demoII9_4_8b.cpp
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上传日期:2018-01-20
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文件大小:29k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII9_4_8b.CPP - 8-bit Tank demo with gouraud shading and texture mapping
- // READ THIS!
- // To compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, DINPUT8.LIB, WINMM.LIB in the project link list, and of course
- // the C++ source modules T3DLIB1-7.CPP and the headers T3DLIB1-7.H
- // be in the working directory of the compiler
- // INCLUDES ///////////////////////////////////////////////
- #define DEBUG_ON
- #define INITGUID // make sure al the COM interfaces are available
- // instead of this you can include the .LIB file
- // DXGUID.LIB
- #define WIN32_LEAN_AND_MEAN
- #include <windows.h> // include important windows stuff
- #include <windowsx.h>
- #include <mmsystem.h>
- #include <iostream.h> // include important C/C++ stuff
- #include <conio.h>
- #include <stdlib.h>
- #include <malloc.h>
- #include <memory.h>
- #include <string.h>
- #include <stdarg.h>
- #include <stdio.h>
- #include <math.h>
- #include <io.h>
- #include <fcntl.h>
- #include <ddraw.h> // directX includes
- #include <dsound.h>
- #include <dmksctrl.h>
- #include <dmusici.h>
- #include <dmusicc.h>
- #include <dmusicf.h>
- #include <dinput.h>
- #include "T3DLIB1.h" // game library includes
- #include "T3DLIB2.h"
- #include "T3DLIB3.h"
- #include "T3DLIB4.h"
- #include "T3DLIB5.h"
- #include "T3DLIB6.h"
- #include "T3DLIB7.h"
- // DEFINES ////////////////////////////////////////////////
- // defines for windows interface
- #define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
- #define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
- #define WINDOW_WIDTH 800 // size of window
- #define WINDOW_HEIGHT 600
- #define WINDOW_BPP 8 // bitdepth of window (8,16,24 etc.)
- // note: if windowed and not
- // fullscreen then bitdepth must
- // be same as system bitdepth
- // also if 8-bit the a pallete
- // is created and attached
- #define WINDOWED_APP 0 // 0 not windowed, 1 windowed
- // defines for the game universe
- #define UNIVERSE_RADIUS 4000
- #define POINT_SIZE 100
- #define NUM_POINTS_X (2*UNIVERSE_RADIUS/POINT_SIZE)
- #define NUM_POINTS_Z (2*UNIVERSE_RADIUS/POINT_SIZE)
- #define NUM_POINTS (NUM_POINTS_X*NUM_POINTS_Z)
- // defines for objects
- #define NUM_TOWERS 96
- #define NUM_TANKS 32
- #define TANK_SPEED 15
- // create some constants for ease of access
- #define AMBIENT_LIGHT_INDEX 0 // ambient light index
- #define INFINITE_LIGHT_INDEX 1 // infinite light index
- #define POINT_LIGHT_INDEX 2 // point light index
- #define SPOT_LIGHT1_INDEX 4 // point light index
- #define SPOT_LIGHT2_INDEX 3 // spot light index
- // PROTOTYPES /////////////////////////////////////////////
- // game console
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
- // GLOBALS ////////////////////////////////////////////////
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[2048]; // used to print text
- // initialize camera position and direction
- POINT4D cam_pos = {0,40,0,1};
- POINT4D cam_target = {0,0,0,1};
- VECTOR4D cam_dir = {0,0,0,1};
- // all your initialization code goes here...
