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📄 ch22p2_inscenelensflare.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
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/*
#############################################################################

  Ch22p2_InSceneLensFlare.cpp: a program that demonstrates how to create an
  in-scene lens flare effect.
  
#############################################################################
*/

// include files ////////////////////////////////////////////////////////////
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch22p2_resource.h"
#include "Camera.h"
#include "InputManager.h"
#include "AnimSequence.h"
#include "Sprite.h"
#include "SkyBox.h"
#include "Ch22p1_LensFlare.h"

const int NUMSPRITES = 5;

//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the 
//       generic functionality needed in all Direct3D samples. CMyD3DApplication 
//       adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
  // Font for drawing text
  CD3DFont* m_pFont;
  CD3DFont* m_pFontSmall;

  // Scene
  CUserControlledCamera m_Camera;

  // Mouse Input
  CInputManager m_InputManager;

  // object mesh
  CD3DMesh* m_pObject;
	
  // skybox
  CSkyBox m_SkyBox;

	// lens flare
	CLensFlare m_LensFlare;
	D3DXVECTOR3 m_vSunPos;

	float m_fPlanetRotation;
	int m_iNumObjectsAtPoint;
	int m_iSunScreenPosX;
	int m_iSunScreenPosY;

	D3DXMATRIX m_matProj;

protected:
  HRESULT OneTimeSceneInit();
  HRESULT InitDeviceObjects();
  HRESULT RestoreDeviceObjects();
  HRESULT InvalidateDeviceObjects();
  HRESULT DeleteDeviceObjects();
  HRESULT FinalCleanup();
  HRESULT Render();
  HRESULT FrameMove();
  HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
  LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );

	bool IsLensFlareObscured();
	int NumObjectsAtPoint(int iX, int iY);
  void ProcessInput();

public:
  CMyD3DApplication();
};



//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
//       message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
  CMyD3DApplication d3dApp;

  if( FAILED( d3dApp.Create( hInst ) ) )
    return 0;

  return d3dApp.Run();
}

//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
  m_strWindowTitle    = _T("Ch22p2_InSceneLensFlare");
  m_bUseDepthBuffer   = TRUE;
  m_pObject           = new CD3DMesh;
  m_pFont            = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
  m_pFontSmall       = new CD3DFont( _T("Arial"),  9, D3DFONT_BOLD );
}

//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
//       permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
//       the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
	if (m_fElapsedTime < 0.0001f) {
		m_fElapsedTime = 0.0001f;
	}
	if (m_fElapsedTime > 0.5f) m_fElapsedTime = 0.5f;

	char buf[256]; sprintf(buf, "\nElapsed Time: %f", m_fElapsedTime);
	OutputDebugString(buf);

  CTimer::UpdateAll(m_fElapsedTime);
	m_fPlanetRotation += m_fElapsedTime;
	if (m_fPlanetRotation > (float)(32.0f*PI)) m_fPlanetRotation -= (float)(32.0f*PI);
  return S_OK;
}

void CMyD3DApplication::ProcessInput()
{
  const float fSpeed = 0.5f;
  unsigned char m_bKey[256];
  ZeroMemory( m_bKey, 256 );
  GetKeyboardState(m_bKey);
  // Process keyboard input
  if(m_bKey['D'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(fSpeed, 0.0f, 0.0f)); // Slide Right
  if(m_bKey['A'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(-fSpeed, 0.0f, 0.0f));// Slide Left
  if(m_bKey['Q'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, fSpeed, 0.0f)); // Slide Up
  if(m_bKey['Z'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, -fSpeed, 0.0f));// Slide Down
  if(m_bKey['W'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, fSpeed)); // Slide Foward
  if(m_bKey['S'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, -fSpeed));// Slide Back
  if(m_bKey['L'] & 128) m_Camera.AddToYawPitchRoll(fSpeed, 0.0f, 0.0f);  // Turn Right
  if(m_bKey['J'] & 128) m_Camera.AddToYawPitchRoll(-fSpeed, 0.0f, 0.0f); // Turn Left
  if(m_bKey['K'] & 128) m_Camera.AddToYawPitchRoll(0.0f, fSpeed, 0.0f); // Turn Down
  if(m_bKey['I'] & 128) m_Camera.AddToYawPitchRoll(0.0f, -fSpeed, 0.0f);// Turn Up

