📄 demoii8_2b.cpp
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// DEMOII8_2b.CPP - texture color modulation with base texture demo
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course
// T3DLIB1.CPP,T3DLIB2.CPP,T3DLIB3.CPP..T3DLIB6.CPP
// and only run app if desktop is in 16-bit color mode
// INCLUDES ///////////////////////////////////////////////
#define INITGUID
#define WIN32_LEAN_AND_MEAN
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // directX includes
#include <dsound.h>
#include <dmksctrl.h>
#include <dmusici.h>
#include <dmusicc.h>
#include <dmusicf.h>
#include <dinput.h>
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
#include "T3DLIB4.h"
#include "T3DLIB5.h"
#include "T3DLIB6.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 1 // 0 not windowed, 1 windowed
#define TEXTSIZE 128 // size of texture mxm
#define NUM_TEXT 12 // number of textures
#define NUM_LMAP 4 // number of light map textures
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[80]; // used to print text
BITMAP_IMAGE textures[NUM_TEXT], // holds our texture library
lightmaps[NUM_LMAP], // holds our light map textures
temp_text; // temporary working texture
// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
main_instance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // initial x,y
WINDOW_WIDTH,WINDOW_HEIGHT, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
FALSE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// perform all game console specific initialization
Game_Init();
// enter main event loop
while(1)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// shutdown game and release all resources
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3D GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping variable
// initialize directdraw, very important that in the call
// to setcooperativelevel that the flag DDSCL_MULTITHREADED is used
// which increases the response of directX graphics to
// take the global critical section more frequently
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load in the textures
Load_Bitmap_File(&bitmap16bit, "OMPTXT128_24.BMP");
// now extract each 128x128x16 texture from the image
for (int itext = 0; itext < NUM_TEXT; itext++)
{
// create the bitmap
Create_Bitmap(&textures[itext],(WINDOW_WIDTH/2)-4*(TEXTSIZE/2),(WINDOW_HEIGHT/2)-2*(TEXTSIZE/2),TEXTSIZE,TEXTSIZE,16);
Load_Image_Bitmap16(&textures[itext], &bitmap16bit,itext % 4,itext / 4,BITMAP_EXTRACT_MODE_CELL);
} // end for
// create temporary working texture (load with first texture to set loaded flags)
Create_Bitmap(&temp_text,(WINDOW_WIDTH/2)-(TEXTSIZE/2),(WINDOW_HEIGHT/2)+(TEXTSIZE/2),TEXTSIZE,TEXTSIZE,16);
Load_Image_Bitmap16(&temp_text, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_CELL);
// done, so unload the bitmap
Unload_Bitmap_File(&bitmap16bit);
// now load the lightmaps
// load in the textures
Load_Bitmap_File(&bitmap16bit, "LIGHTMAPS128_24.BMP");
// now extract each 128x128x16 texture from the image
for (itext = 0; itext < NUM_LMAP; itext++)
{
// create the bitmap
Create_Bitmap(&lightmaps[itext],(WINDOW_WIDTH/2)+2*(TEXTSIZE/2),(WINDOW_HEIGHT/2)-2*(TEXTSIZE/2),TEXTSIZE,TEXTSIZE,16);
Load_Image_Bitmap16(&lightmaps[itext], &bitmap16bit,itext % 4,itext / 4,BITMAP_EXTRACT_MODE_CELL);
} // end for
// done, so unload the bitmap
Unload_Bitmap_File(&bitmap16bit);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DInput_Init_Keyboard();
// hide the mouse
if (!WINDOWED_APP)
ShowCursor(FALSE);
// seed random number generate
srand(Start_Clock());
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// shut everything down
// shutdown directdraw last
DDraw_Shutdown();
// now directsound