- VECTOR4D vscale={1.0,1.0,1.0,1},
- vpos = {0,0,0,1},
- vrot = {0,0,0,1};
- CAM4DV1 cam; // the single camera
- OBJECT4DV2 obj_tower, // used to hold the master tower
- obj_tank, // used to hold the master tank
- obj_marker, // the ground marker
- obj_player; // the player object
- POINT4D towers[NUM_TOWERS],
- tanks[NUM_TANKS];
- RENDERLIST4DV2 rend_list; // the render list
- BITMAP_IMAGE textures[12]; // holds our texture library
- RGBAV1 white, gray, black, red, green, blue;
- // FUNCTIONS //////////////////////////////////////////////
- LRESULT CALLBACK WindowProc(HWND hwnd,
- UINT msg,
- WPARAM wparam,
- LPARAM lparam)
- {
- // this is the main message handler of the system
- PAINTSTRUCT ps; // used in WM_PAINT
- HDC hdc; // handle to a device context
- // what is the message
- switch(msg)
- {
- case WM_CREATE:
- {
- // do initialization stuff here
- return(0);
- } break;
- case WM_PAINT:
- {
- // start painting
- hdc = BeginPaint(hwnd,&ps);
- // end painting
- EndPaint(hwnd,&ps);
- return(0);
- } break;
- case WM_DESTROY:
- {
- // kill the application
- PostQuitMessage(0);
- return(0);
- } break;
- default:break;
- } // end switch
- // process any messages that we didn't take care of
- return (DefWindowProc(hwnd, msg, wparam, lparam));
- } // end WinProc
- // WINMAIN ////////////////////////////////////////////////
- int WINAPI WinMain( HINSTANCE hinstance,
- HINSTANCE hprevinstance,
- LPSTR lpcmdline,
- int ncmdshow)
- {
- // this is the winmain function
- WNDCLASS winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // generic dc
- PAINTSTRUCT ps; // generic paintstruct
- // first fill in the window class stucture
- winclass.style = CS_DBLCLKS | CS_OWNDC |
- CS_HREDRAW | CS_VREDRAW;
- winclass.lpfnWndProc = WindowProc;
- winclass.cbClsExtra = 0;
- winclass.cbWndExtra = 0;
- winclass.hInstance = hinstance;
- winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
- winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
- winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
- winclass.lpszMenuName = NULL;
- winclass.lpszClassName = WINDOW_CLASS_NAME;
- // register the window class
- if (!RegisterClass(&winclass))
- return(0);
- // create the window, note the test to see if WINDOWED_APP is
- // true to select the appropriate window flags
- if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
- WINDOW_TITLE, // title
- (WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
- 0,0, // x,y
- WINDOW_WIDTH, // width
- WINDOW_HEIGHT, // height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance
- NULL))) // creation parms
- return(0);
- // save the window handle and instance in a global
- main_window_handle = hwnd;
- main_instance = hinstance;
- // resize the window so that client is really width x height
- if (WINDOWED_APP)
- {
- // now resize the window, so the client area is the actual size requested
- // since there may be borders and controls if this is going to be a windowed app
- // if the app is not windowed then it won't matter
- RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
- // make the call to adjust window_rect
- AdjustWindowRectEx(&window_rect,
- GetWindowStyle(main_window_handle),
- GetMenu(main_window_handle) != NULL,
- GetWindowExStyle(main_window_handle));
- // save the global client offsets, they are needed in DDraw_Flip()
- window_client_x0 = -window_rect.left;
- window_client_y0 = -window_rect.top;
- // now resize the window with a call to MoveWindow()
- MoveWindow(main_window_handle,
- 0, // x position
- 0, // y position
- window_rect.right - window_rect.left, // width
- window_rect.bottom - window_rect.top, // height
- FALSE);
- // show the window, so there's no garbage on first render
- ShowWindow(main_window_handle, SW_SHOW);
- } // end if windowed
- // perform all game console specific initialization
- Game_Init();
- // disable CTRL-ALT_DEL, ALT_TAB, comment this line out
- // if it causes your system to crash
- SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
- // enter main event loop
- while(1)
- {
- if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
- {
- // test if this is a quit
- if (msg.message == WM_QUIT)
- break;
- // translate any accelerator keys
- TranslateMessage(&msg);
- // send the message to the window proc
- DispatchMessage(&msg);
- } // end if
- // main game processing goes here
- Game_Main();
- } // end while
- // shutdown game and release all resources
- Game_Shutdown();
- // enable CTRL-ALT_DEL, ALT_TAB, comment this line out
- // if it causes your system to crash
- SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
- // return to Windows like this
- return(msg.wParam);
- } // end WinMain
- // T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
- int index; // looping var
- // start up DirectDraw (replace the parms as you desire)
- DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
- // initialize directinput
- DInput_Init();
- // acquire the keyboard
- DInput_Init_Keyboard();
- // add calls to acquire other directinput devices here...