  // mouse look
  DIMOUSESTATE2 dims2;
  m_InputManager.ReadMouse(dims2);

  // play with the divisor constants to change the mouselook sensitivity.
  // I've found that these values most accurately simulate my beloved Q3A setup. :)
  m_Camera.AddToYawPitchRoll((float)dims2.lX/0.8f, (float)dims2.lY/0.8f, 0.0f);
  
}

bool CMyD3DApplication::IsLensFlareObscured()
{
	// get screen coordinates of the light source.
	int iLightW;
	
	m_LensFlare.CalcLightSourceScreenCoords(m_Camera, m_matProj, m_vSunPos, 
		m_d3dsdBackBuffer.Width,m_d3dsdBackBuffer.Height, m_iSunScreenPosX, 
		m_iSunScreenPosY, iLightW);

	m_iNumObjectsAtPoint = NumObjectsAtPoint(m_iSunScreenPosX, m_iSunScreenPosY);
	return(m_iNumObjectsAtPoint > 0);
	
}

int CMyD3DApplication::NumObjectsAtPoint(int iX, int iY)
{
	D3DXVECTOR3 vRayDir;
  D3DXVECTOR3 vRayOrig;

  int iNumObjectsAtPoint = 0;

  // Get the pick ray from given coordinates
	{
		D3DXVECTOR3 v;
		v.x =  ( ( ( 2.0f * iX ) / m_d3dsdBackBuffer.Width  ) - 1 ) / m_matProj._11;
		v.y = -( ( ( 2.0f * iY ) / m_d3dsdBackBuffer.Height ) - 1 ) / m_matProj._22;
		v.z =  1.0f;

		// Get the inverse view matrix
		D3DXMATRIX matView, m;
		matView = m_Camera.GetViewMatrix();
		D3DXMatrixInverse( &m, NULL, &matView );

		// Transform the screen space pick ray into 3D space
		vRayDir.x  = v.x*m._11 + v.y*m._21 + v.z*m._31;
		vRayDir.y  = v.x*m._12 + v.y*m._22 + v.z*m._32;
		vRayDir.z  = v.x*m._13 + v.y*m._23 + v.z*m._33;
		vRayOrig.x = m._41;
		vRayOrig.y = m._42;
		vRayOrig.z = m._43;
	}
  
  // Get the picked triangle
  LPDIRECT3DVERTEXBUFFER8 pVB;
  LPDIRECT3DINDEXBUFFER8 pIB;
  m_pObject->GetLocalMesh()->GetVertexBuffer( &pVB );
  m_pObject->GetLocalMesh()->GetIndexBuffer( &pIB );

  struct VERTEX { D3DXVECTOR3 p, n; FLOAT tu; FLOAT tv; };
  DWORD dwFVF = m_pObject->GetLocalMesh()->GetFVF();

  WORD*      pIndices;
  VERTEX*    pVertices;
  DWORD      dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces();
  pIB->Lock( 0,0,(BYTE**)&pIndices, 0 );
  pVB->Lock( 0,0,(BYTE**)&pVertices, 0 );

  for( DWORD i=0; i<dwNumFaces; i++ )
  {
      D3DXVECTOR3 v0 = pVertices[pIndices[3*i+0]].p;
      D3DXVECTOR3 v1 = pVertices[pIndices[3*i+1]].p;
      D3DXVECTOR3 v2 = pVertices[pIndices[3*i+2]].p;

			float fPickT, fPickU, fPickV;
      // Check if the pick ray passes through this point
      if( DoesRayIntersectTriangle( vRayOrig, vRayDir, v0, v1, v2,
                             &fPickT, &fPickU, &fPickV ) )
      {
          iNumObjectsAtPoint++;
      }
  }

  pVB->Unlock();
  pIB->Unlock();

  pVB->Release();
  pIB->Release();
  return(iNumObjectsAtPoint);
}



//-----------------------------------------------------------------------------
// 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()

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