game.cpp
来自「对游戏编程感兴趣的 朋友可以 下载下来看看 对DX讲解的很很详细」· C++ 代码 · 共 582 行 · 第 1/2 页
CPP
582 行
LogInfo("<li>SetRenderState: D3DRS_NORMALIZENORMALS OK");
}
//Enable alpha blending so we can use transparent textures
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
{
LogError("<li>SetRenderState: D3DRS_ALPHABLENDENABLE Failed");
return false;
}
else
{
//Set how the texture should be blended (use alpha)
m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
LogInfo("<li>SetRenderState: D3DRS_ALPHABLENDENABLE OK");
}
return true;
}
bool CGame::InitialiseLights()
{
LogInfo("<br>Initialise Lights:");
D3DLIGHT8 d3dLight;
//Initialize the light structure.
ZeroMemory(&d3dLight, sizeof(D3DLIGHT8));
d3dLight.Type = D3DLIGHT_POINT;
d3dLight.Position.x = 0.0f;
d3dLight.Position.y = 10.0f;
d3dLight.Position.z = 0.0f;
d3dLight.Attenuation0 = 1.0f;
d3dLight.Attenuation1 = 0.0f;
d3dLight.Attenuation2 = 0.0f;
d3dLight.Range = 1000.0f;
d3dLight.Diffuse.r = 1.0f;
d3dLight.Diffuse.g = 1.0f;
d3dLight.Diffuse.b = 1.0f;
d3dLight.Ambient.r = 0.0f;
d3dLight.Ambient.g = 0.0f;
d3dLight.Ambient.b = 0.0f;
d3dLight.Specular.r = 0.0f;
d3dLight.Specular.g = 0.0f;
d3dLight.Specular.b = 0.0f;
//Assign the point light to our device in poisition (index) 0
if(FAILED(m_pD3DDevice->SetLight(0, &d3dLight)))
{
LogError("<li>SetLight Failed");
return false;
}
else
{
LogInfo("<li>SetLight OK");
}
//Enable our point light in position (index) 0
if(FAILED(m_pD3DDevice->LightEnable(0, TRUE)))
{
LogError("<li>LightEnable Failed");
return false;
}
else
{
LogInfo("<li>LightEnable OK");
}
//Turn on lighting
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE)))
{
LogError("<li>SetRenderState: D3DRS_LIGHTING Failed");
return false;
}
else
{
LogInfo("<li>SetRenderState: D3DRS_LIGHTING OK");
}
//Set ambient light level
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(60, 60, 60))))
{
LogError("<li>SetRenderState: D3DRS_AMBIENT Failed");
return false;
}
else
{
LogInfo("<li>SetRenderState: D3DRS_AMBIENT OK");
}
return true;
}
LPDIRECT3DDEVICE8 CGame::GetDevice()
{
return m_pD3DDevice;
}
void CGame::GameLoop()
{
//Enter the game loop
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
//Game started, so record time
m_dwStartTime = timeGetTime();
while(msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)
{
//Process message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//No message to process, so render the current scene
Render();
}
}
//Game finished, so record time
m_dwEndTime = timeGetTime();
}
void CGame::Render()
{
if(m_pD3DDevice == NULL)
{
return;
}
//Clear the back buffer and depth buffer
m_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//Begin the scene
m_pD3DDevice->BeginScene();
//Setup the camera ready for 3D elements
Setup3DCamera();
//Now that the 3D camera is setup, render the 3D objects
Render3D();
//Setup the camera ready for 2D elements
Setup2DCamera();
//Now that the 2D camera is setup, render the 2D objects
Render2D();
//Now render the text
RenderText();
//End the scene
m_pD3DDevice->EndScene();
//Filp the back and front buffers so that whatever has been rendered on the back buffer
//will now be visible on screen (front buffer).