- // initialize directsound and directmusic
- DSound_Init();
- DMusic_Init();
- // hide the mouse
- if (!WINDOWED_APP)
- ShowCursor(FALSE);
- // seed random number generator
- srand(Start_Clock());
- Open_Error_File("ERROR.TXT");
- // initialize math engine
- Build_Sin_Cos_Tables();
- // initialize the camera with 90 FOV, normalized coordinates
- Init_CAM4DV1(&cam, // the camera object
- CAM_MODEL_EULER, // the euler model
- &cam_pos, // initial camera position
- &cam_dir, // initial camera angles
- &cam_target, // no target
- 200.0, // near and far clipping planes
- 12000.0,
- 120.0, // field of view in degrees
- WINDOW_WIDTH, // size of final screen viewport
- WINDOW_HEIGHT);
- // load the master tank object
- VECTOR4D_INITXYZ(&vscale,0.75,0.75,0.75);
- Load_OBJECT4DV2_PLG(&obj_tank, "tank3_8b.plg",&vscale, &vpos, &vrot);
- // load player object for 3rd person view
- VECTOR4D_INITXYZ(&vscale,30.75,30.75,30.75);
- Load_OBJECT4DV2_COB(&obj_player,"tie02_256.cob",
- &vscale, &vpos, &vrot, VERTEX_FLAGS_INVERT_TEXTURE_V |
- VERTEX_FLAGS_SWAP_YZ |
- VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD );
- // load the master tower object
- VECTOR4D_INITXYZ(&vscale,1.0, 2.0, 1.0);
- Load_OBJECT4DV2_PLG(&obj_tower, "towerg1_8b.plg",&vscale, &vpos, &vrot);
- // load the master ground marker
- VECTOR4D_INITXYZ(&vscale,3.0,3.0,3.0);
- Load_OBJECT4DV2_PLG(&obj_marker, "marker1_8b.plg",&vscale, &vpos, &vrot);
- // position the tanks
- for (index = 0; index < NUM_TANKS; index++)
- {
- // randomly position the tanks
- tanks[index].x = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- tanks[index].y = 0; // obj_tank.max_radius;
- tanks[index].z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- tanks[index].w = RAND_RANGE(0,360);
- } // end for
- // position the towers
- for (index = 0; index < NUM_TOWERS; index++)
- {
- // randomly position the tower
- towers[index].x = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- towers[index].y = 0; // obj_tower.max_radius;
- towers[index].z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- } // end for
- // set up lights
- Reset_Lights_LIGHTV1();
- // create some working colors
- white.rgba = _RGBA32BIT(255,255,255,0);
- gray.rgba = _RGBA32BIT(100,100,100,0);
- black.rgba = _RGBA32BIT(0,0,0,0);
- red.rgba = _RGBA32BIT(255,0,0,0);
- green.rgba = _RGBA32BIT(0,255,0,0);
- blue.rgba = _RGBA32BIT(0,0,255,0);
- // ambient light
- Init_Light_LIGHTV1(AMBIENT_LIGHT_INDEX,
- LIGHTV1_STATE_ON, // turn the light on
- LIGHTV1_ATTR_AMBIENT, // ambient light type
- gray, black, black, // color for ambient term only
- NULL, NULL, // no need for pos or dir
- 0,0,0, // no need for attenuation
- 0,0,0); // spotlight info NA
- VECTOR4D dlight_dir = {-1,0,-1,0};
- // directional light
- Init_Light_LIGHTV1(INFINITE_LIGHT_INDEX,
- LIGHTV1_STATE_ON, // turn the light on
- LIGHTV1_ATTR_INFINITE, // infinite light type
- black, gray, black, // color for diffuse term only
- NULL, &dlight_dir, // need direction only
- 0,0,0, // no need for attenuation
- 0,0,0); // spotlight info NA
- VECTOR4D plight_pos = {0,200,0,0};
- // point light
- Init_Light_LIGHTV1(POINT_LIGHT_INDEX,
- LIGHTV1_STATE_ON, // turn the light on
- LIGHTV1_ATTR_POINT, // pointlight type
- black, green, black, // color for diffuse term only
- &plight_pos, NULL, // need pos only
- 0,.001,0, // linear attenuation only
- 0,0,1); // spotlight info NA
- VECTOR4D slight2_pos = {0,200,0,0};
- VECTOR4D slight2_dir = {-1,0,-1,0};
- // spot light2
- Init_Light_LIGHTV1(SPOT_LIGHT2_INDEX,
- LIGHTV1_STATE_ON, // turn the light on
- LIGHTV1_ATTR_SPOTLIGHT2, // spot light type 2
- black, red, black, // color for diffuse term only
- &slight2_pos, &slight2_dir, // need pos only
- 0,.001,0, // linear attenuation only
- 0,0,1);
- // create lookup for lighting engine
- RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565, // format we want to build table for
- palette, // source palette
- rgblookup); // lookup table
- // create 4.4.4 to 8 bit index color lookup for texture mapping
- RGB_12_8_Lighting_Table_Builder(palette, // source palette
- rgblightlookup); // lookup table
- // return success
- return(1);
- } // end Game_Init
- ///////////////////////////////////////////////////////////
- int Game_Shutdown(void *parms)
- {
- // this function is where you shutdown your game and
- // release all resources that you allocated
- // shut everything down
- // release all your resources created for the game here....
