📄 demoii12_12.cpp
字号:
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,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_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);
// // get an identity matrix
// MAT_IDENTITY_4X4(&mrot);
// mrot.M11 = -1;
// transform the rendering list by x-z plane reflection matrix
Transform_RENDERLIST4DV2(&rend_list, &mrot, TRANSFORM_TRANS_ONLY);
// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);
// apply screen transform
Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);
// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
// render the renderinglist
if (wireframe_mode == 0)
Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode == 1)
{
// initialize zbuffer to 16000 fixed point
Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));
// set up rendering context
rc.attr = RENDER_ATTR_ZBUFFER
| RENDER_ATTR_ALPHA
//| RENDER_ATTR_MIPMAP
//| RENDER_ATTR_BILERP
| RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
rc.video_buffer = back_buffer;
rc.lpitch = back_lpitch;
rc.mip_dist = 3500;
rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
rc.zpitch = WINDOW_WIDTH*4;
rc.rend_list = &rend_list;
rc.texture_dist = 0;
rc.alpha_override = -1;
// render scene
Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
} // end if
} // end if
//////////////////////////////////////////////////////////
if (pass_mode >= 1)
{
// render the reflection of the objects
// reset the render list
Reset_RENDERLIST4DV2(&rend_list);
// insert the scenery into universe
for (index = 0; index < NUM_SCENE_OBJECTS; index++)
{
// select proper object first
obj_work = &obj_array[(int)scene_objects[index].w];
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(obj_work);
// set position of tower
obj_work->world_pos.x = scene_objects[index].x;
obj_work->world_pos.y = scene_objects[index].y;
obj_work->world_pos.z = scene_objects[index].z;
// move objects
scene_objects[index].x+=scene_objects_vel[index].x;
scene_objects[index].y+=scene_objects_vel[index].y;
scene_objects[index].z+=scene_objects_vel[index].z;
// test for out of bounds
if (scene_objects[index].x >= UNIVERSE_RADIUS || scene_objects[index].x <= -UNIVERSE_RADIUS)
{
scene_objects_vel[index].x=-scene_objects_vel[index].x;
scene_objects[index].x+=scene_objects_vel[index].x;
} // end if
if (scene_objects[index].y >= (UNIVERSE_RADIUS/2) || scene_objects[index].y <= -(UNIVERSE_RADIUS/2))
{
scene_objects_vel[index].y=-scene_objects_vel[index].y;
scene_objects[index].y+=scene_objects_vel[index].y;
} // end if
if (scene_objects[index].z >= UNIVERSE_RADIUS || scene_objects[index].z <= -UNIVERSE_RADIUS)
{
scene_objects_vel[index].z=-scene_objects_vel[index].z;
scene_objects[index].z+=scene_objects_vel[index].z;
} // end if
// attempt to cull object
if (!Cull_OBJECT4DV2(obj_work, &cam, CULL_OBJECT_XYZ_PLANES))
{
MAT_IDENTITY_4X4(&mrot);
// rotate the local coords of the object
Transform_OBJECT4DV2(obj_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
// perform world transform
Model_To_World_OBJECT4DV2(obj_work, TRANSFORM_TRANS_ONLY);
// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, obj_work,0);
} // end if
} // end for
// 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_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);
// get an identity matrix
MAT_IDENTITY_4X4(&mrot);
mrot.M11 = -1; mrot.M31 = -450;
// transform the rendering list by x-z plane reflection matrix
Transform_RENDERLIST4DV2(&rend_list, &mrot, TRANSFORM_TRANS_ONLY);
// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);
// apply screen transform
Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);
// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
// render the renderinglist
if (wireframe_mode == 0)
Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode == 1)
{
// set up rendering context
rc.attr = RENDER_ATTR_NOBUFFER
| RENDER_ATTR_ALPHA
//| RENDER_ATTR_MIPMAP
//| RENDER_ATTR_BILERP
| RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
rc.video_buffer = back_buffer;
