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 465 行
CPP
465 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;
}
CGame::~CGame()
{
//Game finished, so destroy game objects
LogInfo("<br>Finish Game:");
SafeDelete(m_pMesh1);
SafeDelete(m_pMesh2);
SafeDelete(m_pMesh3);
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");
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;
//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
{
LogInfo("<li>SetRenderState: D3DRS_NORMALIZENORMALS 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()
{
D3DXMATRIX matMove1, matMove3;
D3DXMATRIX matShip1, matShip2, matShip3;
D3DXMATRIX matRotateX, matRotateY, matRotateZ, matScale1, matScale2;
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();
//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(&matMove3, 20.0f, 15.0f, 0.0f);
D3DXMatrixMultiply(&matShip1, &matScale2, &matRotateX);
D3DXMatrixMultiply(&matShip2, &matScale1, &matRotateY);
D3DXMatrixMultiply(&matShip3, &matScale2, &matRotateZ);
D3DXMatrixMultiply(&matShip1, &matShip1, &matMove1);
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();
//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);
}
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