📄 headerin3d.cpp
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// HeaderIn3D.cpp: implementation of the HeaderIn3D class.
//
//////////////////////////////////////////////////////////////////////
#include "../CGE_CORE/HEADERS.H"
#include "HeaderIn3D.h"
USING NAMESPACE CGE;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
#define ANGLE 1
#define HEIGHT 0.75f
#define ROW 20
#define COL 20
const FLOAT LEAST = 0.15f;
short DefMaze[] = {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,1,0,0,0,1,1,0,0,0,0,1,0,1,1,1,1,1,1,
1,0,0,0,1,0,1,1,0,1,1,0,1,0,1,1,1,1,1,1,
1,0,1,0,1,1,0,0,0,1,1,0,0,0,0,0,0,1,1,1,
1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,1,1,1,
1,0,1,0,1,1,1,0,0,0,0,0,0,1,0,1,0,0,0,1,
1,0,1,0,0,1,0,0,1,0,1,1,0,1,0,1,0,1,0,1,
1,0,0,1,0,1,1,0,1,0,0,1,0,1,0,0,0,0,0,1,
1,0,1,0,0,0,0,0,1,0,1,1,1,1,1,1,0,1,0,1,
1,0,0,1,0,1,0,1,1,0,1,1,0,0,0,0,0,1,0,1,
1,1,0,1,0,1,0,1,0,1,0,0,0,1,1,1,1,1,0,1,
1,0,0,1,0,1,0,1,0,1,1,1,0,1,0,0,1,0,0,1,
1,1,0,1,0,1,1,1,0,0,0,0,0,1,0,1,1,0,1,1,
1,0,0,1,0,1,1,1,1,1,1,1,0,1,0,0,0,0,0,1,
1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,1,1,1,1,1,
1,0,1,0,1,1,1,0,1,1,1,1,0,1,0,1,1,1,1,1,
1,0,1,0,1,0,1,1,1,1,1,1,0,1,0,1,0,0,0,1,
1,0,0,1,1,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,
1,1,1,0,0,0,1,1,1,1,0,0,0,1,0,0,0,1,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,};
typedef struct MAZEVERTEX {
union {
float x;
float dvX;
};
union {
float y;
float dvY;
};
union {
float z;
float dvZ;
};
union {
float nx;
float dvNX;
};
union {
float ny;
float dvNY;
};
union {
float nz;
float dvNZ;
};
union {
float tu;
float dvTU;
};
union {
float tv;
float dvTV;
};
MAZEVERTEX() { }
MAZEVERTEX(const D3DVECTOR& v, const D3DVECTOR& n, float _tu, float _tv)
{
x = v.x; y = v.y; z = v.z;
nx = n.x; ny = n.y; nz = n.z;
tu = _tu; tv = _tv;
}
enum
{
FVF_MAZEVERTEX = (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
};
}*LPMAZEVERTEX;
//////////////////////////////////////////////////////////////////////
BOOL Keyboard(UINT nScanCode,WPARAM wParam,LPARAM lParam)
{
return theApp.LocalKeyboard(nScanCode,wParam,lParam);
}
HeaderIn3D::HeaderIn3D()
{
this->m_dyCamera = NULL;
this->m_dyConsole = NULL;
this->m_strHelpInfo[0]='\0';
this->m_dyChar2Font = NULL;
this->m_dyEnFont = NULL;
this->m_dyCardFont = NULL;
this->m_dyFPS = NULL;
