📄 demoii8_9.cpp
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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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