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📄 demoii8_9.cpp

📁 3D游戏编程大师技巧第八章的源代码
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// DEMOII8_9.CPP - .COB 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_9res.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,
    dolocal   = 1,
    doworld   = 1;

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_COB(&obj_player,ascfilename,  
                                              &vscale, &vpos, &vrot, 
                                              (swapyz*VERTEX_FLAGS_SWAP_YZ) | 
                                              (iwinding*VERTEX_FLAGS_INVERT_WINDING_ORDER) | 
                                              (dolocal*VERTEX_FLAGS_TRANSFORM_LOCAL) | 
                                              (doworld*VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD) );

                       } // 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, 
                               ".COB 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);
HWND hlocal    = GetDlgItem(hwnddlg, IDC_LOCAL);
HWND hworld    = GetDlgItem(hwnddlg, IDC_WORLD);

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