📄 main.cpp
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//-----------------------------------------------------------------------------
// Name: D3DFrame_UnitTemplate
//
// Description: Example code showing how to create a simple tile map
// using an array of integers that point to textures
// in memory.
//
// File Function: Main body of the function (main.cpp)
//
// Code:
// Copyright (c) 2002 LostLogic Corporation. All rights reserved.
//
// Libraries Required:
// d3d9.lib dxguid.lib d3dx9dt.lib d3dxof.lib comctl32.lib winmm.lib
//
// DX Files Required:
// d3dapp.cpp
// d3denumeration.cpp
// d3dfont.cpp
// d3dsettings.cpp
// d3dutil.cpp
// dxutil.cpp
//
// Local Files Required:
// main.cpp
// main.h
//
// Original D3D Application Shell Code:
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "main.h"
//-----------------------------------------------------------------------------
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Instance of the framework application
CD3DFramework d3dApp;
InitCommonControls();
// Create the application environment
// ----------------------------------
// This initializes the display and loads all appropriate data.
//
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
// Start up the application
// ------------------------
// Starts the program running by activating the message loop
// and render functions.
//
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CD3DFramework::CD3DFramework()
{
m_strWindowTitle = _T("Unit Template Example");
m_pStatsFont = NULL;
m_shWindowWidth = 480;
m_shWindowHeight = 480;
m_shTileMapWidth = 10;
m_shTileMapHeight = 10;
}
//-----------------------------------------------------------------------------
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CD3DFramework::OneTimeSceneInit()
{
m_pStatsFont = new CD3DFont( _T("Arial"), 8, NULL );
if( m_pStatsFont == NULL )
return E_FAIL;
//---------------------------------------------
// INITIALIZE TILE MAP
//---------------------------------------------
// Clear out the map with the grass tile
memset( m_iTileMap, 0, (m_shTileMapWidth*m_shTileMapHeight) * sizeof( int ) );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CD3DFramework::Render()
{
D3DXMATRIX matTranslation;
D3DXMATRIX matRotation;
D3DXMATRIX matRotation2;
D3DXMATRIX matScale;
int iX;
int iY;
int iCurTile;
float fTileX, fTileY;
CUnit *ptrUnit;
static DWORD dwLastUpdateTime = 0;
// Update the units
if( timeGetTime() > dwLastUpdateTime ) {
vUpdateUnits();
dwLastUpdateTime = timeGetTime()+33;
}
// Clear the viewport
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(120,120,120), 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) {
// Vertical
for( iY = 0; iY < m_shTileMapHeight; iY++ ) {
// Horizontal
for( iX = 0; iX < m_shTileMapWidth; iX++ ) {
// Figure out which tile to display
iCurTile = m_iTileMap[ iX + ( iY * m_shTileMapWidth ) ];
// Figure out the on-screen coordinates
fTileX = -240.0f+(iX*48.0f);
fTileY = 192.0f-(iY*48.0f);
// Display the tile
vDrawTile( fTileX, fTileY, 48.0f, 48.0f, iCurTile );
}
}
//
// RENDER UNITS
//
// Turn on transparency
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
// Loop through all avail units
for( int i = 0; i < m_UnitManager.m_iTotalUnitObjs; i++ ) {
// Set a pointer to the unit
ptrUnit = &m_UnitManager.m_UnitObjs[ i ];
// Check if active
if( ptrUnit->m_bActive ) {
// Draw the unit
vDrawUnit(
ptrUnit->m_fXPos,
ptrUnit->m_fYPos,
ptrUnit->m_fScale*128.0f,
ptrUnit->m_fScale*128.0f,
ptrUnit->m_fRot,
ptrUnit->m_Animation,
ptrUnit->m_iCurAnimFrame,
ptrUnit->m_iOwner
);
}
}
// Turn off transparency
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
// Show frame rate
m_pStatsFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
// Show video device information
m_pStatsFont->DrawText( 2, 15, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
//
// Display Stats
//
char szStats[128];
// Memory information
sprintf( szStats, "Total Unit Types Loaded = %d", m_UnitManager.m_iTotalUnitBaseObjs );
