-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathCStageEffect.cpp
208 lines (188 loc) · 6.19 KB
/
CStageEffect.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
#include "CStageEffect.h"
#include "ext.h"
CStageEffect::CStageEffect()
{
m_nAge = 0;
m_nAgeCounter = 0;
m_nEffectNo = -1;
p_pTexture = NULL;
SetRectEmpty(&m_rcTexture); // 描画範囲
SetRectEmpty(&m_rcDraw);
m_vecPosition = D3DXVECTOR3(0,0,0); // 位置
m_vecVector = D3DXVECTOR3(0,0,0); // 移動値
m_vecAddVec = D3DXVECTOR3(0,0,0); // 加速値
m_vecScalling = D3DXVECTOR3(0,0,0); // 拡大縮小
m_vecScallingDraw = D3DXVECTOR3(1,1,1); // 拡大縮小
m_fRotation = 0.0f; // 回転値
m_clrDraw = 0xFFFFFFFF;
m_bytAlpha = 0xFF;
m_fRotateDraw = 0.0f;
m_nAnimationTime = 0; // 次アニメーションインデックスへ移る時間
m_nAnimationTimeCounter = 0; // 時間のカウンタ
m_bAnimationLoop = FALSE;
m_nAnimationCount = 0; // アニメーション数
m_nAnimationIndex = 0; // アニメーションインデックス
m_nFade = 0; // フェード
m_nFadeInOut = 0;
m_nRotationTimeCounter = 0;
m_nScallingTimeCounter = 0;
m_nVectorTimeCounter = 0;
m_nFadeTimeCounter = 0;
m_nRotationEffectTime = 0;
m_nFadeEffectTime = 0; // フェード効果時間
m_nAnimationEffectTime = 0; // アニメーション効果時間
m_nScallingEffectTime = 0; // 拡大縮小効果時間
m_nVectorEffectTime = 0; // 移動効果時間
}
CStageEffect::~CStageEffect()
{
p_pTexture = NULL;
}
#ifdef HOGE
BOOL CStageEffect::Create(int nEffectNo, LPDIRECT3DTEXTURE9 pTexture, RECT* rcTexture,D3DXVECTOR3* pos, int nAge, BOOL force)
#else
BOOL CStageEffect::Create(int nEffectNo, LPDIRECT3DTEXTURE9 pTexture, RECT* rcTexture,D3DXVECTOR3* pos, int nAge)
#endif
{
m_nEffectNo = nEffectNo;
p_pTexture = pTexture;
CopyRect(&m_rcTexture, rcTexture); // 描画範囲
CopyRect(&m_rcDraw, rcTexture);
m_vecPosition = *pos; // 位置
m_vecCenter = D3DXVECTOR3( (float)(rcTexture->right-rcTexture->left)/2.0f, (float)(rcTexture->bottom-rcTexture->top)/2.0f, 0.0f);
m_nAge = nAge;
m_nAgeCounter = 0;
#ifdef HOGE
m_bForce = force;
#endif
return TRUE;
}
void CStageEffect::SetEffectTexture(RECT* rcTexture)
{
CopyRect(&m_rcTexture, rcTexture); // 描画範囲
CopyRect(&m_rcDraw, rcTexture);
// アニメーション
if (m_nAnimationCount)
{
m_rcDraw.left = m_rcTexture.left+(m_rcTexture.right-m_rcTexture.left)*m_nAnimationIndex;
m_rcDraw.right = m_rcDraw.left+(m_rcTexture.right-m_rcTexture.left);
// m_rcDraw.top = m_rcTexture.top+(m_rcTexture.bottom-m_rcTexture.top);
// m_rcDraw.bottom = m_rcDraw.top+(m_rcTexture.bottom-m_rcTexture.top);
}
}
void CStageEffect::Render(LPD3DXSPRITE pSprite, D3DXMATRIX* matWorld)
{
if (!m_nAgeCounter) return;
pSprite->SetTransform(matWorld);
#ifdef HOGE
if (m_bForce){
if (!p_pTexture)
return;
do
{
D3DXMATRIX mat, matCenter1,matCenter2, matRot, matScale;
D3DXMatrixIdentity(&mat);
D3DXMatrixRotationZ(&matRot, D3DXToRadian(m_fRotateDraw));
D3DXMatrixScaling(&matScale, m_vecScallingDraw.x,m_vecScallingDraw.y,m_vecScallingDraw.z);
D3DXMatrixTranslation(&matCenter1, -m_vecPosition.x,-m_vecPosition.y, 0.0f);
D3DXMatrixTranslation(&matCenter2, m_vecPosition.x, m_vecPosition.y, 0.0f);
mat = matCenter1 *matScale *matRot*matCenter2* (*matWorld);
