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📄 ch17p2_transitionpageant.cpp

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

  Ch17p2_Transitionpageant.cpp: a program that demonstrates the fire algorithm,
  without any annoying bells and/or whistles.
  
#############################################################################
*/

// 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 "Ch17p2_resource.h"

#include "Ch17p2_SolidFadeTransition.h"
#include "Ch17p2_DissolveTransition.h"
#include "Ch17p2_WipeTransition.h"
#include "Ch17p2_MeltTransition.h"
#include "Ch17p2_ConstSpeedMeltTransition.h"
#include "Ch17p2_CrunchTransition.h"
#include "Ch17p2_ConstSpeedCrunchTransition.h"
#include "Ch17p2_StaticDissolveTransition.h"
#include "Ch17p2_TileTransition.h"
#include "Ch17p2_WarpDissolveTransition.h"

// A structure for our custom vertex type. 
struct CUSTOMVERTEX
{
  D3DXVECTOR3 position; // The position
  D3DCOLOR    color;    // The color
  FLOAT       tu, tv;   // The texture coordinates
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)

//-----------------------------------------------------------------------------
// 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
  
  DWORD        m_dwNumVertices;
  
  // Transforms
  D3DXMATRIX  m_matPosition;
  D3DXMATRIX  m_matView;
  D3DXMATRIX  m_matProj;

  // original and scratch textures
  LPDIRECT3DTEXTURE8 m_pOrigTexture;
  LPDIRECT3DTEXTURE8 m_pSecondTexture;
  
  // width and height of texture image
  int m_iTextureWidth, m_iTextureHeight;
  
  CTransition *m_pTransition;
  float m_fFadeTime;
  
protected:
  void ProcessFeedback();
  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 );

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("Ch17p2_TransitionPageant");
  m_bUseDepthBuffer   = TRUE;

  m_pFont            = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
  m_pFontSmall       = new CD3DFont( _T("Arial"),  9, 0 );
  m_dwNumVertices    = 6;
  m_pOrigTexture     = NULL;
  m_pSecondTexture   = NULL;
  
  m_dwCreationWidth = 512;
  m_dwCreationHeight = 384;
  m_pTransition = 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;
  }
  FLOAT fSecsPerFrame = m_fElapsedTime;
  if (m_fFadeTime > 0.0f) {
    m_fFadeTime += m_fElapsedTime;
    m_pTransition->DoTransition(m_fElapsedTime);
    if (m_fFadeTime > 7.0f) {
      // reset to a solid fade effect (just so the source image is drawn)
      SAFE_DELETE(m_pTransition);

      CSolidFadeTransition *SolidFadeTransition = 
        new CSolidFadeTransition(m_pd3dDevice, m_pOrigTexture, 
        D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f));

      SolidFadeTransition->SetDuration(5.0f);

      m_pTransition = SolidFadeTransition;
      m_fFadeTime = 0.0f;
    }
  }

  return S_OK;
}



//-----------------------------------------------------------------------------
// 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()
{
  // Set up an orthagonal projection matrix, so we can render the entire
  // texture.
  D3DXMATRIX mat;
  D3DXMatrixOrthoLH(&mat, (float)m_iTextureWidth, (float)m_iTextureHeight, 
    0.0, 100.0);
  m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );

  // this world matrix, combined with orthogonal projection, causes the 
  // texture to completely and exactly fill the rendering surface.
  D3DXMATRIX matWorld,matTrans,matScale;
  D3DXMatrixScaling(&matScale, (float)m_iTextureWidth/2.0f, (float)m_iTextureHeight/2.0f, 1.0);

  // move the quad left and up 0.5 units, so that the texels are perfectly
  // centered on the screen pixels.
  D3DXMatrixMultiply(&matWorld, &matScale, D3DXMatrixTranslation(&matTrans, -0.5f, -0.5f, 0));

  // our matrix is now finished.  Tell D3D to use it!
  m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

  // Clear the backbuffer
  m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                       0x000000, 1.0f, 0L );

  // begin rendering the scene
  if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
  {
    m_pTransition->DoRender(matWorld);
    
    // Output statistics
    m_pFont->DrawText( 2,  0, D3DCOLOR_ARGB(255, 255, 255, 0), m_strFrameStats );
    m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255, 255, 255, 0), m_strDeviceStats );

    m_pFontSmall->DrawText( 2, 60,  D3DCOLOR_ARGB(255, 255, 0, 0), "1 = Fade to solid color (red)");
    m_pFontSmall->DrawText( 2, 75,  D3DCOLOR_ARGB(255, 255, 0, 0), "2 = Dissolve (cross fade)");
    m_pFontSmall->DrawText( 2, 90,  D3DCOLOR_ARGB(255, 255, 0, 0), "3 = Wipe (random direction)");
    m_pFontSmall->DrawText( 2, 105, D3DCOLOR_ARGB(255, 255, 0, 0), "4 = Melt");
    m_pFontSmall->DrawText( 2, 120, D3DCOLOR_ARGB(255, 255, 0, 0), "5 = Melt (const speed)");
    m_pFontSmall->DrawText( 2, 135, D3DCOLOR_ARGB(255, 255, 0, 0), "6 = Crunch");
    m_pFontSmall->DrawText( 2, 150, D3DCOLOR_ARGB(255, 255, 0, 0), "7 = Crunch (const speed)");
    m_pFontSmall->DrawText( 2, 165, D3DCOLOR_ARGB(255, 255, 0, 0), "8 = Static Dissolve");
    m_pFontSmall->DrawText( 2, 180, D3DCOLOR_ARGB(255, 255, 0, 0), "9 = Shrinking Tiles");
    m_pFontSmall->DrawText( 2, 195, D3DCOLOR_ARGB(255, 255, 0, 0), "0 = Twirling, shrinking Tiles");
    m_pFontSmall->DrawText( 2, 210, D3DCOLOR_ARGB(255, 255, 0, 0), "Q = Warp Dissolve");

    // 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 );

  D3DXVECTOR3 vEye = D3DXVECTOR3( 0.0f, -0.0f, -1.0f );
  D3DXVECTOR3 vAt  = D3DXVECTOR3( 0.0f, -0.0f, 0.0f );
  D3DXVECTOR3 vUp  = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
  D3DXMatrixLookAtLH( &m_matView, &vEye, &vAt, &vUp );
  m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView );

  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
  HRESULT hr;

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