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📄 ch22p1_simplelensflare.cpp

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

  Ch22p1_SimpleLensFlare.cpp: a program that demonstrates the lens flare
  effect in 2D.
  
#############################################################################
*/

// 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 "Ch22p1_resource.h"
#include "Camera.h"
#include "InputManager.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;

  // skybox
  CSkyBox m_SkyBox;

  // lens flare
  CLensFlare m_LensFlare;
	
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 );

  void ProcessInput();
	int m_iLightPosX;
	int m_iLightPosY;

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("Ch22p1_SimpleLensFlare");
  m_bUseDepthBuffer   = TRUE;
  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;
	}
	
	CTimer::UpdateAll(m_fElapsedTime);
	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);

	m_iLightPosX += dims2.lX;
	m_iLightPosY += dims2.lY;

	if (m_iLightPosX < 0) m_iLightPosX = 0; 
	if (m_iLightPosX > m_d3dsdBackBuffer.Width) m_iLightPosX = m_d3dsdBackBuffer.Width;

	if (m_iLightPosY < 0) m_iLightPosY = 0; 
	if (m_iLightPosY > m_d3dsdBackBuffer.Height) m_iLightPosY = m_d3dsdBackBuffer.Height;
}

//-----------------------------------------------------------------------------
// 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()
{
  
  // these are done here so that you can move the camera around during a freeze
  // frame, ala The Matrix
  D3DXMATRIX matWorld;
  D3DXMatrixIdentity( &matWorld );
  m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

  ProcessInput();
  m_Camera.Update(m_fElapsedTime);

  // Clear the backbuffer
  m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                       0x000000, 1.0f, 0L );
  
  // Now that our fire texture's updated, we can begin rendering the scene
  if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
  {
    // draw skybox
    m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
		m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
		
		m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );
		m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );

    m_pd3dDevice->SetVertexShader(D3DFVF_XYZ_DIFFUSE_TEX1);
		m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
		m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
		m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix());
    m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE);
    m_SkyBox.Render(matWorld);

    m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
    m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
    m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  
    m_LensFlare.Render(m_iLightPosX, m_iLightPosY, m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height);
    
    // End the scene.
    m_pd3dDevice->EndScene();
  }

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
  m_pFont->InitDeviceObjects( m_pd3dDevice );
  m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
	m_SkyBox.SetSize(100.0f);
  
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	m_iLightPosX = 0;
	m_iLightPosY = 0;

	m_InputManager.CreateDevices(m_hWnd, false, true);

  m_SkyBox.RestoreDeviceObjects(m_pd3dDevice,
    "Ch22p1_SkyBox_Top.bmp",
    "Ch22p1_SkyBox_Bottom.bmp",
    "Ch22p1_SkyBox_Front.bmp",
    "Ch22p1_SkyBox_Back.bmp",
    "Ch22p1_SkyBox_Left.bmp",
    "Ch22p1_SkyBox_Right.bmp"
    );

  m_LensFlare.RestoreDeviceObjects(m_pd3dDevice);

  LPDIRECT3DTEXTURE8 texHalo = m_LensFlare.AddTexture("Ch22p1_LensFlare_Halo.dds");
  LPDIRECT3DTEXTURE8 tex1 = m_LensFlare.AddTexture("Ch22p1_LensFlare_01.dds");
  LPDIRECT3DTEXTURE8 tex2 = m_LensFlare.AddTexture("Ch22p1_LensFlare_02.dds");
  LPDIRECT3DTEXTURE8 tex3 = m_LensFlare.AddTexture("Ch22p1_LensFlare_03.dds");
	
  m_LensFlare.AddSpot(CLensFlareSpot(texHalo, 1.20f,  1.0f, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)));
  
	m_LensFlare.AddSpot(CLensFlareSpot(tex2,    0.10f,  0.8f, D3DXCOLOR(0.7f, 0.5f, 0.0f, 0.2f)));
  m_LensFlare.AddSpot(CLensFlareSpot(tex2,    0.01f,  0.7f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 0.7f)));
	m_LensFlare.AddSpot(CLensFlareSpot(tex1,    0.05f,  0.6f, D3DXCOLOR(1.0f, 1.0f, 0.0f, 0.5f)));
	m_LensFlare.AddSpot(CLensFlareSpot(tex3,    0.13f,  0.5f, D3DXCOLOR(1.0f, 1.0f, 0.0f, 0.5f)));
	m_LensFlare.AddSpot(CLensFlareSpot(tex1,    0.05f,  0.4f, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f)));
  m_LensFlare.AddSpot(CLensFlareSpot(tex2,    0.05f,  0.1f, D3DXCOLOR(1.0f, 1.0f, 0.5f, 0.5f)));
	m_LensFlare.AddSpot(CLensFlareSpot(tex1,    0.05f, -0.2f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)));
  m_LensFlare.AddSpot(CLensFlareSpot(tex2,    0.09f, -0.3f, D3DXCOLOR(1.0f, 1.0f, 0.6f, 1.0f)));
	m_LensFlare.AddSpot(CLensFlareSpot(tex1,    0.15f, -0.4f, D3DXCOLOR(1.0f, 0.7f, 0.0f, 0.3f)));
  m_LensFlare.AddSpot(CLensFlareSpot(tex3,    0.15f, -0.7f, D3DXCOLOR(1.0f, 0.5f, 0.0f, 0.2f)));
	m_LensFlare.AddSpot(CLensFlareSpot(tex2,    0.32f, -1.0f, D3DXCOLOR(1.0f, 0.7f, 0.0f, 0.2f)));
	m_LensFlare.AddSpot(CLensFlareSpot(tex3,    0.40f, -1.3f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 0.5f)));
	

  m_pFont->RestoreDeviceObjects();
  m_pFontSmall->RestoreDeviceObjects();
  m_Camera.SetPosition(D3DXVECTOR3(0.0f, 7.0f, -20.0f));
	
	// Set the world matrix
  D3DXMATRIX matWorld;
  D3DXMatrixIdentity( &matWorld );
  m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

  // Set projection matrix
  D3DXMATRIX matProj;
  FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
  D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 0.1f, 100.0f );
  m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
  
  m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ONE );
  m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
  m_pd3dDevice->SetRenderState( D3DRS_LIGHTING,  FALSE );
  m_pd3dDevice->SetRenderState( D3DRS_CULLMODE,  D3DCULL_CCW );
  m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
  
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
  m_InputManager.DestroyDevices();
  m_pFont->InvalidateDeviceObjects();
  m_pFontSmall->InvalidateDeviceObjects();
  m_SkyBox.InvalidateDeviceObjects();
  m_LensFlare.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()
{
  m_pFont->DeleteDeviceObjects();
  m_pFontSmall->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()
{
  SAFE_DELETE( m_pFont );
  SAFE_DELETE( m_pFontSmall );
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
//       for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
                                          D3DFORMAT Format )
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                                    LPARAM lParam )
{
  // Pass remaining messages to default handler
  return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}

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