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Car.cpp
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Car.cpp
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/**************************************************************************
Car.cpp - Functions for manipulating car (excluding player's car behaviour)
**************************************************************************/
/* ============= */
/* Include files */
/* ============= */
#include "dxstdafx.h"
#include "Car.h"
#include "StuntCarRacer.h"
#include "3D Engine.h"
/* ===== */
/* Debug */
/* ===== */
extern FILE *out;
/* ========= */
/* Constants */
/* ========= */
#define SCR_BASE_COLOUR 26
#define MAX_VERTICES_PER_CAR (142*3)
/* =========== */
/* Static data */
/* =========== */
/* ===================== */
/* Function declarations */
/* ===================== */
/*
static void DrawHorizon( long viewpoint_y,
long viewpoint_x_angle,
long viewpoint_z_angle );
*/
#ifdef NOT_USED
/* ======================================================================================= */
/* Functions: DrawCar */
/* DrawCarTopSection */
/* DrawCarBottomSection */
/* DrawCarRightWheels */
/* DrawCarLeftWheels */
/* DrawCarRightWheelTread */
/* DrawCarLeftWheelTread */
/* MakeCarWheels */
/* */
/* Description: Draw a 3D car into the required buffer */
/* ======================================================================================= */
static void MakeCarWheels( COORD_3D *cptr,
long num_edges,
long axle_length,
long axle_y,
long axle_spacing,
long wheel_radius,
long wheel_width )
{
// pointers to each wheel's co-ordinates
COORD_3D *front_right_inner_ptr = cptr;
COORD_3D *front_right_outer_ptr = front_right_inner_ptr + num_edges;
COORD_3D *front_left_inner_ptr = front_right_outer_ptr + num_edges;
COORD_3D *front_left_outer_ptr = front_left_inner_ptr + num_edges;
COORD_3D *rear_right_inner_ptr = front_left_outer_ptr + num_edges;
COORD_3D *rear_right_outer_ptr = rear_right_inner_ptr + num_edges;
COORD_3D *rear_left_inner_ptr = rear_right_outer_ptr + num_edges;
COORD_3D *rear_left_outer_ptr = rear_left_inner_ptr + num_edges;
// wheel centre co-ordinates
long front_right_inner_x = (axle_length/2);
long front_right_outer_x = (axle_length/2) + wheel_width;
long front_left_inner_x = -front_right_inner_x;
long front_left_outer_x = -front_right_outer_x;
long rear_right_inner_x = front_right_inner_x;
long rear_right_outer_x = front_right_outer_x;
long rear_left_inner_x = front_left_inner_x;
long rear_left_outer_x = front_left_outer_x;
long front_right_y = axle_y;
long front_left_y = axle_y;
long rear_right_y = axle_y;
long rear_left_y = axle_y;
long front_right_z = (axle_spacing/2);
long front_left_z = front_right_z;
long rear_right_z = -(axle_spacing/2);
long rear_left_z = rear_right_z;
long i, y, z;
double angle, step;
// start of code
angle = PI/11;
step = ((double)2 * (double)PI) / (double)num_edges;
for ( i = 0; i < num_edges; i++ )
{
y = (long)(cos( angle ) * (double)wheel_radius);
z = (long)(sin( angle ) * (double)wheel_radius);
angle += step;
if (angle > (2 * PI))
angle -= (2 * PI);
// store current co-ordinate for front right wheel
front_right_inner_ptr->x = front_right_inner_x;
front_right_inner_ptr->y = (y + front_right_y);
front_right_inner_ptr->z = (z + front_right_z);
front_right_inner_ptr++;
front_right_outer_ptr->x = front_right_outer_x;
front_right_outer_ptr->y = (y + front_right_y);
front_right_outer_ptr->z = (z + front_right_z);
front_right_outer_ptr++;
// store current co-ordinate for front left wheel
front_left_inner_ptr->x = front_left_inner_x;
front_left_inner_ptr->y = (y + front_left_y);
front_left_inner_ptr->z = (z + front_left_z);
front_left_inner_ptr++;
front_left_outer_ptr->x = front_left_outer_x;
front_left_outer_ptr->y = (y + front_left_y);
front_left_outer_ptr->z = (z + front_left_z);