m_pD3DDevice->Present(NULL, NULL, NULL, NULL);
//Count Frames
m_dwFrames++;
}
void CGame::Setup2DCamera()
{
D3DXMATRIX matOrtho;
D3DXMATRIX matIdentity;
//Setup the orthogonal projection matrix and the default world/view matrix
D3DXMatrixOrthoLH(&matOrtho, (float)m_nScreenWidth, (float)m_nScreenHeight, 0.0f, 1.0f);
D3DXMatrixIdentity(&matIdentity);
m_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matOrtho);
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matIdentity);
m_pD3DDevice->SetTransform(D3DTS_VIEW, &matIdentity);
//Make sure that the z-buffer and lighting are disabled
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
}
void CGame::Setup3DCamera()
{
//Here we will setup the camera.
//The camera has three settings: "Camera Position", "Look at Position" and "Up Direction"
//We have set the following:
//Camera Position: (0, 15, -50)
//Look at Position: (0, 0, 0)
//Up direction: Y-Axis.
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 15.0f, -50.0f), //Camera Position
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), //Look At Position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f)); //Up Direction
m_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
//Here we specify the field of view, aspect ration and near and far clipping planes.
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.25f, 1.0f, 2000.0f);
m_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
//Make sure that the z-buffer and lighting are enabled
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
m_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
}
void CGame::Render2D()
{
//Render our 2D objects
m_pPanel1->MoveTo(m_nScreenWidth - 256, 0);
m_dwTotalPolygons += m_pPanel1->Render();
m_pPanel2->MoveTo(0, m_nScreenHeight - 128);
m_dwTotalPolygons += m_pPanel2->Render();
m_pPanel3->MoveTo(m_nScreenWidth - 128, m_nScreenHeight - 128);
m_dwTotalPolygons += m_pPanel3->Render();
}
void CGame::Render3D()
{
//Render our 3D objects
D3DXMATRIX matMove1, matMove2, matMove3;
D3DXMATRIX matShip1, matShip2, matShip3;
D3DXMATRIX matRotateX, matRotateY, matRotateZ, matScale1, matScale2;
//Create the transformation matrices
D3DXMatrixRotationX(&matRotateX, timeGetTime()/1000.0f);
D3DXMatrixRotationY(&matRotateY, timeGetTime()/1000.0f);
D3DXMatrixRotationZ(&matRotateZ, timeGetTime()/1000.0f);
D3DXMatrixScaling(&matScale1, 2.0f, 2.0f, 2.0f);
D3DXMatrixScaling(&matScale2, 0.5f, 0.5f, 0.5f);
D3DXMatrixTranslation(&matMove1, -20.0f, 15.0f, 0.0f);
D3DXMatrixTranslation(&matMove2, 0.0f, -6.0f, 0.0f);
D3DXMatrixTranslation(&matMove3, 20.0f, 15.0f, 0.0f);
D3DXMatrixMultiply(&matShip1, &matScale2, &matRotateX);
D3DXMatrixMultiply(&matShip2, &matScale1, &matRotateY);
D3DXMatrixMultiply(&matShip3, &matScale2, &matRotateZ);
D3DXMatrixMultiply(&matShip1, &matShip1, &matMove1);
D3DXMatrixMultiply(&matShip2, &matShip2, &matMove2);
D3DXMatrixMultiply(&matShip3, &matShip3, &matMove3);
//Render our objects
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matShip1);
m_dwTotalPolygons += m_pMesh1->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matShip2);
m_dwTotalPolygons += m_pMesh2->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matShip3);
m_dwTotalPolygons += m_pMesh3->Render();
}
void CGame::RenderText()
{
//Draw some text at the top of the screen showing stats
char buffer[255];
DWORD dwDuration = (timeGetTime() - m_dwStartTime) / 1000;
if(dwDuration > 0)
{
sprintf(buffer, "Duration: %d seconds. Frames: %d. FPS: %d.", dwDuration, m_dwFrames, (m_dwFrames / dwDuration));
}
else
{
sprintf(buffer, "Calculating...");
}
m_pFont->DrawText(buffer, 0, 0, D3DCOLOR_XRGB(255, 255, 255));
}
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