📄 gameengine.cpp
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// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Update user input state
UpdateInput( &m_UserInput );
m_Camera.RotateLocalY( m_UserInput.dxMouse );
m_Camera.RotateLocalX( m_UserInput.dyMouse );
D3DXVECTOR3 vOrigEye = *(m_Camera.GetEye());
D3DXVECTOR3 vOrigLookat = *(m_Camera.GetLookat());
D3DXVECTOR3 vOrigUp = *(m_Camera.GetUp());
if( m_UserInput.bW )
m_Camera.MoveLocalZ( m_fElapsedTime * DEF_SPEED );
if( m_UserInput.bS )
m_Camera.MoveLocalZ( -m_fElapsedTime * DEF_SPEED );
if( m_UserInput.bD )
m_Camera.MoveLocalX( m_fElapsedTime * DEF_SPEED );
if( m_UserInput.bA )
m_Camera.MoveLocalX( -m_fElapsedTime * DEF_SPEED );
// Update the world state according to user input
D3DXMATRIX matWorld;
D3DXMATRIX matRotY;
D3DXMATRIX matRotX;
if( m_UserInput.fAxisRotateLR )
m_fWorldRotY += m_fElapsedTime * m_UserInput.fAxisRotateLR;
if( m_UserInput.fAxisRotateUD )
m_fWorldRotX += m_fElapsedTime * m_UserInput.fAxisRotateUD;
m_bCollision = FALSE;
if( m_bspManager.IsCollision( *m_Camera.GetEye() ) )
m_bCollision = TRUE;
if( m_bCollision )
m_Camera.SetView( &vOrigEye, &vOrigLookat, &vOrigUp );
D3DXMatrixRotationX( &matRotX, m_fWorldRotX );
D3DXMatrixRotationY( &matRotY, m_fWorldRotY );
D3DXMatrixMultiply( &matWorld, &matRotX, &matRotY );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, m_Camera.GetViewMatrix() );
/*
D3DXMATRIX m;
D3DXMATRIX *pW, *pV, *pP;
m_Camera.GetMatrices( &pW, &pV, &pP );
/// if( m_bViewLock )
{
// m = m_matViewLocked * *pP;
}
// else
{
m = (*pV) * (*pP);
// m_terrainUtil.SetCamera( v.x, v.y, v.z );
}
m_bspManager.m_frustum.Make( &m );
*/
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: UpdateInput()
// Desc: Update the user input. Called once per frame
//-----------------------------------------------------------------------------
void CMyD3DApplication::UpdateInput( UserInput* pUserInput )
{
static dwFill = 0, dwPortal =0, dwLight = 0;
pUserInput->bRButtonDown = ( m_bHasFocus && (GetAsyncKeyState( VK_RBUTTON ) & 0x8000) == 0x8000 );
pUserInput->bS = ( m_bHasFocus && (GetAsyncKeyState( 'S' ) & 0x8000 ) == 0x8000 );
pUserInput->bW = ( m_bHasFocus && (GetAsyncKeyState( 'W' ) & 0x8000 ) == 0x8000 );
pUserInput->bA = ( m_bHasFocus && (GetAsyncKeyState( 'A' ) & 0x8000 ) == 0x8000 );
pUserInput->bD = ( m_bHasFocus && (GetAsyncKeyState( 'D' ) & 0x8000 ) == 0x8000 );
if( ( m_bHasFocus && (GetAsyncKeyState( 'P' ) & 0x8000 ) == 0x8000 ) &&
GetTickCount() - dwPortal > 300 )
{
pUserInput->bP = !pUserInput->bP;
dwPortal = GetTickCount();
}
if( ( m_bHasFocus && (GetAsyncKeyState( 'L' ) & 0x8000 ) == 0x8000 ) &&
GetTickCount() - dwLight > 300 )
{
pUserInput->bL = !pUserInput->bL;
dwLight = GetTickCount();
}
if( ( m_bHasFocus && (GetAsyncKeyState( '1' ) & 0x8000 ) == 0x8000 ) &&
GetTickCount() - dwFill > 300 )
{
pUserInput->b1 = !pUserInput->b1;
dwFill = GetTickCount();
}
POINT pt;
GetCursorPos( &pt );
if( pUserInput->bRButtonDown )
{
pUserInput->dxMouse = ( pt.x - pUserInput->ptMouse.x ) * m_fElapsedTime * 0.2f;
pUserInput->dyMouse = ( pt.y - pUserInput->ptMouse.y ) * m_fElapsedTime * 0.2f;
SetCursorPos( pUserInput->ptMouse.x, pUserInput->ptMouse.y );
}
else
GetCursorPos( &pUserInput->ptMouse );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the viewport
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0xffffffff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// TODO: render world
// Render stats and help text
//
// else
// m_bspManager.Render( m_pd3dDevice, NULL );
// m_bspManager.RenderByPortals( m_pd3dDevice );
if( m_UserInput.bL )
{
m_bspManager.RenderLightMap( m_pd3dDevice, m_UserInput.b1, NULL );
// m_bspManager.RenderLightMap( m_pd3dDevice, m_pFont );
}
else
m_bspManager.RenderPVS( m_pd3dDevice, m_UserInput.b1, m_pFont );
D3DXVECTOR3 v = m_Camera.m_vLookat - m_Camera.m_vEye;
m_bspManager.RenderThings( m_pd3dDevice, m_Camera.m_vEye );
if( m_UserInput.bP )
{
m_bspManager.RenderPortal( m_pd3dDevice, NULL );
// m_bspManager.RenderPortal( m_pd3dDevice, m_pFont );
}
// m_bspManager.Render( m_pd3dDevice, m_pFont );
RenderText();
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderText()
// Desc: Renders stats and help text to the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderText()
{
D3DCOLOR fontColor = D3DCOLOR_ARGB(255,255,255,0);
if( !m_UserInput.b1 )
fontColor = D3DCOLOR_ARGB(255, 0, 0, 255);
D3DCOLOR fontWarningColor = D3DCOLOR_ARGB(255,0,255,255);
TCHAR szMsg[MAX_PATH] = TEXT("");