this->m_dyfSpeed = 1;
}
HeaderIn3D::~HeaderIn3D()
{
SAFE_DELETE(m_dyCamera);
SAFE_DELETE(m_dyConsole);
SAFE_DELETE(m_dyEnFont);
SAFE_DELETE(m_dyChar2Font);
SAFE_DELETE(m_dyCardFont);
SAFE_DELETE(m_dyFPS);
}
BOOL HeaderIn3D::InitializeOnFirstTime()
{
m_dyCamera = new MATRIX::CAMERA;
m_dyConsole = new INPUT::CONSOLE;
m_dyEnFont = new FONT::EnFont;
m_dyChar2Font = new FONT::Char2Font;
m_dyCardFont = new FONT::CardFont;
m_dyFPS = new TIME::FPS;
return TRUE;
}
BOOL HeaderIn3D::InitializeEntironment()
{
HWND hWnd = D3DPARAMETER.hDeviceWindow;
m_dyConsole->Create();
m_dyConsole->CreateKeyboard();
m_dyConsole->SetKeyboardBehavior(hWnd,DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_A,2,0),INPUT::HotKey(Keyboard,2,DIK_A));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_D,2,0),INPUT::HotKey(Keyboard,2,DIK_D));
_tcscat(m_strHelpInfo,TEXT("A 向左转\nD 向右转\n"));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_LEFT,2,0),INPUT::HotKey(Keyboard,2,DIK_LEFT));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_RIGHT,2,0),INPUT::HotKey(Keyboard,2,DIK_RIGHT));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_W,2,0),INPUT::HotKey(Keyboard,2,DIK_W));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_S,2,0),INPUT::HotKey(Keyboard,2,DIK_S));
_tcscat(m_strHelpInfo,TEXT("W 向前\nS 向后\n"));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_ADD,1,0),INPUT::HotKey(Keyboard,1,DIK_ADD));
m_dyConsole->SetKeyboardHotKey(INPUT::KeyboardKey(DIK_SUBTRACT,1,0),INPUT::HotKey(Keyboard,1,DIK_SUBTRACT));
ZeroMemory(&m_dyPointLight,sizeof(D3DLIGHT8));
m_dyPointLight.Type = D3DLIGHT_POINT;
m_dyPointLight.Diffuse.r = 1.0f;
m_dyPointLight.Diffuse.g = 1.0f;
m_dyPointLight.Diffuse.b = 1.0f;
m_dyPointLight.Diffuse.a = 1.0f;
m_dyPointLight.Attenuation1 = 1.0f;
m_dyPointLight.Ambient = m_dyPointLight.Diffuse;
m_dyPointLight.Range = 4.0f;
ZeroMemory(&m_dyMazeMat,sizeof(D3DMATERIAL8));
m_dyMazeMat.Diffuse.r = 0.8f;
m_dyMazeMat.Diffuse.g = 0.8f;
m_dyMazeMat.Diffuse.b = 0.8f;
m_dyMazeMat.Diffuse.a = 0.8f;
m_dyMazeMat.Ambient = m_dyMazeMat.Diffuse;
m_dyCamera->MatrixLookAt(D3DXVECTOR3(-17,0,-17),D3DXVECTOR3(-17,0,1),D3DXVECTOR3(0,1,0));
m_dyEnFont->SetEnFont(DEVICE,"Arial",10,0,0,0);
m_dyChar2Font->SetCacheLevel(2);
m_dyChar2Font->SetChar2Font("Arial",16,100,0,0);
m_dyCardFont->SetCardFile("FONT.JPG",512,512);
