📄 demoii12_4.cpp
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if ((turn_ang+=JETSKI_TURN_RATE) > MAX_JETSKI_TURN)
turn_ang = MAX_JETSKI_TURN;
if ((jetski_yaw-=(JETSKI_YAW_RATE*cam_speed)) < -MAX_JETSKI_YAW)
jetski_yaw = -MAX_JETSKI_YAW;
// scroll the background
Scroll_Bitmap(&background_bmp, -10);
} // end if
if (keyboard_state[DIK_LEFT])
{
cam.dir.y-=5;
if ((turn_ang-=JETSKI_TURN_RATE) < -MAX_JETSKI_TURN)
turn_ang = -MAX_JETSKI_TURN;
if ((jetski_yaw+=(JETSKI_YAW_RATE*cam_speed)) > MAX_JETSKI_YAW)
jetski_yaw = MAX_JETSKI_YAW;
// scroll the background
Scroll_Bitmap(&background_bmp, 10);
} // end if
// is player trying to start jetski?
if ( (player_state == JETSKI_OFF) && keyboard_state[DIK_RETURN])
{
// start jetski
player_state = JETSKI_START;
// play start sound
DSound_Play(jetski_start_sound_id);
DSound_Set_Volume(jetski_start_sound_id, 100);
// play idle in loop at 100%
DSound_Play(jetski_idle_sound_id,DSBPLAY_LOOPING);
DSound_Set_Volume(jetski_idle_sound_id, 100);
// play fast sound in loop at 0%
DSound_Play(jetski_fast_sound_id,DSBPLAY_LOOPING);
DSound_Set_Volume(jetski_fast_sound_id, 0);
} // end if
} // end if controls enabled
// turn JETSKI straight
if (turn_ang > JETSKI_TURN_RETURN_RATE) turn_ang-=JETSKI_TURN_RETURN_RATE;
else
if (turn_ang < -JETSKI_TURN_RETURN_RATE) turn_ang+=JETSKI_TURN_RETURN_RATE;
else
turn_ang = 0;
// turn JETSKI straight
if (jetski_yaw > JETSKI_YAW_RETURN_RATE) jetski_yaw-=JETSKI_YAW_RETURN_RATE;
else
if (jetski_yaw < -JETSKI_YAW_RETURN_RATE) jetski_yaw+=JETSKI_YAW_RETURN_RATE;
else
jetski_yaw = 0;
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_terrain);
Reset_OBJECT4DV2(&obj_terrain2);
// perform world transform to terrain now, so we can destroy the transformed
// coordinates with the wave function
Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_LOCAL_TO_TRANS);
obj_terrain2.world_pos.y=-220;
Model_To_World_OBJECT4DV2(&obj_terrain2, TRANSFORM_LOCAL_TO_TRANS);
// apply wind effect ////////////////////////////////////////////////////
// scroll the background
if (++scroll_count > 5)
{
Scroll_Bitmap(&background_bmp, -1);
scroll_count = 0;
} // end if
// wave generator ////////////////////////////////////////////////////////
// for each vertex in the mesh apply wave modulation if height < water level
for (int v = 0; v < obj_terrain.num_vertices; v++)
{
// wave modulate below water level only
if (obj_terrain.vlist_trans[v].y < WATER_LEVEL)
obj_terrain.vlist_trans[v].y+=WAVE_HEIGHT*sin(wave_count+(float)v/(2*(float)obj_terrain.ivar2+0));
} // end for v
// increase the wave position in time
wave_count+=WAVE_RATE;
// 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;
// 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;
// position point light in front of player
lights2[POINT_LIGHT_INDEX].pos.x = cam.pos.x + 170*Fast_Sin(cam.dir.y);
lights2[POINT_LIGHT_INDEX].pos.y = cam.pos.y + 50;
lights2[POINT_LIGHT_INDEX].pos.z = cam.pos.z + 170*Fast_Cos(cam.dir.y);
// position the player object slighty in front of camera and in water
obj_player.world_pos.x = cam.pos.x + (130+cam_speed*1.75)*Fast_Sin(cam.dir.y);
obj_player.world_pos.y = cam.pos.y - 20 + 7.5*sin(wave_count);
obj_player.world_pos.z = cam.pos.z + (130+cam_speed*1.75)*Fast_Cos(cam.dir.y);
// sound effect section ////////////////////////////////////////////////////////////
// make engine sound if player is pressing gas
DSound_Set_Freq(jetski_fast_sound_id,11000+fabs(cam_speed)*100+delta*8);
DSound_Set_Volume(jetski_fast_sound_id, fabs(cam_speed)*5);
// make splash sound if altitude changed enough
if ( (fabs(delta) > 30) && (cam_speed >= (.75*MAX_SPEED)) && ((rand()%20)==1) )
{
// play sound
DSound_Play(jetski_splash_sound_id);
DSound_Set_Freq(jetski_splash_sound_id,12000+fabs(cam_speed)*5+delta*2);
DSound_Set_Volume(jetski_splash_sound_id, fabs(cam_speed)*5);
// display nice one!