front_left_outer_ptr++;
// store current co-ordinate for rear right wheel
rear_right_inner_ptr->x = rear_right_inner_x;
rear_right_inner_ptr->y = (y + rear_right_y);
rear_right_inner_ptr->z = (z + rear_right_z);
rear_right_inner_ptr++;
rear_right_outer_ptr->x = rear_right_outer_x;
rear_right_outer_ptr->y = (y + rear_right_y);
rear_right_outer_ptr->z = (z + rear_right_z);
rear_right_outer_ptr++;
// store current co-ordinate for rear left wheel
rear_left_inner_ptr->x = rear_left_inner_x;
rear_left_inner_ptr->y = (y + rear_left_y);
rear_left_inner_ptr->z = (z + rear_left_z);
rear_left_inner_ptr++;
rear_left_outer_ptr->x = rear_left_outer_x;
rear_left_outer_ptr->y = (y + rear_left_y);
rear_left_outer_ptr->z = (z + rear_left_z);
rear_left_outer_ptr++;
}
}
static void DrawCar( BYTE base_colour )
{
static long first_time = TRUE;
// currently has same length as behavioural car, but is about 20% narrower
// 24/04/1998 because co-ordinates are divided by 8
// car co-ordinates x, y, z
static COORD_3D car[] = {{416,-256,1024}, // floor
{-416,-256,1024},
{416,-256,-1024},
{-416,-256,-1024},
//
{416,-500,950}, // wing and door tops
{-416,-500,950},
{416,-600,400},
{-416,-600,400},
{416,-600,-1000},
{-416,-600,-1000},
{416,-600,-350},
{-416,-600,-350},
//
{364,-800,100}, // roof
{-364,-800,100},
{364,-800,-350},
{-364,-800,-350},
{364,-800,-800},
{-364,-800,-800},
//
{0,0,0}, // front right wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // front right wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // front left wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // front left wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear right wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear right wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear left wheel inner
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
//
{0,0,0}, // rear left wheel outer
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0}};
// car roof surface
long car_roof[4] = {12, 16, 17, 13}; // offsets into co-ordinates above
// start of code
if (first_time)
{
first_time = FALSE;
MakeCarWheels(&car[18],
8, // number of edges per wheel
(1024-192), // axle length (i.e. distance between left and right wheels)
-240, // axle y position (i.e. ground clearance)
1500, // axle spacing (i.e. wheelbase)
240, // wheel radius (same as ground clearance)
192); // wheel width
// temporarily reduce car size at runtime
// eventually car size will be decided and this code can be removed
long i, reduce = 8;
for (i = 0; i < (sizeof(car) / sizeof(COORD_3D)); i++)
{
car[i].x /= reduce;
car[i].y /= reduce;
car[i].z /= reduce;
}
}
if (TransformCoordinates(car, sizeof(car)) != TRUE)
return;
// now decide whether car top or bottom section should be drawn first
// this decision is taken depending upon the visibility of the car roof
if (PolygonVisible(car_roof) == TRUE)
{
DrawCarBottomSection(base_colour);
DrawCarTopSection(base_colour);
SetTextureColour(base_colour + 4);
Polygon(car_roof, 4); // ideally wouldn't do visibility check again here
}
else
{
DrawCarTopSection(base_colour);
DrawCarBottomSection(base_colour);
}
}
static void DrawCarTopSection( BYTE base_colour )
{
// car top surfaces, e.g. windows and areas behind them
long car_top_side1[4] = {10, 8, 16, 14}; // area behind side windows
long car_top_side2[4] = {15, 17, 9, 11};
long car_front_window[4] = {6, 12, 13, 7};
long car_side_window1[4] = {6, 10, 14, 12};
long car_side_window2[4] = {13, 15, 11, 7};
long car_rear_window[4] = {9, 17, 16, 8};
// start of code
SetTextureColour(base_colour + 3);
Polygon(car_top_side1, 4);
Polygon(car_top_side2, 4);
SetTextureColour(base_colour + 5);
Polygon(car_front_window, 4);
Polygon(car_side_window1, 4);
Polygon(car_side_window2, 4);
Polygon(car_rear_window, 4);
}
static void DrawCarBottomSection( BYTE base_colour )
{
