game.cpp
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CPP
582 行
// Game.cpp: implementation of the CGame class.
//
//////////////////////////////////////////////////////////////////////
#include "Game.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CGame::CGame()
{
m_pD3D = NULL;
m_pD3DDevice = NULL;
m_dwFrames = 0;
m_dwStartTime = 0;
m_dwEndTime = 0;
m_dwTotalPolygons = 0;
m_pMesh1 = NULL;
m_pMesh2 = NULL;
m_pMesh3 = NULL;
m_pFont = NULL;
m_pPanel1 = NULL;
m_pPanel2 = NULL;
m_pPanel3 = NULL;
}
CGame::~CGame()
{
//Game finished, so destroy game objects
LogInfo("<br>Finish Game:");
SafeDelete(m_pMesh1);
SafeDelete(m_pMesh2);
SafeDelete(m_pMesh3);
SafeDelete(m_pFont);
SafeDelete(m_pPanel1);
SafeDelete(m_pPanel2);
SafeDelete(m_pPanel3);
SafeRelease(m_pD3DDevice);
SafeRelease(m_pD3D);
//Game finished, so save statistics to log
DWORD dwDuration = (m_dwEndTime - m_dwStartTime) / 1000;
if((dwDuration != 0)&&(m_dwFrames != 0))
{
//Log stats
LogInfo("<br>Statistics:");
LogInfo("<li>Start Time (ms): %d", m_dwStartTime);
LogInfo("<li>End Time (ms): %d", m_dwEndTime);
LogInfo("<li>Duration (s): %d", dwDuration);
LogInfo("<li>Total Frame Count: %d", m_dwFrames);
LogInfo("<li>Average FPS: %d", (m_dwFrames / dwDuration));
LogInfo("<li>Total Polygons: %d", m_dwTotalPolygons);
LogInfo("<li>Average Polygons per Frame: %d", (m_dwTotalPolygons / m_dwFrames));
}
else
{
LogInfo("<br>No statistics to report");
}
StopLogging();
}
bool CGame::Initialise(HWND hWnd, UINT nWidth, UINT nHeight)
{
if(InitialiseD3D(hWnd, nWidth, nHeight))
{
if(InitialiseLights())
{
return InitialiseGame();
}
else
{
return false;
}
}
else
{
return false;
}
return true;
}
bool CGame::InitialiseGame()
{
LogInfo("<br>Initialise Game:");
//Setup games objects here
m_pMesh1 = new CMesh(m_pD3DDevice, "Spaceship01.x");
m_pMesh2 = new CMesh(m_pD3DDevice, "Spaceship01.x");
m_pMesh3 = new CMesh(m_pD3DDevice, "Spaceship01.x");
//Setup fonts here
m_pFont = new CFont(m_pD3DDevice, "Verdana", 12, false, false, false);
//Setup panels for 2D
m_pPanel1 = new CPanel(m_pD3DDevice, 256, 64, m_nScreenWidth, m_nScreenHeight);
m_pPanel1->SetTexture("EnergyBar.bmp", D3DCOLOR_XRGB(0, 0, 0)); //Load the texture and set the key colour
m_pPanel2 = new CPanel(m_pD3DDevice, 128, 128, m_nScreenWidth, m_nScreenHeight);
m_pPanel2->SetTexture("Left.bmp", D3DCOLOR_XRGB(0, 0, 0)); //Load the texture and set the key colour
m_pPanel3 = new CPanel(m_pD3DDevice, 128, 128, m_nScreenWidth, m_nScreenHeight);
m_pPanel3->SetTexture("Right.bmp", D3DCOLOR_XRGB(0, 0, 0)); //Load the texture and set the key colour
return true;
}
D3DFORMAT CGame::CheckDisplayMode(UINT nWidth, UINT nHeight, UINT nDepth)
{
UINT x;
D3DDISPLAYMODE d3ddm;
for(x = 0; x < m_pD3D->GetAdapterModeCount(0); x++)
{
m_pD3D->EnumAdapterModes(0, x, &d3ddm);
if(d3ddm.Width == nWidth)
{
if(d3ddm.Height == nHeight)
{
if((d3ddm.Format == D3DFMT_R5G6B5) || (d3ddm.Format == D3DFMT_X1R5G5B5) || (d3ddm.Format == D3DFMT_X4R4G4B4))
{
if(nDepth == 16)
{
return d3ddm.Format;
}
}
else if((d3ddm.Format == D3DFMT_R8G8B8) || (d3ddm.Format == D3DFMT_X8R8G8B8))
{
if(nDepth == 32)
{
return d3ddm.Format;
}
}
}
}
}
return D3DFMT_UNKNOWN;
}
bool CGame::InitialiseD3D(HWND hWnd, UINT nWidth, UINT nHeight)
{
LogInfo("<br>Initialise Direct3D:");
//First of all, create the main D3D object. If it is created successfully we
//should get a pointer to an IDirect3D8 interface.