pSprite->SetTransform(&mat);
pSprite->Draw(p_pTexture, &m_rcDraw, &m_vecCenter, &m_vecPosition, m_clrDraw);
} while(Frame());
return;
}
#endif
D3DXMATRIX mat, matCenter1,matCenter2, matRot, matScale;
D3DXMatrixIdentity(&mat);
D3DXMatrixRotationZ(&matRot, D3DXToRadian(m_fRotateDraw));
D3DXMatrixScaling(&matScale, m_vecScallingDraw.x,m_vecScallingDraw.y,m_vecScallingDraw.z);
D3DXMatrixTranslation(&matCenter1, -m_vecPosition.x,-m_vecPosition.y, 0.0f);
D3DXMatrixTranslation(&matCenter2, m_vecPosition.x, m_vecPosition.y, 0.0f);
mat = matCenter1 *matScale *matRot*matCenter2* (*matWorld);
pSprite->SetTransform(&mat);
if (p_pTexture)
pSprite->Draw(p_pTexture, &m_rcDraw, &m_vecCenter, &m_vecPosition, m_clrDraw);
}
BOOL CStageEffect::Frame()
{
if (m_nAge)
{
m_nAgeCounter++;
if (m_nAgeCounter > m_nAge)
return FALSE;
}
// アニメーション
if (m_nAnimationCount)
{
m_nAnimationTimeCounter++;
if (m_nAnimationEffectTime && m_nAnimationTimeCounter >= m_nAnimationEffectTime)
{
m_nAnimationCount = 0;
}
else
{
if (m_nAnimationTimeCounter >= m_nAnimationTime)
{
m_nAnimationTimeCounter = 0;
m_nAnimationIndex++;
if (m_nAnimationIndex >= m_nAnimationCount)
{
if (m_bAnimationLoop)
m_nAnimationIndex = 0;
else
m_nAnimationIndex = m_nAnimationCount-1;
}
m_rcDraw.left = m_rcTexture.left+(m_rcTexture.right-m_rcTexture.left)*m_nAnimationIndex;
m_rcDraw.right = m_rcDraw.left+(m_rcTexture.right-m_rcTexture.left);
}
}
}
// 移動値
if (m_nVectorEffectTime && ++m_nVectorTimeCounter >= m_nVectorEffectTime)
{
m_vecAddVec = D3DXVECTOR3(0,0,0);
m_vecVector = D3DXVECTOR3(0,0,0);
}
else
{
m_vecVector += m_vecAddVec;
m_vecPosition += m_vecVector;
}
// 透明度
m_clrDraw = (m_clrDraw&0x00FFFFFF)|(m_bytAlpha<<24);
// フェード
if (!m_nFadeEffectTime || ++m_nFadeTimeCounter < m_nFadeEffectTime)
{
int nAlpha = m_bytAlpha+m_nFade*m_nAgeCounter;
m_clrDraw = (m_clrDraw&0x00FFFFFF)|(max(min(nAlpha,0xFF),0)<<24);
}
// フェードインアウト
if (m_nFadeInOut)
{
// フェードイン
if (m_nFadeInOut >= m_nAgeCounter)
{
DWORD dwAlpha = (m_clrDraw&0xFF000000)>>24;
dwAlpha = (DWORD)((float)dwAlpha*((float)m_nAgeCounter) / ((float)m_nFadeInOut));
m_clrDraw = (m_clrDraw&0x00FFFFFF)|(max(min( dwAlpha, 0xFF),0)<<24);
}
else if ( m_nFadeInOut >= m_nAge-m_nAgeCounter)
{
int nAlpha = (m_clrDraw&0xFF000000)>>24;
nAlpha = (DWORD)((float)nAlpha*((float)(m_nAge-m_nAgeCounter)) / ((float)m_nFadeInOut));
m_clrDraw = (m_clrDraw&0x00FFFFFF)|(max(min( nAlpha, 0xFF),0)<<24);
}
}
// 回転
if (m_nRotationEffectTime && ++m_nRotationTimeCounter >= m_nRotationEffectTime)
m_fRotation = 0.0f;
m_fRotateDraw = safeFloatAdd(m_fRotateDraw, m_fRotation, m_fRotateDraw);
// 拡大縮小
if (m_nScallingEffectTime && ++m_nScallingTimeCounter >= m_nScallingEffectTime)
m_vecScalling = D3DXVECTOR3(0,0,0);
m_vecScallingDraw.x = safeFloatAdd(m_vecScallingDraw.x, m_vecScalling.x, m_vecScallingDraw.x);
m_vecScallingDraw.y = safeFloatAdd(m_vecScallingDraw.y, m_vecScalling.y, m_vecScallingDraw.y);
m_vecScallingDraw.z = safeFloatAdd(m_vecScallingDraw.z, m_vecScalling.z, m_vecScallingDraw.z);
return TRUE;
}