nice_one_on = 1;
nice_count1 = 60;
} // end if
// begin 3D rendering section ///////////////////////////////////////////////////////
// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);
// generate rotation matrix around y axis
//Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);
// rotate the local coords of the object
//Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
// insert terrain objects into render list, check if sea floor is disabled
if (seafloor_mode == 1)
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain2,0);
// normal terrain
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,0);
#if 1
//MAT_IDENTITY_4X4(&mrot);
// generate rotation matrix around y axis
Build_XYZ_Rotation_MATRIX4X4(-cam.dir.x*1.5, cam.dir.y+turn_ang, jetski_yaw, &mrot);
// rotate the local coords of the object
Transform_OBJECT4DV2(&obj_player, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
// perform world transform
Model_To_World_OBJECT4DV2(&obj_player, TRANSFORM_TRANS_ONLY);
// don't show model unless in play state
if (enable_model_view)
{
// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_player,0);
} // end if
#endif
// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
debug_polys_lit_per_frame = 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, 3, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 3);
} // 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();
// draw background
Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);
// render the object
if (wireframe_mode == 0)
{
Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
}
else
if (wireframe_mode == 1)
{
if (z_buffer_mode == -1)
{
// draw without a z buffer
// set up rendering context
rc.attr = RENDER_ATTR_NOBUFFER
| RENDER_ATTR_ALPHA
// | RENDER_ATTR_MIPMAP
| RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
rc.video_buffer = back_buffer;
rc.lpitch = back_lpitch;
rc.mip_dist = 2000;
rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
rc.zpitch = WINDOW_WIDTH*4;
rc.rend_list = &rend_list;
rc.texture_dist = 500;
rc.alpha_override = -1;
// render scene
Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
}
else
{
// initialize zbuffer to 32000 fixed point
Clear_Zbuffer(&zbuffer, (0 << FIXP16_SHIFT));
// set up rendering context
rc.attr = RENDER_ATTR_INVZBUFFER
| RENDER_ATTR_ALPHA
// | RENDER_ATTR_MIPMAP
| RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
rc.video_buffer = back_buffer;
rc.lpitch = back_lpitch;
rc.mip_dist = 2000;
rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
rc.zpitch = WINDOW_WIDTH*4;
rc.rend_list = &rend_list;
rc.texture_dist = 500;
rc.alpha_override = -1;
// render scene
Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
} // end else
} // end if
// dislay z buffer graphically (sorta)
if (display_mode==-1)
{
// use z buffer visualization mode
// copy each line of the z buffer into the back buffer and translate each z pixel
// into a color
USHORT *screen_ptr = (USHORT *)back_buffer;
UINT *zb_ptr = (UINT *)zbuffer.zbuffer;
for (int y = 0; y < WINDOW_HEIGHT; y++)
{
for (int x = 0; x < WINDOW_WIDTH; x++)
{
// z buffer is 32 bit, so be carefull
UINT zpixel = zb_ptr[x + y*WINDOW_WIDTH];
zpixel = (zpixel/4096 & 0xffff);
screen_ptr[x + y* (back_lpitch >> 1)] = (USHORT)zpixel;
} // end for
} // end for y
} // end if
// unlock the back buffer
DDraw_Unlock_Back_Surface();
// draw overlay text
if (game_state == GAME_STATE_INTRO && game_state_count1 < INTRO_STATE_COUNT1)
{
Draw_BOB16(&intro_image, lpddsback);
} // end if
else
if (game_state == GAME_STATE_INTRO && game_state_count1 > INTRO_STATE_COUNT2)
{
Draw_BOB16(&ready_image, lpddsback);
} // end if
// check for nice one display
if (nice_one_on == 1 && game_state == GAME_STATE_PLAY)
{
// are we done displaying?
if (--nice_count1 <=0)
nice_one_on = 0;
Draw_BOB16(&nice_one_image, lpddsback);
} // end if draw nice one
// draw statistics
sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, BckFceRM [%s], Zsort [%s], Zbuffer [%s]",
((lighting_mode == 1) ? "ON" : "OFF"),
lights[AMBIENT_LIGHT_INDEX].state,
lights[INFINITE_LIGHT_INDEX].state,
lights[POINT_LIGHT_INDEX].state,
((backface_mode == 1) ? "ON" : "OFF"),
((zsort_mode == 1) ? "ON" : "OFF"),
((z_buffer_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("<N>..............Next object.", 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("<S>..............Toggle Z sorting.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<Z>..............Toggle Z buffering.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<D>..............Toggle Normal 3D display / Z buffer visualization mode.", 0, text_y+=12, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<T>..............Toggle Sea floor.", 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 @ %5.2f]", cam.pos.x, cam.pos.y, cam.pos.z, cam.dir.y);
Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16-16, RGB(0,255,0), lpddsback);
// flip the surfaces
DDraw_Flip2();
// sync to 30ish fps
//Wait_Clock(30);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
// player is requesting an exit, fine!
game_state = GAME_STATE_EXIT;
PostMessage(main_window_handle, WM_DESTROY,0,0);
} // end if
// end main simulation loop
} break;
case GAME_STATE_EXIT:
{
// do any cleanup here, and exit
} break;
default: break;
} // end switch game_state
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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