📄 ch21p1_firingrange.cpp
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{
ProcessInput();
// 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 );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
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 );
// draw skybox
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(m_Camera.GetViewMatrix());
// draw ground plane
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix());
m_pd3dDevice->SetTexture( 0, m_GroundPlane.GetTexture() );
m_pd3dDevice->SetStreamSource( 0, m_GroundPlane.GetVB(), sizeof(VERTEX_XYZ_DIFFUSE_TEX1) );
m_pd3dDevice->SetIndices( m_GroundPlane.GetIB(), 0L );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0,
m_GroundPlane.GetNumVerts(), 0, m_GroundPlane.GetNumIndices()/3 );
// draw gun
m_pCurGun->Render(m_Camera);
// draw plasma bullets
m_PlasmaBulletArray.RenderAll(m_Camera);
char buf[256];
_snprintf(buf, 256, "Position: (%.2f, %.2f, %.2f)",
(float)m_Camera.GetPosition().x, (float)m_Camera.GetPosition().y,
(float)m_Camera.GetPosition().z);
m_pFontSmall->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), buf );
// 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, true, true);
m_SkyBox.RestoreDeviceObjects(m_pd3dDevice,
"Ch21p1_DesertSkyboxTop.bmp",
"Ch21p1_DesertSkyboxBottom.bmp",
"Ch21p1_DesertSkyboxFront.bmp",
"Ch21p1_DesertSkyboxBack.bmp",
"Ch21p1_DesertSkyboxLeft.bmp",
"Ch21p1_DesertSkyboxRight.bmp"
);
m_GroundPlane.RestoreDeviceObjects(m_pd3dDevice, "Ch21p1_GroundTexture.bmp", 512.0f, 512.0f, 16);
m_PlasmaGun.RestoreDeviceObjects(m_pd3dDevice, "Ch21p1_Gun.x");
m_PlasmaBulletArray.RestoreDeviceObjects(m_pd3dDevice);
m_PlasmaGun.SetBulletArray(&m_PlasmaBulletArray);
m_LaserGun.RestoreDeviceObjects(m_pd3dDevice, "Ch21p1_Gun.x");
m_MachineGun.RestoreDeviceObjects(m_pd3dDevice, "Ch21p1_Gun.x");
m_PlasmaGun.Pos() = D3DXVECTOR3(0.5f, -0.6f, 1.0f);
m_LaserGun.Pos() = D3DXVECTOR3(0.5f, -0.6f, 1.0f);
m_MachineGun.Pos() = D3DXVECTOR3(0.5f, -0.6f, 1.0f);
m_pCurGun = &m_MachineGun;
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->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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_GroundPlane.InvalidateDeviceObjects();
m_PlasmaGun.InvalidateDeviceObjects();
m_PlasmaBulletArray.InvalidateDeviceObjects();
m_LaserGun.InvalidateDeviceObjects();
m_MachineGun.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();
m_GroundPlane.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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