return TRUE;
}
BOOL HeaderIn3D::SetfreeEntironment()
{
SAFE_RELEASE(m_dyRoof);
SAFE_RELEASE(m_dyFloor);
SAFE_RELEASE(m_dyMazeWall);
SAFE_RELEASE(m_dyWin);
SAFE_RELEASE(m_dyMazeVB);
m_dyEnFont->SetfreeContext();
m_dyChar2Font->SetfreeContext();
m_dyCardFont->SetfreeContext();
return TRUE;
}
BOOL HeaderIn3D::AfreshEntironment()
{
HRESULT hr;
hr = D3DXCreateTextureFromFile(DEVICE,"SPACE.JPG",&m_dyRoof);
if (FAILED(hr)) return FALSE;
hr = D3DXCreateTextureFromFile(DEVICE,"FLOOR.JPG",&m_dyFloor);
if (FAILED(hr)) return FALSE;
hr = D3DXCreateTextureFromFile(DEVICE,"WALL.JPG",&m_dyMazeWall);
if (FAILED(hr)) return FALSE;
hr = D3DXCreateTextureFromFile(DEVICE,"GIRL.JPG",&m_dyWin);
if (FAILED(hr)) return FALSE;
DEVICE->SetRenderState( D3DRS_CULLMODE,D3DCULL_NONE);
DEVICE->SetTextureStageState(0,D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
DEVICE->SetTextureStageState(0,D3DTSS_MINFILTER, D3DTEXF_LINEAR);
DEVICE->SetTextureStageState(0,D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
DEVICE->SetRenderState(D3DRS_ZENABLE,2);
D3DXMATRIX mat;
D3DXMatrixIdentity(&mat);
D3DXMatrixPerspectiveFovLH(&mat,D3DX_PI/4,(FLOAT)BackBufferWidth()/BackBufferHeight(),0.001f,1000.0f);
DEVICE->SetTransform(D3DTS_PROJECTION,&mat);
hr = DEVICE->CreateVertexBuffer(6 * 6 * sizeof(MAZEVERTEX),0,0,D3DPOOL_MANAGED,&m_dyMazeVB);
if (FAILED(hr)) return FALSE;
LPMAZEVERTEX Maze = NULL;
hr = m_dyMazeVB->Lock(0,0,(BYTE**)&Maze,0);
if (FAILED(hr)) return FALSE;
// 顶面.
Maze[0] = MAZEVERTEX(D3DXVECTOR3( ROW,HEIGHT, COL),D3DXVECTOR3(0,-1.0f,0),ROW,0);
Maze[1] = MAZEVERTEX(D3DXVECTOR3(-ROW,HEIGHT, COL),D3DXVECTOR3(0,-1.0f,0),0,0);
Maze[2] = MAZEVERTEX(D3DXVECTOR3( ROW,HEIGHT,-COL),D3DXVECTOR3(0,-1.0f,0),ROW,COL);
Maze[3] = MAZEVERTEX(D3DXVECTOR3( ROW,HEIGHT,-COL),D3DXVECTOR3(0,-1.0f,0),ROW,COL);
Maze[4] = MAZEVERTEX(D3DXVECTOR3(-ROW,HEIGHT, COL),D3DXVECTOR3(0,-1.0f,0),0,0);
Maze[5] = MAZEVERTEX(D3DXVECTOR3(-ROW,HEIGHT,-COL),D3DXVECTOR3(0,-1.0f,0),0,COL);
// 底面.
Maze[6] = MAZEVERTEX(D3DXVECTOR3(-ROW,-HEIGHT, COL),D3DXVECTOR3(0,1.0f,0),0,0);
Maze[7] = MAZEVERTEX(D3DXVECTOR3( ROW,-HEIGHT, COL),D3DXVECTOR3(0,1.0f,0),ROW,0);
Maze[8] = MAZEVERTEX(D3DXVECTOR3(-ROW,-HEIGHT,-COL),D3DXVECTOR3(0,1.0f,0),0,COL);
Maze[9] = MAZEVERTEX(D3DXVECTOR3(-ROW,-HEIGHT,-COL),D3DXVECTOR3(0,1.0f,0),0,COL);