- // now directsound
- DSound_Stop_All_Sounds();
- DSound_Delete_All_Sounds();
- DSound_Shutdown();
- // directmusic
- DMusic_Delete_All_MIDI();
- DMusic_Shutdown();
- // shut down directinput
- DInput_Release_Keyboard();
- // shutdown directinput
- DInput_Shutdown();
- // shutdown directdraw last
- DDraw_Shutdown();
- Close_Error_File();
- // return success
- return(1);
- } // end Game_Shutdown
- //////////////////////////////////////////////////////////
- int Game_Main(void *parms)
- {
- // this is the workhorse of your game it will be called
- // continuously in real-time this is like main() in C
- // all the calls for you game go here!
- static MATRIX4X4 mrot; // general rotation matrix
- // these are used to create a circling camera
- static float view_angle = 0;
- static float camera_distance = 6000;
- static VECTOR4D pos = {0,0,0,0};
- static float tank_speed;
- static float turning = 0;
- // state variables for different rendering modes and help
- static int wireframe_mode = 1;
- static int backface_mode = 1;
- static int lighting_mode = 1;
- static int help_mode = 1;
- static int zsort_mode = 1;
- char work_string[256]; // temp string
- int index; // looping var
- // start the timing clock
- Start_Clock();
- // clear the drawing surface
- //DDraw_Fill_Surface(lpddsback, 0);
- #if 1
- // draw the sky
- //Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, 166, lpddsback);
- //Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, rgblookup[RGB16Bit565(115,42,16)], lpddsback);
- Draw_Rectangle(0,0, WINDOW_WIDTH, WINDOW_HEIGHT/2, rgblookup[RGB16Bit565(0,35,50)], lpddsback);
- //Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, RGB16Bit(0,140,192), lpddsback);
- // draw the ground
- //Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, 28, lpddsback);
- Draw_Rectangle(0,WINDOW_HEIGHT/2-1, WINDOW_WIDTH, WINDOW_HEIGHT, rgblookup[RGB16Bit565(20,12,0)], lpddsback);
- //Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(103,62,3), lpddsback);
- // read keyboard and other devices here
- DInput_Read_Keyboard();
- // game logic here...
- // reset the render list
- Reset_RENDERLIST4DV2(&rend_list);
- // allow user to move camera
- // turbo
- if (keyboard_state[DIK_SPACE])
- tank_speed = 5*TANK_SPEED;
- else
- tank_speed = TANK_SPEED;
- // forward/backward
- if (keyboard_state[DIK_UP])
- {
- // move forward
- cam.pos.x += tank_speed*Fast_Sin(cam.dir.y);
- cam.pos.z += tank_speed*Fast_Cos(cam.dir.y);
- } // end if
- if (keyboard_state[DIK_DOWN])
- {
- // move backward
- cam.pos.x -= tank_speed*Fast_Sin(cam.dir.y);
- cam.pos.z -= tank_speed*Fast_Cos(cam.dir.y);
- } // end if
- // rotate
- if (keyboard_state[DIK_RIGHT])
- {
- cam.dir.y+=3;
- // add a little turn to object
- if ((turning+=2) > 15)
- turning=15;
- } // end if
- if (keyboard_state[DIK_LEFT])
- {
- cam.dir.y-=3;
- // add a little turn to object
- if ((turning-=2) < -15)
- turning=-15;
- } // end if
- else // center heading again
- {
- if (turning > 0)
- turning-=1;
- else
- if (turning < 0)
- turning+=1;
- } // end else
- // modes and lights
- // wireframe mode
- if (keyboard_state[DIK_W])
- {
- // toggle wireframe mode
- if (++wireframe_mode > 1)
- wireframe_mode=0;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // backface removal
- if (keyboard_state[DIK_B])
- {
- // toggle backface removal
- backface_mode = -backface_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // lighting
- if (keyboard_state[DIK_L])
- {
- // toggle lighting engine completely
- lighting_mode = -lighting_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle ambient light
- if (keyboard_state[DIK_A])
- {
- // toggle ambient light
- if (lights[AMBIENT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
- lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
- else
- lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_STATE_ON;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle infinite light
- if (keyboard_state[DIK_I])
- {
- // toggle ambient light
- if (lights[INFINITE_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
- lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
- else
- lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_STATE_ON;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle point light
- if (keyboard_state[DIK_P])
- {
- // toggle point light
- if (lights[POINT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
- lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
- else
- lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_ON;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle spot light
- if (keyboard_state[DIK_S])
- {
- // toggle spot light
- if (lights[SPOT_LIGHT2_INDEX].state == LIGHTV1_STATE_ON)
- lights[SPOT_LIGHT2_INDEX].state = LIGHTV1_STATE_OFF;
- else
- lights[SPOT_LIGHT2_INDEX].state = LIGHTV1_STATE_ON;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // help menu
- if (keyboard_state[DIK_H])
- {
- // toggle help menu
- help_mode = -help_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // z-sorting
- if (keyboard_state[DIK_Z])
- {
- // toggle z sorting
- zsort_mode = -zsort_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- static float plight_ang = 0, slight_ang = 0; // angles for light motion
- // move point light source in ellipse around game world
- lights[POINT_LIGHT_INDEX].pos.x = 4000*Fast_Cos(plight_ang);
- lights[POINT_LIGHT_INDEX].pos.y = 200;
- lights[POINT_LIGHT_INDEX].pos.z = 4000*Fast_Sin(plight_ang);
- if ((plight_ang+=3) > 360)
- plight_ang = 0;
- // move spot light source in ellipse around game world
- lights[SPOT_LIGHT2_INDEX].pos.x = 2000*Fast_Cos(slight_ang);
- lights[SPOT_LIGHT2_INDEX].pos.y = 200;
- lights[SPOT_LIGHT2_INDEX].pos.z = 2000*Fast_Sin(slight_ang);
- if ((slight_ang-=5) < 0)
- slight_ang = 360;
- // generate camera matrix
- Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);
- // insert the player into the world
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_player);
- // set position of tank
- obj_player.world_pos.x = cam.pos.x+300*Fast_Sin(cam.dir.y);
- obj_player.world_pos.y = cam.pos.y-70;
- obj_player.world_pos.z = cam.pos.z+300*Fast_Cos(cam.dir.y);
- // generate rotation matrix around y axis
- static int turn=0;
- Build_XYZ_Rotation_MATRIX4X4(0, cam.dir.y+turning, 0, &mrot);
- // rotate the local coords of the object
- Transform_OBJECT4DV2(&obj_player, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV2(&obj_player, TRANSFORM_TRANS_ONLY);
- //Light_OBJECT4DV2_World(&obj_player, &cam, lights, 4);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_player,0);
- #if 1
- //////////////////////////////////////////////////////////
- // insert the tanks in the world
- for (index = 0; index < NUM_TANKS; index++)
- {
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_tank);
- // generate rotation matrix around y axis
- Build_XYZ_Rotation_MATRIX4X4(0, tanks[index].w, 0, &mrot);
- // rotate the local coords of the object
- Transform_OBJECT4DV2(&obj_tank, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // set position of tank
- obj_tank.world_pos.x = tanks[index].x;
- obj_tank.world_pos.y = tanks[index].y;
- obj_tank.world_pos.z = tanks[index].z;
- // attempt to cull object
- if (!Cull_OBJECT4DV2(&obj_tank, &cam, CULL_OBJECT_XYZ_PLANES))
- {
- // if we get here then the object is visible at this world position
- // so we can insert it into the rendering list
- // perform local/model to world transform
- Model_To_World_OBJECT4DV2(&obj_tank, TRANSFORM_TRANS_ONLY);
- //Light_OBJECT4DV2_World(&obj_tank, &cam, lights, 4);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_tank,0);
- } // end if
- } // end for
- ////////////////////////////////////////////////////////
- // insert the towers in the world
- for (index = 0; index < NUM_TOWERS; index++)
- {
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_tower);
- // set position of tower
- obj_tower.world_pos.x = towers[index].x;
- obj_tower.world_pos.y = towers[index].y;
- obj_tower.world_pos.z = towers[index].z;
- // attempt to cull object
- if (!Cull_OBJECT4DV2(&obj_tower, &cam, CULL_OBJECT_XYZ_PLANES))
- {
- // if we get here then the object is visible at this world position
- // so we can insert it into the rendering list
- // perform local/model to world transform
- Model_To_World_OBJECT4DV2(&obj_tower);
- //Light_OBJECT4DV2_World(&obj_tower, &cam, lights, 4);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_tower,0);
- } // end if
- } // end for
- ///////////////////////////////////////////////////////////////
- // seed number generator so that modulation of markers is always the same
- srand(13);
- static int mcount = 0, mdir = 2;
- mcount+=mdir;
- if (mcount > 200 || mcount < -200) { mdir=-mdir; mcount+=mdir; }
- // insert the ground markers into the world
- for (int index_x = 0; index_x < NUM_POINTS_X; index_x++)