DSound_Stop_All_Sounds();
DSound_Shutdown();
// shut down directinput
DInput_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index; // looping var
static int curr_texture = 7; // currently active texture
static int curr_lightmap = 1; // current light map
static float scalef = .25; // texture ambient scale factor
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();
///////////////////////////////////////////
// our little image processing algorithm :)
// Pixel_dest[x,y]rgb = pixel_source[x,y]rgb * ambient +
// pixel_source[x,y]rgb * light_map[x,y]rgb
USHORT *sbuffer = (USHORT *)textures[curr_texture].buffer;
USHORT *lbuffer = (USHORT *)lightmaps[curr_lightmap].buffer;
USHORT *tbuffer = (USHORT *)temp_text.buffer;
// perform RGB transformation on bitmap
for (int iy = 0; iy < temp_text.height; iy++)
for (int ix = 0; ix < temp_text.width; ix++)
{
int rs,gs,bs; // used to extract the source rgb values
int rl, gl, bl; // light map rgb values
int rf,gf,bf; // the final rgb terms
// extract pixel from source bitmap
USHORT spixel = sbuffer[iy*temp_text.width + ix];
// extract RGB values
_RGB565FROM16BIT(spixel, &rs,&gs,&bs);
// extract pixel from lightmap bitmap
USHORT lpixel = lbuffer[iy*temp_text.width + ix];
// extract RGB values
_RGB565FROM16BIT(lpixel, &rl,&gl,&bl);
// simple formula base + scale * lightmap
rf = ( scalef * (float)rl ) + ( (float)rs );
gf = ( scalef * (float)gl ) + ( (float)gs );
bf = ( scalef * (float)bl ) + ( (float)bs );
// test for overflow
if (rf > 255) rf=255;
if (gf > 255) gf=255;
if (bf > 255) bf=255;
// rebuild RGB and test for overflow
// and write back to buffer
tbuffer[iy*temp_text.width + ix] = _RGB16BIT565(rf,gf,bf);
} // end for ix
////////////////////////////////////////
// draw textures
Draw_Bitmap16(&temp_text, back_buffer, back_lpitch,0);
Draw_Bitmap16(&textures[curr_texture], back_buffer, back_lpitch,0);
Draw_Bitmap16(&lightmaps[curr_lightmap], back_buffer, back_lpitch,0);
// unlock back surface
DDraw_Unlock_Back_Surface();
// read keyboard
DInput_Read_Keyboard();
// test if user wants to change texture
if (keyboard_state[DIK_RIGHT])
{
if (++curr_texture > (NUM_TEXT-1))
curr_texture = (NUM_TEXT-1);
Wait_Clock(100);
} // end if
if (keyboard_state[DIK_LEFT])
{
if (--curr_texture < 0)
curr_texture = 0;
Wait_Clock(100);
} // end if
// test if user wants to change ligthmap texture
if (keyboard_state[DIK_UP])
{
if (++curr_lightmap > (NUM_LMAP-1))
curr_lightmap = (NUM_LMAP-1);
Wait_Clock(100);
} // end if
if (keyboard_state[DIK_DOWN])
{
if (--curr_lightmap < 0)
curr_lightmap = 0;
Wait_Clock(100);
} // end if
// is user changing scaling factor
if (keyboard_state[DIK_PGUP])
{
scalef+=.01;
if (scalef > 10)
scalef = 10;
Wait_Clock(10);
} // end if
if (keyboard_state[DIK_PGDN])
{
scalef-=.01;
if (scalef < 0)
scalef = 0;
Wait_Clock(10);
} // end if
// draw title
Draw_Text_GDI("Use <RIGHT>/<LEFT> arrows to change texture.",10,4,RGB(255,255,255), lpddsback);
Draw_Text_GDI("Use <UP>/<DOWN> arrows to change the light map texture.",10,20,RGB(255,255,255), lpddsback);
Draw_Text_GDI("Use <PAGE UP>/<PAGE DOWN> arrows to change ambient scale factor.",10, 36,RGB(255,255,255), lpddsback);
Draw_Text_GDI("Press <ESC> to Exit. ",10, 56,RGB(255,255,255), lpddsback);
// print stats
sprintf(buffer,"Texture #%d, Ligtmap #%d, Ambient Scaling Factor: %f", curr_texture, curr_lightmap, scalef);
Draw_Text_GDI(buffer, 10, WINDOW_HEIGHT - 20,RGB(255,255,255), lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30ish fps
Wait_Clock(30);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
// stop all sounds
DSound_Stop_All_Sounds();
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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