demoII14_2.cpp
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上传用户:husern
上传日期:2018-01-20
资源大小:42486k
文件大小:40k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII14_2.CPP - shadow demo with scaling of the shadow
- // 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 T3DLIB1-12.CPP and the headers T3DLIB1-12.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"
- #include "T3DLIB8.h"
- #include "T3DLIB9.h"
- #include "T3DLIB10.h"
- #include "T3DLIB11.h"
- #include "T3DLIB12.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 16 // 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
- // 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 POINT_LIGHT2_INDEX 3 // point light index
- // terrain defines
- #define TERRAIN_WIDTH 4000
- #define TERRAIN_HEIGHT 4000
- #define TERRAIN_SCALE 700
- #define MAX_SPEED 20
- #define PITCH_RETURN_RATE (.33) // how fast the pitch straightens out
- #define PITCH_CHANGE_RATE (.02) // the rate that pitch changes relative to height
- #define CAM_HEIGHT_SCALER (.3) // percentage cam height changes relative to height
- #define VELOCITY_SCALER (.025) // rate velocity changes with height
- #define CAM_DECEL (.25) // deceleration/friction
- #define NUM_OBJECTS 3 // number of objects per class
- #define NUM_LIGHT_OBJECTS 5 // number of light models
- // 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 = {0,500,-400,1};
- 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 = {0,0,150,1},
- vrot = {0,0,0,1};
- CAM4DV1 cam; // the single camera
- OBJECT4DV2 obj_terrain; // the terrain object
- OBJECT4DV2_PTR obj_work;
- OBJECT4DV2 obj_array[NUM_OBJECTS];
- OBJECT4DV2_PTR obj_light;
- OBJECT4DV2 obj_light_array[NUM_LIGHT_OBJECTS];
- OBJECT4DV2 shadow_obj;
- // filenames of objects to load
- char *object_filenames[NUM_OBJECTS] = {
- "earth01.cob",
- "sphere_gouraud_textured_02.cob",
- "fire_constant_cube01.cob",
- };
- int curr_object = 0;
- #define INDEX_RED_LIGHT_INDEX 0
- #define INDEX_GREEN_LIGHT_INDEX 1
- #define INDEX_BLUE_LIGHT_INDEX 2
- #define INDEX_YELLOW_LIGHT_INDEX 3
- #define INDEX_WHITE_LIGHT_INDEX 4
- // filenames of objects to load to represent light sources
- char *object_light_filenames[NUM_LIGHT_OBJECTS] = {
- "cube_constant_red_01.cob",
- "cube_constant_green_01.cob",
- "cube_constant_blue_01.cob",
- "cube_constant_yellow_01.cob",
- "cube_constant_white_01.cob",
- };
- int curr_light_object = 0;
- RENDERLIST4DV2 rend_list; // the render list
- RGBAV1 white, // general colors
- gray,
- black,
- red,
- green,
- blue,
- yellow,
- orange;
- ZBUFFERV1 zbuffer; // our little z buffer!
- RENDERCONTEXTV1 rc; // the rendering context;
- // physical model defines play with these to change the feel of the vehicle
- float gravity = -.40; // general gravity
- float vel_y = 0; // the y velocity of camera/jeep
- float cam_speed = 0; // speed of the camera/jeep
- float sea_level = 50; // sea level of the simulation
- float gclearance = 125; // clearance from the camera to the ground
- float neutral_pitch = 10; // the neutral pitch of the camera
- // sounds
- int wind_sound_id = -1;
- // game imagery assets
- BOB cockpit; // the cockpit image
- // 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_Init2(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP,0);
- // 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
- 10.0, // near and far clipping planes
- 12000.0,
- 90.0, // field of view in degrees
- WINDOW_WIDTH, // size of final screen viewport
- WINDOW_HEIGHT);
- VECTOR4D terrain_pos = {0,0,0,0};
- Generate_Terrain_OBJECT4DV2(&obj_terrain, // pointer to object
- TERRAIN_WIDTH, // width in world coords on x-axis
- TERRAIN_HEIGHT, // height (length) in world coords on z-axis
- TERRAIN_SCALE, // vertical scale of terrain
- "height_grass_40_40_01.bmp", // filename of height bitmap encoded in 256 colors
- "grass256_256_01.bmp", //"checker2562562.bmp", // filename of texture map
- RGB16Bit(255,255,255), // color of terrain if no texture
- &terrain_pos, // initial position
- NULL, // initial rotations
- POLY4DV2_ATTR_RGB16
- //| POLY4DV2_ATTR_SHADE_MODE_FLAT
- | POLY4DV2_ATTR_SHADE_MODE_GOURAUD
- | POLY4DV2_ATTR_SHADE_MODE_TEXTURE);
- // set a scaling vector
- VECTOR4D_INITXYZ(&vscale, 40, 40, 40);
- // load all the objects in
- for (int index_obj=0; index_obj < NUM_OBJECTS; index_obj++)
