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📄 demoii10_2_8b.cpp

📁 3D游戏编程大师技巧第十章的源代码
💻 CPP
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// shut everything down

// 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

static float plight_ang = 0, 
             slight_ang = 0; // angles for light motion

// use these to rotate objects
static float x_ang = 0, y_ang = 0, z_ang = 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;
static int zsort_mode     = 1;
static int x_clip_mode    = 1;
static int y_clip_mode    = 1;
static int z_clip_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, WINDOW_HEIGHT*.38, rgblookup[RGB16Bit565(38,168,252)], lpddsback);

// draw the ground
Draw_Rectangle(0,WINDOW_HEIGHT*.38, WINDOW_WIDTH, WINDOW_HEIGHT, rgblookup[RGB16Bit565(85,85,255)], lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// modes and lights

// wireframe mode
if (keyboard_state[DIK_W]) 
   {
   // toggle wireframe mode
   if (++wireframe_mode > 1)
       wireframe_mode=0;
   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 (lights2[AMBIENT_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
      lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
   else
      lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_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 (lights2[INFINITE_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
      lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
   else
      lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_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 (lights2[POINT_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
      lights2[POINT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
   else
      lights2[POINT_LIGHT_INDEX].state = LIGHTV2_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 (lights2[SPOT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON)
      lights2[SPOT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF;
   else
      lights2[SPOT_LIGHT2_INDEX].state = LIGHTV2_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

// z-sorting
if (keyboard_state[DIK_Z])
   {
   // toggle z sorting
   zsort_mode = -zsort_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// clipping
if (keyboard_state[DIK_X])
   {
   // toggle x clipping
   x_clip_mode = -x_clip_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

if (keyboard_state[DIK_Y])
   {
   // toggle y clipping
   y_clip_mode = -y_clip_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

if (keyboard_state[DIK_Z])
   {
   // toggle z clipping
   z_clip_mode = -z_clip_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// forward/backward
if (keyboard_state[DIK_UP])
   {
   // move forward
   if ( (cam_speed+=1) > MAX_SPEED) cam_speed = MAX_SPEED;
   } // end if
else
if (keyboard_state[DIK_DOWN])
   {
   // move backward
   if ((cam_speed-=1) < -MAX_SPEED) cam_speed = -MAX_SPEED;
   } // end if

// rotate around y axis or yaw
if (keyboard_state[DIK_RIGHT])
   {
   cam.dir.y+=5;
   } // end if

if (keyboard_state[DIK_LEFT])
   {
   cam.dir.y-=5;
   } // end if


// motion section /////////////////////////////////////////////////////////

// terrain following, simply find the current cell we are over and then
// index into the vertex list and find the 4 vertices that make up the 
// quad cell we are hovering over and then average the values, and based
// on the current height and the height of the terrain push the player upward

// the terrain generates and stores some results to help with terrain following
//ivar1 = columns;
//ivar2 = rows;
//fvar1 = col_vstep;
//fvar2 = row_vstep;

int cell_x = (cam.pos.x  + TERRAIN_WIDTH/2) / obj_terrain.fvar1;
int cell_y = (cam.pos.z  + TERRAIN_HEIGHT/2) / obj_terrain.fvar1;

static float terrain_height, delta;

// test if we are on terrain 
if ( (cell_x >=0) && (cell_x < obj_terrain.ivar1) && (cell_y >=0) && (cell_y < obj_terrain.ivar2) )
   {
   // compute vertex indices into vertex list of the current quad
   int v0 = cell_x + cell_y*obj_terrain.ivar2;
   int v1 = v0 + 1;
   int v2 = v1 + obj_terrain.ivar2;
   int v3 = v0 + obj_terrain.ivar2;   

   // now simply index into table 
   terrain_height = 0.25 * (obj_terrain.vlist_trans[v0].y + obj_terrain.vlist_trans[v1].y +
                            obj_terrain.vlist_trans[v2].y + obj_terrain.vlist_trans[v3].y);

   // compute height difference
   delta = terrain_height - (cam.pos.y - gclearance);

   // test for penetration
   if (delta > 0)
      {
      // apply force immediately to camera (this will give it a springy feel)
      vel_y+=(delta * (VELOCITY_SCALER));

      // test for pentration, if so move up immediately so we don't penetrate geometry
      cam.pos.y+=(delta*CAM_HEIGHT_SCALER);

      // now this is more of a hack than the physics model :) let move the front
      // up and down a bit based on the forward velocity and the gradient of the 
      // hill
      cam.dir.x -= (delta*PITCH_CHANGE_RATE);
 
      } // end if

   } // end if

// decelerate camera
if (cam_speed > (CAM_DECEL) ) cam_speed-=CAM_DECEL;
else
if (cam_speed < (-CAM_DECEL) ) cam_speed+=CAM_DECEL;
else
   cam_speed = 0;

// make engine sound
DSound_Set_Freq(car_sound_id,8000+fabs(cam_speed)*250);

