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preview.cpp
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232 lines (190 loc) · 9.11 KB
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/*==========================================================================================================================================================
プレイヤーの位置プレビュー処理[preview.h]
Author:平澤詩苑
============================================================================================================================================================*/
#include "main.h"
#include "hdr_player.h"
#include "debugproc.h"
#include "preview.h"
#include "block.h"
#include "color.h"
#include "input.h"
typedef enum
{
PREVIEW_UI_COURSE = 0,
PREVIEW_UI_PLAYER,
PREVIEW_UI_MAX
}PREVIEW_UI;
//マクロ定義
#define NUM_PREVIEW (4) //プレビュー数
#define ALL_PREBIEW NUM_PREVIEW * PREVIEW_UI_MAX //全体プレビュー数
#define PREVIEW_TEX_COURSE "data/TEXTURE/HDR_Course.png" //コースUI
#define PREVIEW_TEX_PLAYER "data/TEXTURE/PlayerUI000.png" //プレイヤーUI
#define PREVIEW_HOR_SEP (SCREEN_WIDTH / 4) //縦4分割
#define PREVIEW_POS_Y (570.0f) //配置する高さ
#define PREVIEW_COURSE_MARGIN_WIDTH (70.0f) //コースUIの左にずらす余白
#define PREVIEW_COURSE_WIDTH (60.0f) //コースUIの幅
#define PREVIEW_COURSE_HEIGHT (370.0f) //コースUIの高さ
#define PREVIEW_PLAYER_UI_FIX_Y (359.0f)//プレイヤーUIの初期高さ
#define PREVIEW_PLAYER_MARGIN_WIDTH (34.0f) //プレイヤーUIの左にずらす余白
#define PREVIEW_PLAYER_MARGIN_HEIGHT (5.0f) //プレイヤーUIの上にずらす余白(コースのUIの下が少し浮いているので、その調整用
#define PREVIEW_PLAYER_SIZE (20.0f) //プレイヤーUIのサイズ(正方形
#define PREVIEW_PLAYER_TEX_WIDTH (0.25f) //プレイヤーUIのテクスチャ幅(4分割
#define PLAYER_START_HEIGHT (MAX_BLOCK * COLLISION_SIZE_Y) //プレイヤーのスタート地点
//グローバル変数宣言
LPDIRECT3DVERTEXBUFFER9 g_pVtxBuffPreview = NULL; //頂点バッファへのポインタ
LPDIRECT3DTEXTURE9 g_pTexturePreview[PREVIEW_UI_MAX] = {}; //テクスチャへのポインタ
Preview g_Preview[NUM_PREVIEW]; //UI情報
//--------------------------------------------
// 位置プレビュー初期化処理
//--------------------------------------------
void InitPreview(void)
{
//デバイス取得
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//テクスチャの読み込み
D3DXCreateTextureFromFile(pDevice, PREVIEW_TEX_COURSE, &g_pTexturePreview[PREVIEW_UI_COURSE]);
D3DXCreateTextureFromFile(pDevice, PREVIEW_TEX_PLAYER, &g_pTexturePreview[PREVIEW_UI_PLAYER]);
//頂点バッファの生成
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * VTX_MAX * ALL_PREBIEW, D3DUSAGE_WRITEONLY, FVF_VERTEX_2D, D3DPOOL_MANAGED, &g_pVtxBuffPreview, NULL);
//ポインタを設定
VERTEX_2D *pVtx;
//頂点バッファをロックし、頂点情報へのポインタを取得
g_pVtxBuffPreview->Lock(0, 0, (void* *)&pVtx, 0);
//プレビュー情報のポインタ取得
Preview *pPreview = &g_Preview[0];
//頂点情報の設定
for (int nCntVtx = 0; nCntVtx < NUM_PREVIEW; nCntVtx++, pVtx += VTX_MAX * PREVIEW_UI_MAX, pPreview++)
{
// 位置初期化
pPreview->pos = D3DXVECTOR3(
(float)(PREVIEW_HOR_SEP + PREVIEW_HOR_SEP * nCntVtx), //画面を縦に4等分して、その分割点から左に少しずらす