rc.lpitch = back_lpitch;
rc.mip_dist = 3500;
rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
rc.zpitch = WINDOW_WIDTH*4;
rc.rend_list = &rend_list;
rc.texture_dist = 0;
rc.alpha_override = 1;
// render scene
Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
} // end if
} // end if
//////////////////////////////////////////////////////////
if (pass_mode >= 2)
{
// render the objects now
// reset the render list
Reset_RENDERLIST4DV2(&rend_list);
// insert the scenery into universe
for (index = 0; index < NUM_SCENE_OBJECTS; index++)
{
// select proper object first
obj_work = &obj_array[(int)scene_objects[index].w];
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(obj_work);
// set position of tower
obj_work->world_pos.x = scene_objects[index].x;
obj_work->world_pos.y = scene_objects[index].y;
obj_work->world_pos.z = scene_objects[index].z;
// move objects
scene_objects[index].x+=scene_objects_vel[index].x;
scene_objects[index].y+=scene_objects_vel[index].y;
scene_objects[index].z+=scene_objects_vel[index].z;
// test for out of bounds
if (scene_objects[index].x >= UNIVERSE_RADIUS || scene_objects[index].x <= -UNIVERSE_RADIUS)
{
scene_objects_vel[index].x=-scene_objects_vel[index].x;
scene_objects[index].x+=scene_objects_vel[index].x;
} // end if
if (scene_objects[index].y >= (UNIVERSE_RADIUS/2) || scene_objects[index].y <= -(UNIVERSE_RADIUS/2))
{
scene_objects_vel[index].y=-scene_objects_vel[index].y;
scene_objects[index].y+=scene_objects_vel[index].y;
} // end if
if (scene_objects[index].z >= UNIVERSE_RADIUS || scene_objects[index].z <= -UNIVERSE_RADIUS)
{
scene_objects_vel[index].z=-scene_objects_vel[index].z;
scene_objects[index].z+=scene_objects_vel[index].z;
} // end if
// attempt to cull object
if (!Cull_OBJECT4DV2(obj_work, &cam, CULL_OBJECT_XYZ_PLANES))
{
MAT_IDENTITY_4X4(&mrot);
// rotate the local coords of the object
Transform_OBJECT4DV2(obj_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
// perform world transform
Model_To_World_OBJECT4DV2(obj_work, TRANSFORM_TRANS_ONLY);
// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, obj_work,0);
} // end if
} // end for
// 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_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);
// get an identity matrix
//MAT_IDENTITY_4X4(&mrot);
//mrot.M11 = -1; mrot.M31 = -400;
// transform the rendering list by x-z plane reflection matrix
Transform_RENDERLIST4DV2(&rend_list, &mrot, TRANSFORM_TRANS_ONLY);
// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);
// apply screen transform
Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);
// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
// render the renderinglist
if (wireframe_mode == 0)
Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode == 1)
{
// set up rendering context
rc.attr = RENDER_ATTR_ZBUFFER
| RENDER_ATTR_ALPHA
//| RENDER_ATTR_MIPMAP
//| RENDER_ATTR_BILERP
| RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
rc.video_buffer = back_buffer;
rc.lpitch = back_lpitch;
rc.mip_dist = 3500;
rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
rc.zpitch = WINDOW_WIDTH*4;
rc.rend_list = &rend_list;
rc.texture_dist = 0;
rc.alpha_override = -1;
// render scene
Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
} // end if
} // end if
// unlock the back buffer
DDraw_Unlock_Back_Surface();
sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d, BckFceRM [%s], Zsort [%s]",
((lighting_mode == 1) ? "ON" : "OFF"),
lights[AMBIENT_LIGHT_INDEX].state,
lights[INFINITE_LIGHT_INDEX].state,
lights[POINT_LIGHT_INDEX].state,
lights[SPOT_LIGHT2_INDEX].state,
((backface_mode == 1) ? "ON" : "OFF"),
((zsort_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("<N>..............Enable next rendering pass.", 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("<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]", cam.pos.x, cam.pos.y, cam.pos.z);
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])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -