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 545 行 · 第 1/2 页
CPP
545 行
//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");
}
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 = -10.0f;
d3dLight.Position.y = 0.0f;
d3dLight.Position.z = 0.0f;
d3dLight.Attenuation0 = 1.0f;
d3dLight.Attenuation1 = 0.0f;
d3dLight.Attenuation2 = 0.0f;
d3dLight.Range = 100.0f;
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;
d3dLight.Direction = D3DXVECTOR3(-1.0, -1.0, 0.0);
//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()
{
D3DXMATRIX matSun, matRotateSunAboutAxis, matScaleSun;
D3DXMATRIX matMoon, matMoveMoon, matScaleMoon, matRotateMoonAboutAxis, matRotateMoonAboutEarth;
D3DXMATRIX matEarth, matMoveEarth, matEarthRoll, matRotateEarthAboutAxis, matRotateEarthAboutSun;
D3DXMATRIX matRotateCylinder, matCylinder, matMoveCylinder;
D3DXMATRIX matRotateCone, matCone, matMoveCone;
D3DXMATRIX matRotateCylinder2, matCylinder2, matMoveCylinder2;
D3DXMATRIX matRotateCone2, matCone2, matMoveCone2;
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 camera and perspective
SetupCamera();
//Speed of rotations
float r1Day = -200;
float r1Year = r1Day * 365.0f;
float r1Month = r1Year / 12.0f;
//Create the rotation transformation matrices for the earth
D3DXMatrixRotationY(&matRotateEarthAboutAxis, timeGetTime()/r1Day);
D3DXMatrixRotationY(&matRotateEarthAboutSun, timeGetTime()/r1Year);
D3DXMatrixTranslation(&matMoveEarth, 20.0f, 0.0f, 0.0f);
D3DXMatrixRotationYawPitchRoll(&matEarthRoll, 0.0f, 0.0f, D3DXToRadian(23.44f));
D3DXMatrixMultiply(&matEarth, &matRotateEarthAboutAxis, &matEarthRoll);
D3DXMatrixMultiply(&matEarth, &matEarth, &matMoveEarth);
D3DXMatrixMultiply(&matEarth, &matEarth, &matRotateEarthAboutSun);
//Create the rotation transformation matrices for the moon
D3DXMatrixScaling(&matScaleMoon, 0.25f, 0.25f, 0.25f);
D3DXMatrixTranslation(&matMoveMoon, 4.0f, 0.0f, 0.0f);
D3DXMatrixRotationY(&matRotateMoonAboutAxis, timeGetTime()/r1Month);
D3DXMatrixRotationY(&matRotateMoonAboutEarth, timeGetTime()/r1Month);
D3DXMatrixMultiply(&matMoon, &matScaleMoon, &matRotateMoonAboutAxis);
D3DXMatrixMultiply(&matMoon, &matMoon, &matMoveMoon);
D3DXMatrixMultiply(&matMoon, &matMoon, &matRotateMoonAboutEarth);
D3DXMatrixMultiply(&matMoon, &matMoon, &matMoveEarth);
D3DXMatrixMultiply(&matMoon, &matMoon, &matRotateEarthAboutSun);
//Create the rotation transformation matrices for the sun
D3DXMatrixRotationY(&matRotateSunAboutAxis, timeGetTime()/(r1Day * 25.0f));
D3DXMatrixScaling(&matScaleSun, 8.0f, 8.0f, 8.0f);
D3DXMatrixMultiply(&matSun, &matScaleSun, &matRotateSunAboutAxis);
//Create the rotation transformation matrices for the 1st cylinder
D3DXMatrixTranslation(&matMoveCylinder, -15.0f, 13.0f, 0.0f);
D3DXMatrixRotationX(&matRotateCylinder, timeGetTime()/-800.0f);
D3DXMatrixMultiply(&matCylinder, &matRotateCylinder, &matMoveCylinder);
//Create the rotation transformation matrices for the 1st cone
D3DXMatrixTranslation(&matMoveCone, 15.0f, 13.0f, 0.0f);
D3DXMatrixRotationX(&matRotateCone, timeGetTime()/800.0f);
D3DXMatrixMultiply(&matCone, &matRotateCone, &matMoveCone);
//Create the rotation transformation matrices for the 2nd cylinder
D3DXMatrixTranslation(&matMoveCylinder2, 15.0f, -13.0f, 0.0f);
D3DXMatrixRotationZ(&matRotateCylinder2, timeGetTime()/800.0f);
D3DXMatrixMultiply(&matCylinder2, &matRotateCylinder2, &matMoveCylinder2);
//Create the rotation transformation matrices for the 2nd cone
D3DXMatrixTranslation(&matMoveCone2, -15.0f, -13.0f, 0.0f);
D3DXMatrixRotationZ(&matRotateCone2, timeGetTime()/-800.0f);
D3DXMatrixMultiply(&matCone2, &matRotateCone2, &matMoveCone2);
//Render our objects
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matCylinder);
m_dwTotalPolygons += m_pCylinder1->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matCone);
m_dwTotalPolygons += m_pCone1->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matCylinder2);
m_dwTotalPolygons += m_pCylinder2->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matCone2);
m_dwTotalPolygons += m_pCone2->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matSun);
m_dwTotalPolygons += m_pSphere3->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matEarth);
m_dwTotalPolygons += m_pSphere1->Render();
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matMoon);
m_dwTotalPolygons += m_pSphere2->Render();
//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::SetupCamera()
{
//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);
}
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?