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📄 demoii8_2b.cpp

📁 3D游戏编程大师技巧第八章的源代码
💻 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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