- {
- Load_OBJECT4DV2_COB2(&obj_array[index_obj], object_filenames[index_obj],
- &vscale, &vpos, &vrot, VERTEX_FLAGS_INVERT_WINDING_ORDER
- | VERTEX_FLAGS_TRANSFORM_LOCAL
- | VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD
- ,0 );
- // angle for circular rotation
- obj_array[index_obj].ivar1 = 0;
- // set initial position
- obj_array[index_obj].world_pos.x = 0;
- obj_array[index_obj].world_pos.y = 200;
- obj_array[index_obj].world_pos.z = 0;
- } // end for index_obj
- // set current object
- curr_object = 0;
- obj_work = &obj_array[curr_object];
- // set a scaling vector
- VECTOR4D_INITXYZ(&vscale, 20, 20, 20);
- // load all the light objects in
- for (index_obj=0; index_obj < NUM_LIGHT_OBJECTS; index_obj++)
- {
- Load_OBJECT4DV2_COB2(&obj_light_array[index_obj], object_light_filenames[index_obj],
- &vscale, &vpos, &vrot, VERTEX_FLAGS_INVERT_WINDING_ORDER
- | VERTEX_FLAGS_TRANSFORM_LOCAL
- | VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD
- ,0 );
- } // end for index
- // set current object
- curr_light_object = 0;
- obj_light = &obj_light_array[curr_light_object];
- // load the shadow object in, basically a single plane with a circular
- // texture on it for the shadow
- VECTOR4D_INITXYZ(&vscale, 1, 1, 1);
- Load_OBJECT4DV2_COB2(&shadow_obj,"shadow_poly_01.cob",
- &vscale, &vpos, &vrot, VERTEX_FLAGS_INVERT_WINDING_ORDER
- | VERTEX_FLAGS_SWAP_YZ | VERTEX_FLAGS_TRANSFORM_LOCAL
- | VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD
- ,0);
- // set up lights
- Reset_Lights_LIGHTV2(lights2, MAX_LIGHTS);
- // 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);
- orange.rgba = _RGBA32BIT(255,128,0,0);
- yellow.rgba = _RGBA32BIT(255,255,0,0);
- // ambient light
- Init_Light_LIGHTV2(lights2,
- AMBIENT_LIGHT_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_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 = {-1,1,-1,1};
- // directional light
- Init_Light_LIGHTV2(lights2,
- INFINITE_LIGHT_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_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 = {0,500,0,1};
- // point light
- Init_Light_LIGHTV2(lights2,
- POINT_LIGHT_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_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
- // point light
- Init_Light_LIGHTV2(lights2,
- POINT_LIGHT2_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_ATTR_POINT, // pointlight type
- black, white, black, // color for diffuse term only
- &plight_pos, NULL, // need pos only
- 0,.002,0, // linear attenuation only
- 0,0,1); // spotlight info NA
- VECTOR4D slight2_pos = {0,200,0,1};
- VECTOR4D slight2_dir = {-1,1,-1,1};
- // 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 the z buffer
- Create_Zbuffer(&zbuffer,
- WINDOW_WIDTH,
- WINDOW_HEIGHT,
- ZBUFFER_ATTR_32BIT);
- // build alpha lookup table
- RGB_Alpha_Table_Builder(NUM_ALPHA_LEVELS, rgb_alpha_table);
- // load background sounds
- wind_sound_id = DSound_Load_WAV("STATIONTHROB.WAV");
- // start the sounds
- DSound_Play(wind_sound_id, DSBPLAY_LOOPING);
- DSound_Set_Volume(wind_sound_id, 100);
- #if 0
- // load in the cockpit image
- Load_Bitmap_File(&bitmap16bit, "lego01.BMP");
- Create_BOB(&cockpit, 0,0,800,600,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16);
- Load_Frame_BOB16(&cockpit, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap16bit);
- #endif
- // set single precission
- //_control87( _PC_24, MCW_PC );
- // 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
- static float plight_ang = 0,
- slight_ang = 0; // angles for light motion
- // use these to rotate objects
- static float x_ang = 0, y_ang = 0, z_ang = 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;
- static int x_clip_mode = 1;
- static int y_clip_mode = 1;
- static int z_clip_mode = 1;
- static float hl = 300, // artificial light height
- ks = 1.0; // generic scaling factor to make things look good
- 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);
- // draw the sky
- Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(50,50,200), lpddsback);
- // draw the ground
- //Draw_Rectangle(0,WINDOW_HEIGHT*.38, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(25,50,110), lpddsback);
- // read keyboard and other devices here
- DInput_Read_Keyboard();
- // game logic here...
- // reset the render list
- Reset_RENDERLIST4DV2(&rend_list);
- // 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 (lights2[AMBIENT_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
- lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_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 (lights2[INFINITE_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
- lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_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 (lights2[POINT_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
- lights2[POINT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[POINT_LIGHT_INDEX].state = LIGHTV2_STATE_ON;
- // toggle point light
- if (lights2[POINT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON)
- lights2[POINT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[POINT_LIGHT2_INDEX].state = LIGHTV2_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
- // move to next object
- if (keyboard_state[DIK_O])
- {
- VECTOR4D old_pos;
- old_pos = obj_work->world_pos;
- if (++curr_object >= NUM_OBJECTS)
- curr_object = 0;
- // update pointer
- obj_work = &obj_array[curr_object];
- obj_work->world_pos = old_pos;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // forward/backward
- if (keyboard_state[DIK_UP])
- {
- // move forward
- if ( (cam_speed+=1) > MAX_SPEED) cam_speed = MAX_SPEED;
- } // end if
- else
- if (keyboard_state[DIK_DOWN])
- {
- // move backward
- if ((cam_speed-=1) < -MAX_SPEED) cam_speed = -MAX_SPEED;
- } // end if
- // rotate around y axis or yaw
- if (keyboard_state[DIK_RIGHT])
- {
- cam.dir.y+=5;
- } // end if
- if (keyboard_state[DIK_LEFT])
- {
- cam.dir.y-=5;
- } // end if
- // change height of point light source 1
- if (keyboard_state[DIK_1])
- {
- lights2[POINT_LIGHT_INDEX].pos.y-=10;
- } // end if
- if (keyboard_state[DIK_2])
- {
- lights2[POINT_LIGHT_INDEX].pos.y+=10;
- } // end if
- // motion section /////////////////////////////////////////////////////////
- // terrain following, simply find the current cell we are over and then
- // index into the vertex list and find the 4 vertices that make up the
- // quad cell we are hovering over and then average the values, and based
- // on the current height and the height of the terrain push the player upward
- // the terrain generates and stores some results to help with terrain following
- //ivar1 = columns;
- //ivar2 = rows;
- //fvar1 = col_vstep;
- //fvar2 = row_vstep;
- int cell_x = (cam.pos.x + TERRAIN_WIDTH/2) / obj_terrain.fvar1;
- int cell_y = (cam.pos.z + TERRAIN_HEIGHT/2) / obj_terrain.fvar1;
- static float terrain_height, delta;
- // test if we are on terrain
- if ( (cell_x >=0) && (cell_x < obj_terrain.ivar1) && (cell_y >=0) && (cell_y < obj_terrain.ivar2) )
- {
- // compute vertex indices into vertex list of the current quad
- int v0 = cell_x + cell_y*obj_terrain.ivar2;
- int v1 = v0 + 1;
- int v2 = v1 + obj_terrain.ivar2;
- int v3 = v0 + obj_terrain.ivar2;
- // now simply index into table
- terrain_height = 0.25 * (obj_terrain.vlist_trans[v0].y + obj_terrain.vlist_trans[v1].y +
- obj_terrain.vlist_trans[v2].y + obj_terrain.vlist_trans[v3].y);
- // compute height difference
- delta = terrain_height - (cam.pos.y - gclearance);
- // test for penetration
- if (delta > 0)
- {
- // apply force immediately to camera (this will give it a springy feel)
- vel_y+=(delta * (VELOCITY_SCALER));
- // test for pentration, if so move up immediately so we don't penetrate geometry
- cam.pos.y+=(delta*CAM_HEIGHT_SCALER);
- // now this is more of a hack than the physics model :) let move the front
- // up and down a bit based on the forward velocity and the gradient of the
- // hill
- cam.dir.x -= (delta*PITCH_CHANGE_RATE);
- } // end if
- } // end if
- // decelerate camera
- if (cam_speed > (CAM_DECEL) ) cam_speed-=CAM_DECEL;
- else
- if (cam_speed < (-CAM_DECEL) ) cam_speed+=CAM_DECEL;
- else
- cam_speed = 0;
- // force camera to seek a stable orientation
- if (cam.dir.x > (neutral_pitch+PITCH_RETURN_RATE)) cam.dir.x -= (PITCH_RETURN_RATE);
- else
- if (cam.dir.x < (neutral_pitch-PITCH_RETURN_RATE)) cam.dir.x += (PITCH_RETURN_RATE);
- else
- cam.dir.x = neutral_pitch;
- // apply gravity
- vel_y+=gravity;
- // test for absolute sea level and push upward..