m_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
if(m_pD3D == NULL)
{
LogError("<li>Unable to create DirectX8 interface.");
return false;
}
//Get the current display mode
D3DDISPLAYMODE d3ddm;
d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 32);
if(d3ddm.Format != D3DFMT_UNKNOWN)
{
//Width x Height x 32bit has been selected
d3ddm.Width = nWidth;
d3ddm.Height = nHeight;
LogInfo("<li>%d x %d x 32bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
}
else
{
d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 16);
if(d3ddm.Format != D3DFMT_UNKNOWN)
{
//Width x Height x 16bit has been selected
d3ddm.Width = nWidth;
d3ddm.Height = nHeight;
LogInfo("<li>%d x %d x 16bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
}
else
{
LogError("<li>Unable to select back buffer format for %d x %d.", nWidth, nHeight);
return false;
}
}
//Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = FALSE;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferWidth = d3ddm.Width;
d3dpp.BackBufferHeight = d3ddm.Height;
d3dpp.hDeviceWindow = hWnd;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
m_nScreenWidth = d3ddm.Width;
m_nScreenHeight = d3ddm.Height;
//Select the best depth buffer, select 32, 24 or 16 bit
if(m_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32) == D3D_OK)
{
d3dpp.AutoDepthStencilFormat = D3DFMT_D32;
d3dpp.EnableAutoDepthStencil = TRUE;
LogInfo("<li>32bit depth buffer selected");
}
else if(m_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8) == D3D_OK)
{
d3dpp.AutoDepthStencilFormat = D3DFMT_D24X8;
d3dpp.EnableAutoDepthStencil = TRUE;
LogInfo("<li>24bit depth buffer selected");
}
else if(m_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16) == D3D_OK)
{
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.EnableAutoDepthStencil = TRUE;
LogInfo("<li>16bit depth buffer selected");
}
else
{
d3dpp.EnableAutoDepthStencil = FALSE;
LogError("<li>Unable to select depth buffer.");
}
//Create a Direct3D device.
if(FAILED(m_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &m_pD3DDevice)))
{
LogError("<li>Unable to create device.");
return false;
}
//Turn on back face culling. This is becuase we want to hide the back of our polygons
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW)))
{
LogError("<li>SetRenderState: D3DRS_CULLMODE Failed");
return false;
}
else
{
LogInfo("<li>SetRenderState: D3DRS_CULLMODE OK");
}
//Turn on Depth Buffering
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE)))
{
LogError("<li>SetRenderState: D3DRS_ZENABLE Failed");
return false;
}
else
{
LogInfo("<li>SetRenderState: D3DRS_ZENABLE OK");
}
//Set fill state. Possible values: D3DFILL_POINT, D3DFILL_WIREFRAME, D3DFILL_SOLID
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID)))
{
LogError("<li>SetRenderState: D3DRS_FILLMODE Failed");
return false;
}
else
{
LogInfo("<li>SetRenderState: D3DRS_FILLMODE OK");
}
//Set the D3DRS_NORMALIZENORMALS render state to fix the problem when scaling the objects get darker
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE)))
{
LogError("<li>SetRenderState: D3DRS_NORMALIZENORMALS Failed");
return false;
}
else
{
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