📄 demoii8_5.cpp
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// release all your resources created for the game here....
// now directsound
DSound_Stop_All_Sounds();
DSound_Delete_All_Sounds();
DSound_Shutdown();
// directmusic
DMusic_Delete_All_MIDI();
DMusic_Shutdown();
// shut down directinput
DInput_Release_Keyboard();
// shutdown directinput
DInput_Shutdown();
// shutdown directdraw last
DDraw_Shutdown();
Close_Error_File();
// 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!
static MATRIX4X4 mrot; // general rotation matrix
// these are used to create a circling camera
static float view_angle = 0;
static float camera_distance = 6000;
static VECTOR4D pos = {0,0,0,0};
static float tank_speed;
static float turning = 0;
// state variables for different rendering modes and help
static int wireframe_mode = -1;
static int backface_mode = 1;
static int lighting_mode = 1;
static int help_mode = 1;
char work_string[256]; // temp string
int index; // looping var
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// draw the sky
//Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, 166, lpddsback);
//Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, rgblookup[RGB16Bit565(115,42,16)], lpddsback);
//Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, rgblookup[RGB16Bit565(0,140,192)], lpddsback);
Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, RGB16Bit(0,140,192), lpddsback);
// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, 28, lpddsback);
//Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, rgblookup[RGB16Bit565(115,42,16)], lpddsback);
Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(103,62,3), lpddsback);
// read keyboard and other devices here
DInput_Read_Keyboard();
// game logic here...
// reset the render list
Reset_RENDERLIST4DV1(&rend_list);
// allow user to move camera
// turbo
if (keyboard_state[DIK_SPACE])
tank_speed = 5*TANK_SPEED;
else
tank_speed = TANK_SPEED;
// forward/backward
if (keyboard_state[DIK_UP])
{
// move forward
cam.pos.x += tank_speed*Fast_Sin(cam.dir.y);
cam.pos.z += tank_speed*Fast_Cos(cam.dir.y);
} // end if
if (keyboard_state[DIK_DOWN])
{
// move backward
cam.pos.x -= tank_speed*Fast_Sin(cam.dir.y);
cam.pos.z -= tank_speed*Fast_Cos(cam.dir.y);
} // end if
// rotate
if (keyboard_state[DIK_RIGHT])
{
cam.dir.y+=3;
// add a little turn to object
if ((turning+=2) > 15)
turning=15;
} // end if
if (keyboard_state[DIK_LEFT])
{
cam.dir.y-=3;
// add a little turn to object
if ((turning-=2) < -15)
turning=-15;
} // end if
else // center heading again
{
if (turning > 0)
turning-=1;
else
if (turning < 0)
turning+=1;
} // end else
// modes and lights
// wireframe mode
if (keyboard_state[DIK_W])
{
// toggle wireframe mode
wireframe_mode = -wireframe_mode;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
// backface removal
if (keyboard_state[DIK_B])
{
// toggle backface removal
backface_mode = -backface_mode;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
// lighting
if (keyboard_state[DIK_L])
{
// toggle lighting engine completely
lighting_mode = -lighting_mode;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
// toggle ambient light
if (keyboard_state[DIK_A])
{
// toggle ambient light
if (lights[AMBIENT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
else
lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_STATE_ON;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
// toggle infinite light
if (keyboard_state[DIK_I])
{
// toggle ambient light
if (lights[INFINITE_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
else
lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_STATE_ON;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
// toggle point light
if (keyboard_state[DIK_P])
{
// toggle point light
if (lights[POINT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
else
lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_ON;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
// toggle spot light
if (keyboard_state[DIK_S])
{
// toggle spot light
if (lights[SPOT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
lights[SPOT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
else
lights[SPOT_LIGHT_INDEX].state = LIGHTV1_STATE_ON;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
// help menu
if (keyboard_state[DIK_H])
{
// toggle help menu
help_mode = -help_mode;
Wait_Clock(100); // wait, so keyboard doesn't bounce
} // end if
static float plight_ang = 0, slight_ang = 0; // angles for light motion
// move point light source in ellipse around game world
lights[POINT_LIGHT_INDEX].pos.x = 4000*Fast_Cos(plight_ang);
lights[POINT_LIGHT_INDEX].pos.y = 200;
lights[POINT_LIGHT_INDEX].pos.z = 4000*Fast_Sin(plight_ang);
if ((plight_ang+=3) > 360)
plight_ang = 0;
// move spot light source in ellipse around game world
lights[SPOT_LIGHT_INDEX].pos.x = 2000*Fast_Cos(slight_ang);
lights[SPOT_LIGHT_INDEX].pos.y = 200;
lights[SPOT_LIGHT_INDEX].pos.z = 2000*Fast_Sin(slight_ang);
if ((slight_ang-=5) < 0)
slight_ang = 360;
// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);
// insert the player into the world
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV1(&obj_player);
// set position of tank
obj_player.world_pos.x = cam.pos.x+300*Fast_Sin(cam.dir.y);
obj_player.world_pos.y = cam.pos.y-70;
obj_player.world_pos.z = cam.pos.z+300*Fast_Cos(cam.dir.y);
// generate rotation matrix around y axis
Build_XYZ_Rotation_MATRIX4X4(0, cam.dir.y+turning, 0, &mrot);
// rotate the local coords of the object
Transform_OBJECT4DV1(&obj_player, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
// perform world transform
Model_To_World_OBJECT4DV1(&obj_player, TRANSFORM_TRANS_ONLY);
// perform lighting
if (lighting_mode==1)
Light_OBJECT4DV1_World16(&obj_player, &cam, lights, 4);
// insert the object into render list
Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_player,0, lighting_mode);
//////////////////////////////////////////////////////////
// insert the tanks in the world