- for (int index_z = 0; index_z < NUM_POINTS_Z; index_z++)
- {
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_marker);
- // set position of tower
- obj_marker.world_pos.x = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_x*POINT_SIZE;
- obj_marker.world_pos.y = obj_marker.max_radius[0] + 50*Fast_Sin(index_x*10+Fast_Sin(index_z)+mcount);
- obj_marker.world_pos.z = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_z*POINT_SIZE;
- // attempt to cull object
- if (!Cull_OBJECT4DV2(&obj_marker, &cam, CULL_OBJECT_XYZ_PLANES))
- {
- // if we get here then the object is visible at this world position
- // so we can insert it into the rendering list
- // perform local/model to world transform
- Model_To_World_OBJECT4DV2(&obj_marker);
- //Light_OBJECT4DV2_World(&obj_marker, &cam, lights, 4);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_marker,0);
- } // end if
- } // end for
- ////////////////////////////////////////////////////////////////////////
- #endif
- // remove backfaces
- if (backface_mode==1)
- Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam);
- // light scene all at once
- if (lighting_mode==1)
- Light_RENDERLIST4DV2_World(&rend_list, &cam, lights, 4);
- // apply world to camera transform
- World_To_Camera_RENDERLIST4DV2(&rend_list, &cam);
- // sort the polygon list (hurry up!)
- if (zsort_mode == 1)
- Sort_RENDERLIST4DV2(&rend_list, SORT_POLYLIST_AVGZ);
- // apply camera to perspective transformation
- Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);
- // apply screen transform
- Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);
- sprintf(work_string,"pos:[%f, %f, %f] heading:[%f] elev:[%f], polys[%d]",
- cam.pos.x, cam.pos.y, cam.pos.z, cam.dir.y, cam.dir.x, debug_polys_rendered_per_frame);
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-20, RGB(0,255,0), lpddsback);
- sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d | Zsort [%s], BckFceRM [%s]",
- ((lighting_mode == 1) ? "ON" : "OFF"),
- lights[AMBIENT_LIGHT_INDEX].state,
- lights[INFINITE_LIGHT_INDEX].state,
- lights[POINT_LIGHT_INDEX].state,
- lights[SPOT_LIGHT2_INDEX].state,
- ((zsort_mode == 1) ? "ON" : "OFF"),
- ((backface_mode == 1) ? "ON" : "OFF"));
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, RGB(0,255,0), lpddsback);
- // draw instructions
- Draw_Text_GDI("Press ESC to exit. Press <H> for Help.", 0, 0, RGB(0,255,0), lpddsback);
- // should we display help
- int text_y = 16;
- if (help_mode==1)
- {
- // draw help menu
- Draw_Text_GDI("<A>..............Toggle ambient light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<I>..............Toggle infinite light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<P>..............Toggle point light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<S>..............Toggle spot light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<W>..............Toggle wire frame/solid mode.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<B>..............Toggle backface removal.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<RIGHT ARROW>....Rotate player right.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<LEFT ARROW>.....Rotate player left.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<UP ARROW>.......Move player forward.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<DOWN ARROW>.....Move player backward.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<SPACE BAR>......Turbo.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<H>..............Toggle Help.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<ESC>............Exit demo.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- } // end help
- // lock the back buffer
- DDraw_Lock_Back_Surface();
- // reset number of polys rendered
- debug_polys_rendered_per_frame = 0;
- // render the object
- if (wireframe_mode == 0)
- Draw_RENDERLIST4DV2_Wire(&rend_list, back_buffer, back_lpitch);
- else
- if (wireframe_mode == 1)
- Draw_RENDERLIST4DV2_Solid(&rend_list, back_buffer, back_lpitch);
- #endif
- // unlock the back buffer
- DDraw_Unlock_Back_Surface();
- // flip the surfaces
- DDraw_Flip();
- // sync to 30ish fps
- Wait_Clock(30);
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
- {
- PostMessage(main_window_handle, WM_DESTROY,0,0);
- } // end if
- // return success
- return(1);
- } // end Game_Main
- //////////////////////////////////////////////////////////