// car bottom surfaces, e.g. wings, bonnet, bottom of doors
long car_side1[5] = {0, 2, 8, 6, 4};
long car_side2[5] = {9, 3, 1, 5, 7};
long car_floor[4] = {0, 1, 3, 2};
long car_front[4] = {0, 4, 5, 1};
long car_rear[4] = {3, 9, 8, 2};
long car_bonnet[4] = {4, 6, 7, 5};
// start of code
// decide order in which to draw right wheels, floor and left wheels,
// depending upon the visibility of one of the car sides (can use either)
if (PolygonVisible(car_side1) == TRUE)
{
DrawCarLeftWheels(base_colour);
SetTextureColour(base_colour + 1);
Polygon(car_floor, 4);
SetTextureColour(base_colour + 2);
Polygon(car_side1, 5); // ideally wouldn't do visibility check again here
DrawCarRightWheels(base_colour);
}
else
{
DrawCarRightWheels(base_colour);
SetTextureColour(base_colour + 1);
Polygon(car_floor, 4);
SetTextureColour(base_colour + 2);
Polygon(car_side2, 5);
DrawCarLeftWheels(base_colour);
}
SetTextureColour(base_colour + 3);
Polygon(car_front, 4);
Polygon(car_rear, 4);
SetTextureColour(base_colour + 4);
Polygon(car_bonnet, 4);
}
static void DrawCarRightWheels( BYTE base_colour )
{
long front_right_inner_wheel[8] = {18, 19, 20, 21, 22, 23, 24, 25};
long front_right_outer_wheel[8] = {33, 32, 31, 30, 29, 28, 27, 26};
long rear_right_inner_wheel[8] = {50, 51, 52, 53, 54, 55, 56, 57};
long rear_right_outer_wheel[8] = {65, 64, 63, 62, 61, 60, 59, 58};
long wheel_orientation[3] = {0, 3, 6};
// start of code
if (TransformedZ(18) < TransformedZ(50))
{
// front wheel is infront of rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(rear_right_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18+32);
SetTextureColour(base_colour + 6);
PolygonEx(front_right_inner_wheel, 8, wheel_orientation);
PolygonEx(front_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18);
}
else
{
// front wheel is behind rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(front_right_inner_wheel, 8, wheel_orientation);
PolygonEx(front_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18);
SetTextureColour(base_colour + 6);
PolygonEx(rear_right_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_right_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarRightWheelTread(18+32);
}
}
static void DrawCarLeftWheels( BYTE base_colour )
{
long front_left_inner_wheel[8] = {41, 40, 39, 38, 37, 36, 35, 34};
long front_left_outer_wheel[8] = {42, 43, 44, 45, 46, 47, 48, 49};
long rear_left_inner_wheel[8] = {73, 72, 71, 70, 69, 68, 67, 66};
long rear_left_outer_wheel[8] = {74, 75, 76, 77, 78, 79, 80, 81};
long wheel_orientation[3] = {0, 3, 6};
// start of code
if (TransformedZ(34) < TransformedZ(66))
{
// front wheel is infront of rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(rear_left_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+48);
SetTextureColour(base_colour + 6);
PolygonEx(front_left_inner_wheel, 8, wheel_orientation);
PolygonEx(front_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+16);
}
else
{
// front wheel is behind rear wheel
SetTextureColour(base_colour + 6);
PolygonEx(front_left_inner_wheel, 8, wheel_orientation);
PolygonEx(front_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+16);
SetTextureColour(base_colour + 6);
PolygonEx(rear_left_inner_wheel, 8, wheel_orientation);
PolygonEx(rear_left_outer_wheel, 8, wheel_orientation);
SetTextureColour(base_colour + 7);
DrawCarLeftWheelTread(18+48);
}
}
// following two functions are hard-coded for eight tread surfaces
static void DrawCarRightWheelTread( long offset ) // offset into co-ordinates
{
long tread1[4] = {1 + offset, 0 + offset, 8 + offset, 9 + offset};
long tread2[4] = {2 + offset, 1 + offset, 9 + offset, 10 + offset};
long tread3[4] = {3 + offset, 2 + offset, 10 + offset, 11 + offset};
long tread4[4] = {4 + offset, 3 + offset, 11 + offset, 12 + offset};
long tread5[4] = {5 + offset, 4 + offset, 12 + offset, 13 + offset};