PREVIEW_POS_Y, 0.0f);
pPreview->fPlayerUIHeight = PREVIEW_PLAYER_UI_FIX_Y; //プレイヤーUIの表示する高さ
pPreview->fHeightPer = 1.0f; //プレイヤーUIの表示する高さのパーセンテージ
/*******************************************************************
コースとプレイヤーUIを同時に設定
MEMO:コースのポインタ番号0~3 プレイヤーのポインタ番号4~7
*********************************************************************/
//=================================================================
// コースの頂点座標・テクスチャ座標の設定
//=================================================================
//頂点座標の設定
pVtx[0].pos = D3DXVECTOR3(pPreview->pos.x - PREVIEW_COURSE_WIDTH - PREVIEW_COURSE_MARGIN_WIDTH, pPreview->pos.y - PREVIEW_COURSE_HEIGHT, 0.0f);
pVtx[1].pos = D3DXVECTOR3(pPreview->pos.x + PREVIEW_COURSE_WIDTH - PREVIEW_COURSE_MARGIN_WIDTH, pPreview->pos.y - PREVIEW_COURSE_HEIGHT, 0.0f);
pVtx[2].pos = D3DXVECTOR3(pPreview->pos.x - PREVIEW_COURSE_WIDTH - PREVIEW_COURSE_MARGIN_WIDTH, pPreview->pos.y, 0.0f);
pVtx[3].pos = D3DXVECTOR3(pPreview->pos.x + PREVIEW_COURSE_WIDTH - PREVIEW_COURSE_MARGIN_WIDTH, pPreview->pos.y, 0.0f);
//テクスチャ座標
pVtx[0].tex = D3DXVECTOR2(0.0f, 0.0f);
pVtx[1].tex = D3DXVECTOR2(1.0f, 0.0f);
pVtx[2].tex = D3DXVECTOR2(0.0f, 1.0f);
pVtx[3].tex = D3DXVECTOR2(1.0f, 1.0f);
//=================================================================
// プレイヤーUIの頂点座標・テクスチャ座標の設定
//=================================================================
//頂点座標の設定
pVtx[4].pos = D3DXVECTOR3(pPreview->pos.x - PREVIEW_PLAYER_SIZE - PREVIEW_PLAYER_MARGIN_WIDTH, (pPreview->pos.y - pPreview->fPlayerUIHeight) - PREVIEW_PLAYER_SIZE * 2.0f - PREVIEW_PLAYER_MARGIN_HEIGHT, 0.0f);
pVtx[5].pos = D3DXVECTOR3(pPreview->pos.x + PREVIEW_PLAYER_SIZE - PREVIEW_PLAYER_MARGIN_WIDTH, (pPreview->pos.y - pPreview->fPlayerUIHeight) - PREVIEW_PLAYER_SIZE * 2.0f - PREVIEW_PLAYER_MARGIN_HEIGHT, 0.0f);
pVtx[6].pos = D3DXVECTOR3(pPreview->pos.x - PREVIEW_PLAYER_SIZE - PREVIEW_PLAYER_MARGIN_WIDTH, (pPreview->pos.y - pPreview->fPlayerUIHeight) - PREVIEW_PLAYER_MARGIN_HEIGHT, 0.0f);
pVtx[7].pos = D3DXVECTOR3(pPreview->pos.x + PREVIEW_PLAYER_SIZE - PREVIEW_PLAYER_MARGIN_WIDTH, (pPreview->pos.y - pPreview->fPlayerUIHeight) - PREVIEW_PLAYER_MARGIN_HEIGHT, 0.0f);
//テクスチャの幅
float aTexU = PREVIEW_PLAYER_TEX_WIDTH * nCntVtx;
//テクスチャ座標
pVtx[4].tex = D3DXVECTOR2(aTexU, 0.0f);
pVtx[5].tex = D3DXVECTOR2(aTexU + PREVIEW_PLAYER_TEX_WIDTH, 0.0f);
pVtx[6].tex = D3DXVECTOR2(aTexU, 1.0f);
pVtx[7].tex = D3DXVECTOR2(aTexU + PREVIEW_PLAYER_TEX_WIDTH, 1.0f);
//=================================================================
// 両方の RHW・頂点カラーは設定が同じなので、一緒に設定
//=================================================================
pVtx[0].rhw = pVtx[1].rhw = pVtx[2].rhw = pVtx[3].rhw = pVtx[4].rhw = pVtx[5].rhw = pVtx[6].rhw = pVtx[7].rhw = RHW; //rhwの設定