Maze[10] = MAZEVERTEX(D3DXVECTOR3( ROW,-HEIGHT, COL),D3DXVECTOR3(0,1.0f,0),ROW,0);
Maze[11] = MAZEVERTEX(D3DXVECTOR3( ROW,-HEIGHT,-COL),D3DXVECTOR3(0,1.0f,0),ROW,COL);
// 前面
Maze[12] = MAZEVERTEX(D3DXVECTOR3(-1,-HEIGHT,-1),D3DXVECTOR3(0,0,-1),0,1);
Maze[13] = MAZEVERTEX(D3DXVECTOR3(-1,HEIGHT,-1),D3DXVECTOR3(0,0,-1),0,0);
Maze[14] = MAZEVERTEX(D3DXVECTOR3(1,-HEIGHT,-1),D3DXVECTOR3(0,0,-1),1,1);
Maze[15] = MAZEVERTEX(D3DXVECTOR3(1,-HEIGHT,-1),D3DXVECTOR3(0,0,-1),1,1);
Maze[16] = MAZEVERTEX(D3DXVECTOR3(-1,HEIGHT,-1),D3DXVECTOR3(0,0,-1),0,0);
Maze[17] = MAZEVERTEX(D3DXVECTOR3(1,HEIGHT,-1),D3DXVECTOR3(0,0,-1),1,0);
// 右面
Maze[18] = MAZEVERTEX(D3DXVECTOR3(1,HEIGHT,-1),D3DXVECTOR3(1,0,0),0,0);
Maze[19] = MAZEVERTEX(D3DXVECTOR3(1,HEIGHT,1),D3DXVECTOR3(1,0,0),1,0);
Maze[20] = MAZEVERTEX(D3DXVECTOR3(1,-HEIGHT,-1),D3DXVECTOR3(1,0,0),0,1);
Maze[21] = MAZEVERTEX(D3DXVECTOR3(1,-HEIGHT,-1),D3DXVECTOR3(1,0,0),0,1);
Maze[22] = MAZEVERTEX(D3DXVECTOR3(1,HEIGHT,1),D3DXVECTOR3(1,0,0),1,0);
Maze[23] = MAZEVERTEX(D3DXVECTOR3(1,-HEIGHT,1),D3DXVECTOR3(1,0,0),1,1);
// 背面
Maze[24] = MAZEVERTEX(D3DXVECTOR3(1,-HEIGHT,1),D3DXVECTOR3(0,0,1),0,1);
Maze[25] = MAZEVERTEX(D3DXVECTOR3(1,HEIGHT,1),D3DXVECTOR3(0,0,1),0,0);
Maze[26] = MAZEVERTEX(D3DXVECTOR3(-1,-HEIGHT,1),D3DXVECTOR3(0,0,1),1,1);
Maze[27] = MAZEVERTEX(D3DXVECTOR3(-1,-HEIGHT,1),D3DXVECTOR3(0,0,1),1,1);
Maze[28] = MAZEVERTEX(D3DXVECTOR3(1,HEIGHT,1),D3DXVECTOR3(0,0,1),0,0);
Maze[29] = MAZEVERTEX(D3DXVECTOR3(-1,HEIGHT,1),D3DXVECTOR3(0,0,1),1,0);
// 左面
Maze[30] = MAZEVERTEX(D3DXVECTOR3(-1,HEIGHT,1),D3DXVECTOR3(-1,0,0),0,0);
Maze[31] = MAZEVERTEX(D3DXVECTOR3(-1,HEIGHT,-1),D3DXVECTOR3(-1,0,0),1,0);
Maze[32] = MAZEVERTEX(D3DXVECTOR3(-1,-HEIGHT,1),D3DXVECTOR3(-1,0,0),0,1);
Maze[33] = MAZEVERTEX(D3DXVECTOR3(-1,-HEIGHT,1),D3DXVECTOR3(-1,0,0),0,1);
Maze[34] = MAZEVERTEX(D3DXVECTOR3(-1,HEIGHT,-1),D3DXVECTOR3(-1,0,0),1,0);
Maze[35] = MAZEVERTEX(D3DXVECTOR3(-1,-HEIGHT,-1),D3DXVECTOR3(-1,0,0),1,1);
hr = m_dyMazeVB->Unlock();
if (FAILED(hr)) return FALSE;
m_dyChar2Font->CreateContext(DEVICE);
m_dyEnFont->CreateContext(DEVICE);
m_dyCardFont->CreateCardFont(DEVICE,D3DCOLOR_RGBA(0,0,0,255));
return TRUE;
}
BOOL HeaderIn3D::CheckFrameInMove()
{
m_dyConsole->UpdateKeyboard();
m_dyPointLight.Position = m_dyCamera->EyeAt();
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