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#ifndef __TEX_H__
#define __TEX_H__
#include <d3dx9.h>
namespace Tex{
IDirect3DTexture9* Textures[7] = {0, 0, 0, 0, 0, 0, 0};// texture for each subset
void createTexture(IDirect3DDevice9* Device);
};
#endif
#include "tex.h"
void Tex::createTexture(IDirect3DDevice9* Device)
{
//...修改Textures[7]
}
#ifndef __cubeH__
#define __cubeH__
#include <d3dx9.h>
#include <string>
#include <vector>
class Cube
{
public:
Cube(IDirect3DDevice9* device,D3DXVECTOR3 position, int tex[6]);
~Cube();
bool draw(D3DXMATRIX* world, D3DMATERIAL9* mtrl);
private:
IDirect3DDevice9* _device;
ID3DXMesh* _mesh;
static const DWORD _numSubsets;
std::vector<int> _tex;
};
#endif //__cubeH__
#include "cube.h"
#include "vertex.h"
#include "tex.h"
#include "d3dUtility.h"
const DWORD Cube::_numSubsets = 6;
//extern IDirect3DTexture9* Textures[7];
Cube::Cube(IDirect3DDevice9* device,D3DXVECTOR3 position,int tex[6])
{ //...
//初始化成员变量,
}
Cube::~Cube()
{
d3d::Release<ID3DXMesh*>(_mesh);
}
bool Cube::draw(D3DXMATRIX* world, D3DMATERIAL9* mtrl)
{
if( world )
_device->SetTransform(D3DTS_WORLD, world);
if( mtrl )
_device->SetMaterial(mtrl);
for(int i = 0; i < _numSubsets; i++)
{
_device->SetTexture( 0, Tex::Textures[_tex[i]] );
//此处出现问题,我想用命名空间Tex中的变量Textures,却出现重定义的问题
_mesh->DrawSubset( i );
}
return true;
}
#include "d3dUtility.h"
#include "vertex.h"
#include "cube.h"
#include "camera.h"
#include <iostream>
#include "tex.h"
bool Setup()
{
//.....
Tex::createTexture(Device);
//.....
}
bool Display(float timeDelta)
{
if( Device )
{
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
Device->BeginScene();
for(int x=0;x<3;x++)
{
for(int y=0;y<3;y++)
{
for(int z=0;z<3;z++)
{
if(Box[x][y][z])
Box[x][y][z]->draw(&CubeWorldMatrix, 0);//调用draw
}
}
}
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}