for (index = 0; index < NUM_TANKS; index++)
{
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV1(&obj_tank);
// generate rotation matrix around y axis
Build_XYZ_Rotation_MATRIX4X4(0, tanks[index].w, 0, &mrot);
// rotate the local coords of the object
Transform_OBJECT4DV1(&obj_tank, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
// set position of tank
obj_tank.world_pos.x = tanks[index].x;
obj_tank.world_pos.y = tanks[index].y;
obj_tank.world_pos.z = tanks[index].z;
// attempt to cull object
if (!Cull_OBJECT4DV1(&obj_tank, &cam, CULL_OBJECT_XYZ_PLANES))
{
// if we get here then the object is visible at this world position
// so we can insert it into the rendering list
// perform local/model to world transform
Model_To_World_OBJECT4DV1(&obj_tank, TRANSFORM_TRANS_ONLY);
// perform lighting
if (lighting_mode==1)
Light_OBJECT4DV1_World16(&obj_tank, &cam, lights, 4);
// insert the object into render list
Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_tank,0, lighting_mode);
} // end if
} // end for
////////////////////////////////////////////////////////
// insert the towers in the world
for (index = 0; index < NUM_TOWERS; index++)
{
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV1(&obj_tower);
// set position of tower
obj_tower.world_pos.x = towers[index].x;
obj_tower.world_pos.y = towers[index].y;
obj_tower.world_pos.z = towers[index].z;
// attempt to cull object
if (!Cull_OBJECT4DV1(&obj_tower, &cam, CULL_OBJECT_XYZ_PLANES))
{
// if we get here then the object is visible at this world position
// so we can insert it into the rendering list
// perform local/model to world transform
Model_To_World_OBJECT4DV1(&obj_tower);
// perform lighting
if (lighting_mode==1)
Light_OBJECT4DV1_World16(&obj_tower, &cam, lights, 4);
// insert the object into render list
Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_tower,0,lighting_mode);
} // end if
} // end for
///////////////////////////////////////////////////////////////
// seed number generator so that modulation of markers is always the same
srand(13);
// insert the ground markers into the world
for (int index_x = 0; index_x < NUM_POINTS_X; index_x++)
for (int index_z = 0; index_z < NUM_POINTS_Z; index_z++)
{
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV1(&obj_marker);
// set position of tower
obj_marker.world_pos.x = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_x*POINT_SIZE;
obj_marker.world_pos.y = obj_marker.max_radius;
obj_marker.world_pos.z = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_z*POINT_SIZE;
// attempt to cull object
if (!Cull_OBJECT4DV1(&obj_marker, &cam, CULL_OBJECT_XYZ_PLANES))
{
// if we get here then the object is visible at this world position
// so we can insert it into the rendering list
// perform local/model to world transform
Model_To_World_OBJECT4DV1(&obj_marker);
// perform lighting
if (lighting_mode==1)
Light_OBJECT4DV1_World16(&obj_marker, &cam, lights, 4);
// insert the object into render list
Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_marker,0,lighting_mode);
} // end if
} // end for
////////////////////////////////////////////////////////////////////////
// remove backfaces
if (backface_mode==1)
Remove_Backfaces_RENDERLIST4DV1(&rend_list, &cam);
// apply world to camera transform
World_To_Camera_RENDERLIST4DV1(&rend_list, &cam);
// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV1(&rend_list, &cam);
// apply screen transform
Perspective_To_Screen_RENDERLIST4DV1(&rend_list, &cam);
sprintf(work_string,"pos:[%f, %f, %f] heading:[%f] elev:[%f], polys[%d]",
cam.pos.x, cam.pos.y, cam.pos.z, cam.dir.y, cam.dir.x, debug_polys_rendered_per_frame);
Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-20, RGB(0,255,0), lpddsback);
sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d | BckFceRM [%s]",
((lighting_mode == 1) ? "ON" : "OFF"),
lights[AMBIENT_LIGHT_INDEX].state,
lights[INFINITE_LIGHT_INDEX].state,
lights[POINT_LIGHT_INDEX].state,
lights[SPOT_LIGHT_INDEX].state,
((backface_mode == 1) ? "ON" : "OFF"));
Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, RGB(0,255,0), lpddsback);
// draw instructions
Draw_Text_GDI("Press ESC to exit. Press <H> for Help.", 0, 0, RGB(0,255,0), lpddsback);
// should we display help
int text_y = 16;
if (help_mode==1)
{
// draw help menu
Draw_Text_GDI("<A>..............Toggle ambient light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<I>..............Toggle infinite light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<P>..............Toggle point light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<S>..............Toggle spot light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<W>..............Toggle wire frame/solid mode.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<B>..............Toggle backface removal.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<RIGHT ARROW>....Rotate player right.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<LEFT ARROW>.....Rotate player left.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<UP ARROW>.......Move player forward.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<DOWN ARROW>.....Move player backward.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<SPACE BAR>......Turbo.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<H>..............Toggle Help.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<ESC>............Exit demo.", 0, text_y+=12, RGB(255,255,255), lpddsback);
} // end help
// lock the back buffer
DDraw_Lock_Back_Surface();
// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
// render the object
if (wireframe_mode == 1)
Draw_RENDERLIST4DV1_Wire16(&rend_list, back_buffer, back_lpitch);
else
Draw_RENDERLIST4DV1_Solid16(&rend_list, back_buffer, back_lpitch);
// unlock the back buffer
DDraw_Unlock_Back_Surface();
// 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);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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