m_pStatsFont->DrawText( 2, 35, D3DCOLOR_ARGB(255,255,255,255), szStats );
sprintf( szStats, "Total Textures Loaded = %d (%ld MBytes)",
m_UnitManager.iCountTotalTextures(),
m_UnitManager.iCountTotalTextures() * 128 * 128 * 4/1000000 );
m_pStatsFont->DrawText( 2, 50, D3DCOLOR_ARGB(255,255,255,255), szStats );
// Unit stats
sprintf( szStats, "0] Unit Name____________%s", m_UnitManager.m_UnitBaseObjs[0].m_szName );
m_pStatsFont->DrawText( 2, 70, D3DCOLOR_ARGB(255,255,200,0), szStats );
sprintf( szStats, "0] Unit Offense Type 1____%s", m_UnitManager.m_UnitBaseObjs[0].m_Offense1->m_szName );
m_pStatsFont->DrawText( 2, 85, D3DCOLOR_ARGB(255,255,200,0), szStats );
if( m_UnitManager.m_UnitBaseObjs[0].m_Offense2 ) {
sprintf( szStats, "0] Unit Offense Type 2____%s", m_UnitManager.m_UnitBaseObjs[0].m_Offense2->m_szName );
}
else {
sprintf( szStats, "0] Unit Offense Type 2____None" );
}
m_pStatsFont->DrawText( 2, 100, D3DCOLOR_ARGB(255,255,200,0), szStats );
if( m_UnitManager.m_UnitBaseObjs[0].m_Offense3 ) {
sprintf( szStats, "0] Unit Offense Type 3____%s", m_UnitManager.m_UnitBaseObjs[0].m_Offense3->m_szName );
}
else {
sprintf( szStats, "0] Unit Offense Type 3____None" );
}
m_pStatsFont->DrawText( 2, 115, D3DCOLOR_ARGB(255,255,200,0), szStats );
sprintf( szStats, "0] Unit Defense Type_____%s", m_UnitManager.m_UnitBaseObjs[0].m_Defense->m_szName );
m_pStatsFont->DrawText( 2, 130, D3DCOLOR_ARGB(255,255,200,0), szStats );
sprintf( szStats, "0] Unit Move Type________%s", m_UnitManager.m_UnitBaseObjs[0].m_Movement->m_szName );
m_pStatsFont->DrawText( 2, 145, D3DCOLOR_ARGB(255,255,200,0), szStats );
// End the scene
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CD3DFramework::InitDeviceObjects()
{
HRESULT hr;
if( FAILED( hr = m_pStatsFont->InitDeviceObjects( m_pd3dDevice ) ) )
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CD3DFramework::RestoreDeviceObjects()
{
char szFileName[512];
D3DXMATRIX matproj,matview;
// Restore the fonts
m_pStatsFont->RestoreDeviceObjects();
// Set up the textures
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00888888 );
// Setup the 3D View
D3DXMatrixIdentity(&matview);
m_pd3dDevice->SetTransform(D3DTS_VIEW, &matview);
D3DXMatrixOrthoLH(&matproj, (float)m_shWindowWidth, (float)m_shWindowHeight, 0, 1);
m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matproj);
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
// Setup a material
D3DMATERIAL9 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
//---------------------------------------------
// INITIALIZE TILE MAP TEXTURES & UNIT BITMAPS
//---------------------------------------------
// Load the texture for the terrain
sprintf(szFileName,"Textures\\grass00.bmp");
if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice, szFileName, &m_pTexture[0] ) ) ) {
return S_OK;
}
//---------------------------------------------
// INITIALIZE 3D-2D TILE
//---------------------------------------------
vInitTileVB();
vInitializeUnits();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CD3DFramework::InvalidateDeviceObjects()
{
// Invalidate the font
m_pStatsFont->InvalidateDeviceObjects();
// Release textures
SAFE_RELEASE( m_pTexture[ 0 ] );
m_UnitManager.vClearMem();
// Release 3D-2D tile
SAFE_RELEASE( m_pVBTile );
SAFE_RELEASE( m_pVBUnit );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CD3DFramework::DeleteDeviceObjects()
{
// Delete the font
m_pStatsFont->DeleteDeviceObjects();
// Release textures
SAFE_RELEASE( m_pTexture[ 0 ] );
m_UnitManager.vClearMem();
// Release 3D-2D tile
SAFE_RELEASE( m_pVBTile );
SAFE_RELEASE( m_pVBUnit );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CD3DFramework::FinalCleanup()
{
// Delete the font
SAFE_DELETE( m_pStatsFont );
// Delete textures
SAFE_DELETE( m_pTexture[ 0 ] );
m_UnitManager.vClearMem();
// Delete 3D-2D tile
SAFE_DELETE( m_pVBTile );
SAFE_RELEASE( m_pVBUnit );
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