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📄 ch20p2_explosioncluster.cpp

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

  Ch20p2_ExplosionCluster.cpp: a program that demonstrates how to create an
  explosion cluster.
  
#############################################################################
*/

// 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 "Ch20p2_resource.h"
#include "GroundPlane.h"
#include "Camera.h"
#include "InputManager.h"
#include "AnimSequence.h"
#include "Sprite.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
  CGroundPlane m_Ground;
  CUserControlledCamera m_Camera;

  // Mouse Input
  CInputManager m_InputManager;

  // object mesh
  CD3DMesh* m_pObject;
  CTimer m_timObjectRebirth;

  // explosion animation and sprite
  CAnimSequence *m_pExploAnim;
  CSprite m_sprExplo[NUMSPRITES];

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 CreateExplosion(CSprite &spr,
                       float PosX, float PosY, float PosZ,
                       float RadiusX, float RadiusY, float RadiusZ,
                       float Size, float SizeDelta,
                       float Time, float TimeDelta);

  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("Ch20p2_ExplosionCluster");
  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 );
  m_pExploAnim       = NULL;
}

//-----------------------------------------------------------------------------
// 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);
  if (m_timObjectRebirth.GetTime() > 2.0f) m_timObjectRebirth.Stop();
  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);

  if (m_Camera.GetPosition().y < 1.0f) m_Camera.SetPosition(D3DXVECTOR3(m_Camera.GetPosition().x,1.0f,m_Camera.GetPosition().z));
}

//-----------------------------------------------------------------------------
// 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);

  m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
  m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  
  // Clear the backbuffer
  m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                       0x000000, 1.0f, 0L );
  
  if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
  {
    
    // draw the ground
    m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix());
    m_pd3dDevice->SetTexture( 0, m_Ground.GetTexture() );
    m_pd3dDevice->SetVertexShader( D3DFVF_XYZ_DIFFUSE_TEX1 );
    m_pd3dDevice->SetStreamSource( 0, m_Ground.GetVB(), sizeof(VERTEX_XYZ_DIFFUSE_TEX1) );
    m_pd3dDevice->SetIndices( m_Ground.GetIB(), 0L );
    m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 
      m_Ground.GetNumVerts(), 0, m_Ground.GetNumIndices()/3 );

    // draw Object
    D3DXMatrixTranslation(&matWorld, 0, 4, 0);
    m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
    m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE);
    if (!m_timObjectRebirth.IsRunning()) m_pObject->Render( m_pd3dDevice );
    m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE);

    // draw explosion
    {
      // uncomment these lines for additive alpha blending
      // comment them for normal alpha blending
      // (I like additive blending)
      m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
      m_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
      m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
      m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);

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