📄 demoii8_8.cpp
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// DEMOII8_8.CPP - .ASC file loading demo with the works!
// READ THIS!
// To compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, DINPUT8.LIB, WINMM.LIB in the project link list, and of course
// the C++ source modules T3DLIB1-6.CPP and the headers T3DLIB1-6.H
// be in the working directory of the compiler
// also this program uses a menu, thus you need to include the resource
// template DEMOII8_8.RC to complile
// INCLUDES ///////////////////////////////////////////////
#define DEBUG_ON
#define INITGUID // make sure al the COM interfaces are available
// instead of this you can include the .LIB file
// DXGUID.LIB
#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"
#include "demoii8_8res.h" // include the resource header
// DEFINES ////////////////////////////////////////////////
// defines for windows interface
#define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
#define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
#define WINDOW_WIDTH 800 // size of window
#define WINDOW_HEIGHT 600
#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
// defines for the game universe
#define UNIVERSE_RADIUS 4000
#define POINT_SIZE 100
#define NUM_POINTS_X (2*UNIVERSE_RADIUS/POINT_SIZE)
#define NUM_POINTS_Z (2*UNIVERSE_RADIUS/POINT_SIZE)
#define NUM_POINTS (NUM_POINTS_X*NUM_POINTS_Z)
// defines for objects
#define NUM_TOWERS 64 // 96
#define NUM_TANKS 32 // 24
#define TANK_SPEED 15
// create some constants for ease of access
#define AMBIENT_LIGHT_INDEX 0 // ambient light index
#define INFINITE_LIGHT_INDEX 1 // infinite light index
#define POINT_LIGHT_INDEX 2 // point light index
#define SPOT_LIGHT_INDEX 3 // spot light index
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
BOOL CALLBACK DialogProc(HWND hwnddlg, // handle to dialog box
UINT umsg, // message
WPARAM wparam, // first message parameter
LPARAM lparam); // second message parameter
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[2048]; // used to print text
// initialize camera position and direction
POINT4D cam_pos = {0,0,-250,1};
POINT4D cam_target = {0,0,0,1};
VECTOR4D cam_dir = {0,0,0,1};
// all your initialization code goes here...
VECTOR4D vscale={1.0,1.0,1.0,1},
vpos = {0,0,0,1},
vrot = {0,0,0,1};
CAM4DV1 cam; // the single camera
OBJECT4DV1 obj_tower, // used to hold the master tower
obj_tank, // used to hold the master tank
obj_marker, // the ground marker
obj_player; // the player object
POINT4D towers[NUM_TOWERS],
tanks[NUM_TANKS];
RENDERLIST4DV1 rend_list; // the render list
// state variables for different rendering modes and help
int wireframe_mode = -1;
int backface_mode = 1;
int lighting_mode = 1;
int help_mode = 1;
int zsort_mode = 1;
// controlled during load dialog
int swapyz = 0,
iwinding = 0;
char ascfilename[256]; // holds file name when loader loads
// 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_COMMAND:
{
switch(LOWORD(wparam))
{
// handle the FILE menu
case ID_FILE_EXIT:
{
// terminate window
PostQuitMessage(0);
} break;
case ID_FILE_LOADASCFILE:
{
// call line input dialog
if (DialogBox (main_instance, MAKEINTRESOURCE(IDD_DIALOG1), hwnd, DialogProc ) == IDOK )
{
// load in default object
VECTOR4D_INITXYZ(&vscale,5.00,5.00,5.00);
Load_OBJECT4DV1_3DSASC(&obj_player,ascfilename,
&vscale, &vpos, &vrot,
(swapyz*VERTEX_FLAGS_SWAP_YZ) |
(iwinding*VERTEX_FLAGS_INVERT_WINDING_ORDER) );
} // end if
} break;
case ID_LIGHTS_TOGGLEAMBIENTLIGHT:
{
// 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;
} break;
case ID_LIGHTS_TOGGLEPOINTLIGHT:
{
// 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;
} break;
case ID_LIGHTS_TOGGLESPOTLIGHT:
{
// 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;
} break;
case ID_LIGHTS_TOGGLEINFINITELIGHT:
{
// toggle spot 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;
} break;
case ID_ZSORTING_ENABLE:
{
zsort_mode = 1;
} break;
case ID_ZSORTING_DISABLE:
{
zsort_mode = -1;
} break;
case ID_BACKFACEREMOVAL_ENABLE:
{
backface_mode = 1;
} break;
case ID_BACKFACEREMOVAL_DISABLE:
{
backface_mode = -1;
} break;
case ID_RENDERINGMODE_SOLID:
{
// toggle wireframe mode
wireframe_mode = -1;
} break;
case ID_RENDERINGMODE_WIREFRAME:
{
// toggle wireframe mode
wireframe_mode = 1;
} break;
// handle the HELP menu
case ID_HELP_ABOUT:
{
sprintf(buffer, "Polys: %d, Vertices: %d", obj_player.num_polys, obj_player.num_vertices);
// pop up a message box
MessageBox(hwnd, buffer,
".ASC File Loader Demo",
MB_OK | MB_ICONEXCLAMATION);
} break;
default: break;
} // end switch wparam
} break; // end WM_COMMAND
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
///////////////////////////////////////////////////////////
BOOL CALLBACK DialogProc(HWND hwnddlg, // handle to dialog box
UINT umsg, // message
WPARAM wparam, // first message parameter
LPARAM lparam) // second message parameter
{
// dialog handler for the line input
// get the handle to the text edit box
HWND htextedit = GetDlgItem (hwnddlg, IDC_EDIT1);
HWND hswapyz = GetDlgItem(hwnddlg, IDC_SWAPYZ);
HWND hiwinding = GetDlgItem(hwnddlg, IDC_IWINDING);
switch (umsg)
{
case WM_INITDIALOG:
{
SetFocus ( htextedit );
} break;
case WM_COMMAND:
{
switch (LOWORD(wparam))
{
case IDOK:
{
int linelength = SendMessage ( htextedit, EM_LINELENGTH, 0, 0 );
ascfilename[0] = (unsigned char )255;
SendMessage (htextedit, EM_GETLINE, 0, (LPARAM) (LPCSTR) ascfilename );
ascfilename[linelength] = 0;
// set swap and winding order globals
swapyz = (int) SendMessage(hswapyz, BM_GETCHECK, 0,0);
iwinding = (int) SendMessage(hiwinding, BM_GETCHECK, 0,0);
EndDialog (hwnddlg, IDOK );
return TRUE;
} break;
case IDCANCEL:
{
EndDialog ( hwnddlg, IDCANCEL );
return TRUE;
} break;
default: break;
} // end switch
} break;
} // end switch
// return normal
return 0;
} // end DialogProc
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // generic dc
PAINTSTRUCT ps; // generic paintstruct
// first fill in the window class stucture
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 = MAKEINTRESOURCE(IDR_ASCMENU);
winclass.lpszClassName = WINDOW_CLASS_NAME;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window, note the test to see if WINDOWED_APP is
// true to select the appropriate window flags
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// resize the window so that client is really width x height
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();
// disable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
// 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();
// enable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
// return to Windows like this
return(msg.wParam);
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