long tread6[4] = {6 + offset, 5 + offset, 13 + offset, 14 + offset};
long tread7[4] = {7 + offset, 6 + offset, 14 + offset, 15 + offset};
long tread8[4] = {0 + offset, 7 + offset, 15 + offset, 8 + offset};
// start of code
Polygon(tread1, 4);
Polygon(tread2, 4);
Polygon(tread3, 4);
Polygon(tread4, 4);
Polygon(tread5, 4);
Polygon(tread6, 4);
Polygon(tread7, 4);
Polygon(tread8, 4);
}
static void DrawCarLeftWheelTread( long offset ) // offset into co-ordinates
{
long tread1[4] = {0 + offset, 1 + offset, 9 + offset, 8 + offset};
long tread2[4] = {1 + offset, 2 + offset, 10 + offset, 9 + offset};
long tread3[4] = {2 + offset, 3 + offset, 11 + offset, 10 + offset};
long tread4[4] = {3 + offset, 4 + offset, 12 + offset, 11 + offset};
long tread5[4] = {4 + offset, 5 + offset, 13 + offset, 12 + offset};
long tread6[4] = {5 + offset, 6 + offset, 14 + offset, 13 + offset};
long tread7[4] = {6 + offset, 7 + offset, 15 + offset, 14 + offset};
long tread8[4] = {7 + offset, 0 + offset, 8 + offset, 15 + offset};
// start of code
Polygon(tread1, 4);
Polygon(tread2, 4);
Polygon(tread3, 4);
Polygon(tread4, 4);
Polygon(tread5, 4);
Polygon(tread6, 4);
Polygon(tread7, 4);
Polygon(tread8, 4);
}
#endif
/* ======================================================================================= */
/* Function: DrawCar */
/* */
/* Description: Draw the car using the supplied viewpoint */
/* ======================================================================================= */
static IDirect3DVertexBuffer9 *pCarVB = NULL;
static long numCarVertices = 0;
static void StoreCarTriangle( COORD_3D *c1, COORD_3D *c2, COORD_3D *c3, UTVERTEX *pVertices, DWORD colour )
{
D3DXVECTOR3 v1, v2, v3;//, edge1, edge2, surface_normal;
if ((numCarVertices+3) > MAX_VERTICES_PER_CAR)
{
MessageBox(NULL, L"Exceeded numCarVertices", L"StoreCarTriangle", MB_OK);
return;
}
v1 = D3DXVECTOR3( (float)c1->x, (float)c1->y, (float)c1->z );
v2 = D3DXVECTOR3( (float)c2->x, (float)c2->y, (float)c2->z );
v3 = D3DXVECTOR3( (float)c3->x, (float)c3->y, (float)c3->z );
/*
// Calculate surface normal
edge1 = v2-v1; edge2 = v3-v2;
D3DXVec3Cross( &surface_normal, &edge1, &edge2 );
D3DXVec3Normalize( &surface_normal, &surface_normal );
*/
pVertices[numCarVertices].pos = v1;
// pVertices[numCarVertices].normal = surface_normal;
pVertices[numCarVertices].color = colour;
++numCarVertices;
pVertices[numCarVertices].pos = v2;
// pVertices[numCarVertices].normal = surface_normal;
pVertices[numCarVertices].color = colour;
++numCarVertices;
pVertices[numCarVertices].pos = v3;
// pVertices[numCarVertices].normal = surface_normal;
pVertices[numCarVertices].color = colour;
++numCarVertices;
}
static void CreateCarInVB( UTVERTEX *pVertices )
{
static long first_time = TRUE;
// car co-ordinates
static COORD_3D car[16+8] = {
//x, y, z
{-VCAR_WIDTH/2, -VCAR_HEIGHT/4, -VCAR_LENGTH/2}, // rear left wheel
{-VCAR_WIDTH/2, 0, -VCAR_LENGTH/2},
{-VCAR_WIDTH/4, 0, -VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/4, -VCAR_LENGTH/2}, // rear right wheel
{VCAR_WIDTH/4, 0, -VCAR_LENGTH/2},
{VCAR_WIDTH/2, 0, -VCAR_LENGTH/2},
{VCAR_WIDTH/2, -VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{-VCAR_WIDTH/2, -VCAR_HEIGHT/4, VCAR_LENGTH/2}, // front left wheel
{-VCAR_WIDTH/2, 0, VCAR_LENGTH/2},
{-VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/4, VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/4, VCAR_LENGTH/2}, // front right wheel
{VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/2, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/2, -VCAR_HEIGHT/4, VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/8, -VCAR_LENGTH/2}, // car rear points
{-(3*VCAR_WIDTH)/16, VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{(3*VCAR_WIDTH)/16, VCAR_HEIGHT/4, -VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/8, -VCAR_LENGTH/2},