// force camera to seek a stable orientation
if (cam.dir.x > (neutral_pitch+PITCH_RETURN_RATE)) cam.dir.x -= (PITCH_RETURN_RATE);
else
if (cam.dir.x < (neutral_pitch-PITCH_RETURN_RATE)) cam.dir.x += (PITCH_RETURN_RATE);
 else 
   cam.dir.x = neutral_pitch;

// apply gravity
vel_y+=gravity;

// test for absolute sea level and push upward..
if (cam.pos.y < sea_level)
   { 
   vel_y = 0; 
   cam.pos.y = sea_level;
   } // end if

// move camera
cam.pos.x += cam_speed*Fast_Sin(cam.dir.y);
cam.pos.z += cam_speed*Fast_Cos(cam.dir.y);
cam.pos.y += vel_y;

// move point light source in ellipse around game world
lights2[POINT_LIGHT_INDEX].pos.x = 1000*Fast_Cos(plight_ang);
lights2[POINT_LIGHT_INDEX].pos.y = 100;
lights2[POINT_LIGHT_INDEX].pos.z = 1000*Fast_Sin(plight_ang);

if ((plight_ang+=3) > 360)
    plight_ang = 0;

// move spot light source in ellipse around game world
lights2[SPOT_LIGHT2_INDEX].pos.x = 1000*Fast_Cos(slight_ang);
lights2[SPOT_LIGHT2_INDEX].pos.y = 200;
lights2[SPOT_LIGHT2_INDEX].pos.z = 1000*Fast_Sin(slight_ang);

if ((slight_ang-=5) < 0)
    slight_ang = 360;

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

//////////////////////////////////////////////////////////////////////////
// flat shaded textured cube

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_terrain);

// generate rotation matrix around y axis
//Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);

MAT_IDENTITY_4X4(&mrot);

// rotate the local coords of the object
Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,0);

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
debug_polys_lit_per_frame = 0;

// update rotation angles
//if ((x_ang+=.2) > 360) x_ang = 0;
//if ((y_ang+=.4) > 360) y_ang = 0;
//if ((z_ang+=.8) > 360) z_ang = 0;

// remove backfaces
if (backface_mode==1)
   Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam);

// apply world to camera transform
World_To_Camera_RENDERLIST4DV2(&rend_list, &cam);

// clip the polygons themselves now
Clip_Polys_RENDERLIST4DV2(&rend_list, &cam, ((x_clip_mode == 1) ? CLIP_POLY_X_PLANE : 0) | 
                                            ((y_clip_mode == 1) ? CLIP_POLY_Y_PLANE : 0) | 
                                            ((z_clip_mode == 1) ? CLIP_POLY_Z_PLANE : 0) );

// light scene all at once 
if (lighting_mode==1)
   {
   Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2(&rend_list, &cam, lights2, 4);
   } // end if

// sort the polygon list (hurry up!)
if (zsort_mode == 1)
   Sort_RENDERLIST4DV2(&rend_list,  SORT_POLYLIST_AVGZ);

// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);

// apply screen transform
Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);

// 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  == 0)
   Draw_RENDERLIST4DV2_Wire(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   Draw_RENDERLIST4DV2_Solid(&rend_list, back_buffer, back_lpitch);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// draw cockpit
Draw_BOB(&cockpit, lpddsback);

sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d, BckFceRM [%s]", 
                                                                                 ((lighting_mode == 1) ? "ON" : "OFF"),
                                                                                 lights2[AMBIENT_LIGHT_INDEX].state,
                                                                                 lights2[INFINITE_LIGHT_INDEX].state, 
                                                                                 lights2[POINT_LIGHT_INDEX].state,
                                                                                 lights2[SPOT_LIGHT2_INDEX].state,
                                                                                 ((backface_mode == 1) ? "ON" : "OFF"));

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, RGB(0,255,0), lpddsback);

sprintf(work_string,"X Clipping [%s], Y Clipping [%s], Z Clipping [%s],  ",((x_clip_mode == 1) ? "ON" : "OFF") ,
                                                                           ((y_clip_mode == 1) ? "ON" : "OFF") ,
                                                                           ((z_clip_mode == 1) ? "ON" : "OFF") );

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16, 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("<X>..............Toggle X axis clipping.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<Y>..............Toggle Y axis clipping.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<Z>..............Toggle Z axis clipping.", 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

sprintf(work_string,"Polys Rendered: %d, Polys lit: %d", debug_polys_rendered_per_frame, debug_polys_lit_per_frame);
Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16, RGB(0,255,0), lpddsback);

sprintf(work_string,"CAM [%5.2f, %5.2f, %5.2f], CELL [%d, %d]",  cam.pos.x, cam.pos.y, cam.pos.z, cell_x, cell_y);

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16-16, RGB(0,255,0), 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);
    } // end if

// return success
return(1);
 
} // end Game_Main

//////////////////////////////////////////////////////////

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