pVtx[0].col = pVtx[1].col = pVtx[2].col = pVtx[3].col = pVtx[4].col = pVtx[5].col = pVtx[6].col = pVtx[7].col = XCOL_WHITE; //頂点カラーの設定
}
//頂点バッファをロックする
g_pVtxBuffPreview->Unlock();
}
//------------------------------------------
// プレビュー終了処理
//------------------------------------------
void UninitPreview(void)
{
//テクスチャの破棄
for (int nCntTex = 0; nCntTex < PREVIEW_UI_MAX; nCntTex++)
{
if (g_pTexturePreview[nCntTex] != NULL)
{
g_pTexturePreview[nCntTex]->Release();
g_pTexturePreview[nCntTex] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxBuffPreview != NULL)
{
g_pVtxBuffPreview->Release();
g_pVtxBuffPreview = NULL;
}
}
//--------------------------------------
// プレビュー更新処理
//--------------------------------------
void UpdatePreview(void)
{
//プレビュー情報のポインタを取得
Preview *pPreview = &g_Preview[0];
//ポインタを設定
VERTEX_2D *pVtx;
//頂点バッファをロックし、頂点情報へのポインタを取得
g_pVtxBuffPreview->Lock(0, 0, (void* *)&pVtx, 0);
//一つ目のコースの頂点バッファを飛ばす
pVtx += VTX_MAX;
for (int nCntPreview = 0; nCntPreview < NUM_PREVIEW; nCntPreview++, pVtx += VTX_MAX * PREVIEW_UI_MAX, pPreview++)
{
//プレイヤーUIの表示する高さを算出
FixPlayerUIHeight(nCntPreview);
//頂点座標の設定
float fUp = pVtx[0].pos.y = pVtx[1].pos.y = (pPreview->pos.y - pPreview->fPlayerUIHeight) - PREVIEW_PLAYER_SIZE * 2.0f - PREVIEW_PLAYER_MARGIN_HEIGHT; //プレイヤーUIの上辺
float fDo = pVtx[2].pos.y = pVtx[3].pos.y = (pPreview->pos.y - pPreview->fPlayerUIHeight) - PREVIEW_PLAYER_MARGIN_HEIGHT; //プレイヤーUIの底辺
PrintDebugProc("上辺の位置:%f 底辺の位置:%f\n", fUp, fDo);
}
//頂点バッファをロックする
g_pVtxBuffPreview->Unlock();
}
//プレイヤーUIの表示する高さを修正
void FixPlayerUIHeight(int nNumPreview)
{
//プレイヤーの現在の高さの割合を求める
float fPercent = GetPlayer_HDR()[nNumPreview].pos.y / PLAYER_START_HEIGHT;
g_Preview[nNumPreview].fPlayerUIHeight = fPercent * PREVIEW_PLAYER_UI_FIX_Y;
PrintDebugProc("%dPの割合:%f 最大の高さ:%f 現在の高さ:%f ", nNumPreview + 1, fPercent, PREVIEW_PLAYER_UI_FIX_Y, g_Preview[nNumPreview].fPlayerUIHeight);
}
//--------------------------------------
// プレビュー描画処理
//--------------------------------------
void DrawPreview(void)
{
//デバイス取得
LPDIRECT3DDEVICE9 pDevice = GetDevice();
Player_HDR *pPlayer = GetPlayer_HDR();
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxBuffPreview, 0, sizeof(VERTEX_2D));
//頂点フォーマットの設定
pDevice->SetFVF(FVF_VERTEX_2D);
//アルファテストを有効にする
pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
pDevice->SetRenderState(D3DRS_ALPHAREF, 0);
for (int nCntPreview = 0; nCntPreview < ALL_PREBIEW; nCntPreview++)
{
if ((pPlayer + (nCntPreview / PREVIEW_UI_MAX))->bGoal == false)
{
//テクスチャの設定
pDevice->SetTexture(0, g_pTexturePreview[nCntPreview % EVENPARITY]);
//ポリゴンの描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, nCntPreview * VTX_MAX, 2);
}
}
//アルファテストを無効にする
pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
pDevice->SetRenderState(D3DRS_ALPHAREF, 0);
}