{-VCAR_WIDTH/4, -VCAR_HEIGHT/8, VCAR_LENGTH/2}, // car front points
{-VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/4, 0, VCAR_LENGTH/2},
{VCAR_WIDTH/4, -VCAR_HEIGHT/8, VCAR_LENGTH/2}};
/*
if (first_time)
{
first_time = FALSE;
// temporarily reduce car size at runtime
// eventually car size will be decided and this code can be removed
long i, reduce = 2;
for (i = 0; i < (sizeof(car) / sizeof(COORD_3D)); i++)
{
car[i].x /= reduce;
car[i].y /= reduce;
car[i].z /= reduce;
}
}
*/
// rear left wheel
DWORD colour = SCRGB(SCR_BASE_COLOUR+0);
/**/
// viewing from back
StoreCarTriangle(&car[0], &car[1], &car[2], pVertices, colour);
StoreCarTriangle(&car[0], &car[2], &car[3], pVertices, colour);
// viewing from front
StoreCarTriangle(&car[3], &car[2], &car[1], pVertices, colour);
StoreCarTriangle(&car[3], &car[1], &car[0], pVertices, colour);
// rear right wheel
// viewing from back
StoreCarTriangle(&car[0+4], &car[1+4], &car[2+4], pVertices, colour);
StoreCarTriangle(&car[0+4], &car[2+4], &car[3+4], pVertices, colour);
// viewing from front
StoreCarTriangle(&car[3+4], &car[2+4], &car[1+4], pVertices, colour);
StoreCarTriangle(&car[3+4], &car[1+4], &car[0+4], pVertices, colour);
/**/
/**/
// front left wheel
// viewing from back
StoreCarTriangle(&car[0+8], &car[1+8], &car[2+8], pVertices, colour);
StoreCarTriangle(&car[0+8], &car[2+8], &car[3+8], pVertices, colour);
// viewing from front
StoreCarTriangle(&car[3+8], &car[2+8], &car[1+8], pVertices, colour);
StoreCarTriangle(&car[3+8], &car[1+8], &car[0+8], pVertices, colour);
// front right wheel
// viewing from back
StoreCarTriangle(&car[0+12], &car[1+12], &car[2+12], pVertices, colour);
StoreCarTriangle(&car[0+12], &car[2+12], &car[3+12], pVertices, colour);
// viewing from front
StoreCarTriangle(&car[3+12], &car[2+12], &car[1+12], pVertices, colour);
StoreCarTriangle(&car[3+12], &car[1+12], &car[0+12], pVertices, colour);
/**/
// car left side
colour = SCRGB(SCR_BASE_COLOUR+12);
StoreCarTriangle(&car[4+16], &car[5+16], &car[1+16], pVertices, colour);
StoreCarTriangle(&car[4+16], &car[1+16], &car[0+16], pVertices, colour);
// car right side
StoreCarTriangle(&car[3+16], &car[2+16], &car[6+16], pVertices, colour);
StoreCarTriangle(&car[3+16], &car[6+16], &car[7+16], pVertices, colour);
// car back
colour = SCRGB(SCR_BASE_COLOUR+10);
StoreCarTriangle(&car[0+16], &car[1+16], &car[2+16], pVertices, colour);
StoreCarTriangle(&car[0+16], &car[2+16], &car[3+16], pVertices, colour);
// car front
StoreCarTriangle(&car[7+16], &car[6+16], &car[5+16], pVertices, colour);
StoreCarTriangle(&car[7+16], &car[5+16], &car[4+16], pVertices, colour);
// car top
colour = SCRGB(SCR_BASE_COLOUR+15);
StoreCarTriangle(&car[1+16], &car[5+16], &car[6+16], pVertices, colour);
StoreCarTriangle(&car[1+16], &car[6+16], &car[2+16], pVertices, colour);
// car bottom
colour = SCRGB(SCR_BASE_COLOUR+9);
StoreCarTriangle(&car[3+16], &car[7+16], &car[4+16], pVertices, colour);
StoreCarTriangle(&car[3+16], &car[4+16], &car[0+16], pVertices, colour);
}
HRESULT CreateCarVertexBuffer (IDirect3DDevice9 *pd3dDevice)
{
if (pCarVB == NULL)
{
if( FAILED( pd3dDevice->CreateVertexBuffer( MAX_VERTICES_PER_CAR*sizeof(UTVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_UTVERTEX, D3DPOOL_DEFAULT, &pCarVB, NULL ) ) )
return E_FAIL;
}
UTVERTEX *pVertices;
if( FAILED( pCarVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return E_FAIL;
numCarVertices = 0;
CreateCarInVB(pVertices);
pCarVB->Unlock();
return S_OK;
}
void FreeCarVertexBuffer (void)
{
if (pCarVB) pCarVB->Release(), pCarVB = NULL;
}
void DrawCar (IDirect3DDevice9 *pd3dDevice)
{
pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
pd3dDevice->SetStreamSource( 0, pCarVB, 0, sizeof(UTVERTEX) );
pd3dDevice->SetFVF( D3DFVF_UTVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, numCarVertices/3 ); // 3 points per triangle
}