// Output display stats
FLOAT fNextLine = 2.f;
lstrcpy( szMsg, m_strFrameStats );
m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
// lstrcpy( szMsg, m_strDeviceStats );
// fNextLine += 20.0f;
// m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
TCHAR* szMove = _T("FORWARD, BACK, LEFT, RIGHT : W, S, A, D ");
fNextLine += 20.0f;
m_pFont->DrawText( 2, fNextLine, fontColor, szMove );
TCHAR* szLook = _T("LOOK : RBUTTONDOWN & MOUSE MOVE ");
fNextLine += 20.0f;
m_pFont->DrawText( 2, fNextLine, fontColor, szLook );
// Output statistics & help
fNextLine = (FLOAT) m_d3dsdBackBuffer.Height;
/*
sprintf( szMsg, TEXT("POS : %0.3f, %0.3f, %0.3f"),
m_Camera.GetEye()->x, m_Camera.GetEye()->y, m_Camera.GetEye()->z );
fNextLine -= 20.0f; m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
lstrcpy( szMsg, TEXT("Use arrow keys to update input") );
fNextLine -= 20.0f; m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
lstrcpy( szMsg, TEXT("Hold 'F5' down to play and repeat a sound") );
fNextLine -= 20.0f; m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
lstrcpy( szMsg, TEXT("Press 'F2' to configure display") );
fNextLine -= 20.0f; m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
*/
TCHAR* szFill = ( m_UserInput.b1 ) ? _T("Fill") : _T("Wire");
TCHAR* szLight = ( m_UserInput.bL ) ? _T("Render") : _T("");
TCHAR* szPortal = ( m_UserInput.bP ) ? _T("Render") : _T("");
wsprintf( szMsg, _T("FILLMODE[ 1 ] : [ %s ]"), szFill);
fNextLine -= 20.0f; m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
wsprintf( szMsg, _T("PORTAL [ P ] : [ %s ]"), szPortal);
fNextLine -= 20.0f; m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
wsprintf( szMsg, _T("LIGHTMAP[ L ] : [ %s ]"), szLight);
fNextLine -= 20.0f; m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
DWORD dwHeight, dwWidth;
if( m_bCollision )
{
dwHeight = m_pFont->GetTexHeight();
dwWidth = m_pFont->GetTexWidth();
m_pFont->SetTexHeight( dwHeight + 400 );
m_pFont->SetTexWidth( dwWidth + 400 );
char str[15] = "collision!";
m_pFont->DrawText( 350, 280, 0xffff0000, str );
m_pFont->SetTexHeight( dwHeight );
m_pFont->SetTexWidth( dwWidth );
}
if( m_UserInput.bP )
{
dwHeight = m_pFont->GetTexHeight();
dwWidth = m_pFont->GetTexWidth();
m_pFont->SetTexHeight( dwHeight + 200 );
m_pFont->SetTexWidth( dwWidth + 200 );
m_pFont->DrawText( 500, 20, fontWarningColor, _TEXT("Rendering Portal"));
m_pFont->SetTexHeight( dwHeight );
m_pFont->SetTexWidth( dwWidth );
}
if( m_UserInput.bL )
{
dwHeight = m_pFont->GetTexHeight();
dwWidth = m_pFont->GetTexWidth();
m_pFont->SetTexHeight( dwHeight + 200 );
m_pFont->SetTexWidth( dwWidth + 200 );
m_pFont->DrawText( 500, 40, fontWarningColor, _TEXT("Rendering LightMap"));
m_pFont->SetTexHeight( dwHeight );
m_pFont->SetTexWidth( dwWidth );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Overrrides the main WndProc, so the sample can do custom message
// handling (e.g. processing mouse, keyboard, or menu commands).
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam )
{
switch( msg )
{
case WM_PAINT:
{
if( m_bLoadingApp )
{
// Draw on the window tell the user that the app is loading
// TODO: change as needed
HDC hDC = GetDC( hWnd );
wsprintf( g_strMsg, TEXT("Loading... Please wait") );
RECT rct;
GetClientRect( hWnd, &rct );
DrawText( hDC, g_strMsg, -1, &rct, DT_CENTER|DT_VCENTER|DT_SINGLELINE );
ReleaseDC( hWnd, hDC );
}
break;
}
}
return CD3DApplication::MsgProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Invalidates device objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
// TODO: Cleanup any objects created in RestoreDeviceObjects()
m_pFont->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
// TODO: Cleanup any objects created in InitDeviceObjects()
m_pFont->DeleteDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
// TODO: Perform any final cleanup needed
// Cleanup D3D font
SAFE_DELETE( m_pFont );
// Cleanup DirectInput
CleanupDirectInput();
// Cleanup DirectX audio objects
SAFE_DELETE( m_pBounceSound );
SAFE_DELETE( m_pMusicManager );
// Write the settings to the registry
WriteSettings();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CleanupDirectInput()
// Desc: Cleanup DirectInput
//-----------------------------------------------------------------------------
VOID CMyD3DApplication::CleanupDirectInput()
{
// Cleanup DirectX input objects
SAFE_RELEASE( m_pKeyboard );
SAFE_RELEASE( m_pDI );
}
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