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📄 demoii12_1.cpp

📁 3D游戏编程大师技巧第十二章的源代码
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                   black, green, black,   // color for diffuse term only
                   &plight_pos, NULL,     // need pos only
                   0,.001,0,              // linear attenuation only
                   0,0,1);                // spotlight info NA


VECTOR4D slight2_pos = {0,200,0,0};
VECTOR4D slight2_dir = {-1,0,-1,0};

// spot light2
Init_Light_LIGHTV2(lights2,SPOT_LIGHT2_INDEX,
                   LIGHTV1_STATE_ON,         // turn the light on
                   LIGHTV1_ATTR_SPOTLIGHT2,  // spot light type 2
                   black, red, black,      // color for diffuse term only
                   &slight2_pos, &slight2_dir, // need pos only
                   0,.001,0,                 // linear attenuation only
                   0,0,1);    


// create lookup for lighting engine
RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565,  // format we want to build table for
                                  palette,             // source palette
                                  rgblookup);          // lookup table

// create the z buffer
Create_Zbuffer(&zbuffer,
               WINDOW_WIDTH,
               WINDOW_HEIGHT,
               ZBUFFER_ATTR_32BIT);

// return success
return(1);

} // end Game_Init

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

int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated

// 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

// these are used to create a circling camera
static float view_angle = 0; 
static float camera_distance = 6000;
static VECTOR4D pos = {0,0,0,0};
static float tank_speed;
static float turning = 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;

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/2, RGB16Bit(0,35,50), lpddsback);

// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT/2-1, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(20,12,0), 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 == LIGHTV1_STATE_ON)
      lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV1_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 == LIGHTV1_STATE_ON)
      lights2[INFINITE_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights2[INFINITE_LIGHT_INDEX].state = LIGHTV1_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 == LIGHTV1_STATE_ON)
      lights2[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights2[POINT_LIGHT_INDEX].state = LIGHTV1_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 == LIGHTV1_STATE_ON)
      lights2[SPOT_LIGHT2_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights2[SPOT_LIGHT2_INDEX].state = LIGHTV1_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

// move to next object
if (keyboard_state[DIK_1])
   {
   if (++curr_constant_object >= NUM_OBJECTS)
      curr_constant_object = 0;

   // update pointer
   obj_constant_work = &obj_constant_array[curr_constant_object];
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// move to next object
if (keyboard_state[DIK_2])
   {
   if (++curr_flat_object >= NUM_OBJECTS)
      curr_flat_object = 0;

   // update pointer
   obj_flat_work = &obj_flat_array[curr_flat_object];
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// move to next object
if (keyboard_state[DIK_3])
   {
   if (++curr_gouraud_object >= NUM_OBJECTS)
      curr_gouraud_object = 0;

   // update pointer
   obj_gouraud_work = &obj_gouraud_array[curr_gouraud_object];
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if



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

// 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);

// use these to rotate objects
static float x_ang = 0, y_ang = 0, z_ang = 0;

//////////////////////////////////////////////////////////////////////////
// constant shaded 

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

// set position of constant shaded water
obj_constant_work->world_pos.x = -50;
obj_constant_work->world_pos.y = 0;
obj_constant_work->world_pos.z = 150;

// 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_constant_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(obj_constant_work, TRANSFORM_TRANS_ONLY);

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

//////////////////////////////////////////////////////////////////////////
// flat shaded

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

// set position of flat shaded water
obj_flat_work->world_pos.x = 0;
obj_flat_work->world_pos.y = 0;
obj_flat_work->world_pos.z = 150;

// 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_flat_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(obj_flat_work, TRANSFORM_TRANS_ONLY);

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

//////////////////////////////////////////////////////////////////////////
// gouraud shaded 

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

// set position of gouraud shaded 
obj_gouraud_work->world_pos.x = 50;
obj_gouraud_work->world_pos.y = 0;
obj_gouraud_work->world_pos.z = 150;

// 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_gouraud_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(obj_gouraud_work, TRANSFORM_TRANS_ONLY);

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

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

// update rotation angles
//if ((x_ang+=1) > 360) x_ang = 0;
if ((y_ang+=1) > 360) y_ang = 0;
if ((z_ang+=2) > 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);

// light scene all at once 
if (lighting_mode==1)
   {
   Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&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);

sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d | Zsort [%s], 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,
                                                                                 ((zsort_mode == 1) ? "ON" : "OFF"),
                                                                                 ((backface_mode == 1) ? "ON" : "OFF"));

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, 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("<1>..............Next constant shaded object.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<2>..............Next flat shaded object.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<3>..............Next gouraud shaded object.", 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

// 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_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {
   Clear_Zbuffer(&zbuffer, (32000 << FIXP16_SHIFT));
   Draw_RENDERLIST4DV2_SolidZB2_16(&rend_list, back_buffer, back_lpitch, (UCHAR *)zbuffer.zbuffer, WINDOW_WIDTH*4);
   } // end if

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// 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])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

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

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

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