pVertices[n].
color[1] = 1.0f;
396 m_pVertices[n].
color[2] = b;
402 m_pVertices[n].
color[0] = r;
403 m_pVertices[n].
color[1] = 1.0f;
404 m_pVertices[n].
color[2] = b;
412 D3DXMATRIX matLeftRot;
413 D3DXMatrixRotationZ(&matLeftRot,
PI / 16.0f);
414 D3DXVec3Transform(&v2, &d, &matLeftRot);
415 makeChildren(m_pVertices, v0 + d, 0.9f * (D3DXVECTOR3) v2, n, level - 1);
417 D3DXMATRIX matRightRot;
418 D3DXMatrixRotationZ(&matRightRot, -
PI / 16.0f);
419 D3DXVec3Transform(&v3, &d, &matRightRot);
420 makeChildren(m_pVertices, v0 + d, 0.9f * (D3DXVECTOR3) v3, n, level - 1);
429 D3DXVECTOR3 v0(0, 0, 0);
430 D3DXVECTOR3 v1(0, 1, 0);
439 bool bAlpha) :
raEntity(dx, praMaterial, bAlpha)
468 for(
int i = 0; i < 4; i++)
470 m_pVertices[i].texcoord.x = 0.5f * (float)m_pVertices[i].position.x + 0.5f;
471 m_pVertices[i].texcoord.y = - 0.5f * (
float)m_pVertices[i].
position.
y - 0.5f;
492 "raEffects\\MyEngine.fx",
"RenderWithColor"))
505 for (
int axis = 0; axis < 3; axis++)
507 for (
int n = 0; n <= 1; n++)
520 for (
int i = 0; i < 10; i++)
522 for (
int j = -1; j <= 1; j+=2)
525 (axis == 0? 0.1f * i : (axis == 1? 0.01f * j : 0));
527 (axis == 1? 0.1f * i : 0.01f * j);
529 (axis == 2? 0.1f * i : 0);
virtual void SetupVertices()
raTriangle(raSmartPointer< raDirectX > dx)
raSphere(raSmartPointer< raDirectX >, int width, int height, float radius=1.0f, raMaterial *pMaterial=NULL)
virtual void SetupVertices()
virtual void SetupVertices()
raCube(raSmartPointer< raDirectX > dx)
VERTEXPOSITIONCOLOR * m_pVertices
interface ID3DX11EffectTechnique ID3DX11EffectTechnique
raLineList(raSmartPointer< raDirectX >, int level)
virtual void SetupIndices()
virtual void SetupVertices()
raTexturedQuad(raSmartPointer< raDirectX > dx, raMaterial *pMaterial, bool bAlpha=false)
virtual void RenderMesh(ID3D11DeviceContext *pd3dImmediateContext, ID3DX11EffectTechnique *pTechnique)
virtual void SetupVertices()
virtual void SetupVertices()
SDKMESH_SUBSET * m_pSubsets
virtual void SetupIndices()
raAchsenkreuz(raSmartPointer< raDirectX > dx)
virtual void SetupVertices()
virtual void SetupIndices()
virtual void SetupIndices()
virtual void SetupIndices()
raRotationskoerper(raSmartPointer< raDirectX >, int height)
raQuad(raSmartPointer< raDirectX > dx)
virtual void SetupVertices()