- if (cam.pos.y < sea_level)
- {
- vel_y = 0;
- cam.pos.y = sea_level;
- } // end if
- // move camera
- cam.pos.x += cam_speed*Fast_Sin(cam.dir.y);
- cam.pos.z += cam_speed*Fast_Cos(cam.dir.y);
- cam.pos.y += vel_y;
- // move point light source in ellipse around game world in x-z plane
- lights2[POINT_LIGHT_INDEX].pos.x = 1000*Fast_Cos(plight_ang);
- //lights2[POINT_LIGHT_INDEX].pos.y = 200;
- lights2[POINT_LIGHT_INDEX].pos.z = 1000*Fast_Sin(plight_ang);
- // move point light source in ellipse around game world in x-z plane
- lights2[POINT_LIGHT2_INDEX].pos.x = 500*Fast_Cos(-2*plight_ang);
- //lights2[POINT_LIGHT2_INDEX].pos.y = 400;
- lights2[POINT_LIGHT2_INDEX].pos.z = 1000*Fast_Sin(-2*plight_ang);
- // increment angle
- if ((plight_ang+=1) > 360)
- plight_ang = 0;
- // generate camera matrix
- Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);
- //////////////////////////////////////////////////////////////////////////
- // the terrain
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_terrain);
- // generate rotation matrix around y axis
- //Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);
- MAT_IDENTITY_4X4(&mrot);
- // rotate the local coords of the object
- Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_TRANS_ONLY);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,0);
- //////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////
- // shaded object
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(obj_work);
- // update rotation angle of object
- obj_work->ivar1+=3.0;
- if (obj_work->ivar1 >= 360)
- obj_work->ivar1 = 0;
- // set position of object
- obj_work->world_pos.x = 250*Fast_Cos(obj_work->ivar1);
- obj_work->world_pos.y = 200+125*Fast_Sin(3*obj_work->ivar1);
- obj_work->world_pos.z = 250*Fast_Sin(obj_work->ivar1);
- // create identity matrix
- MAT_IDENTITY_4X4(&mrot);
- // generate rotation matrix around y axis
- //Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);
- // transform the local coords of the object
- Transform_OBJECT4DV2(obj_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV2(obj_work, TRANSFORM_TRANS_ONLY);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, obj_work,0);
- //////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////
- // draw all the light objects to represent the position of light sources
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_light_array[INDEX_GREEN_LIGHT_INDEX]);
- // set position of object to light
- obj_light_array[INDEX_GREEN_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT_INDEX].pos;
- // create identity matrix
- MAT_IDENTITY_4X4(&mrot);
- // rotate the local coords of the object
- Transform_OBJECT4DV2(&obj_light_array[INDEX_GREEN_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_GREEN_LIGHT_INDEX], TRANSFORM_TRANS_ONLY);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_GREEN_LIGHT_INDEX],0);
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_light_array[INDEX_WHITE_LIGHT_INDEX]);
- // set position of object to light
- obj_light_array[INDEX_WHITE_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT2_INDEX].pos;
- // create identity matrix
- MAT_IDENTITY_4X4(&mrot);
- // transform the local coords of the object
- Transform_OBJECT4DV2(&obj_light_array[INDEX_WHITE_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_WHITE_LIGHT_INDEX], TRANSFORM_TRANS_ONLY);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_WHITE_LIGHT_INDEX],0);
- ////////////////////////////////////////////////////////////////////////////////////
- // reset number of polys rendered
- debug_polys_rendered_per_frame = 0;
- debug_polys_lit_per_frame = 0;
- // prepare for rendering pass one, so rendering pass two can alpha blend the
- // shadows on top of this pass
- // remove backfaces
- if (backface_mode==1)
- Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam);
- // apply world to camera transform
- World_To_Camera_RENDERLIST4DV2(&rend_list, &cam);
- // clip the polygons themselves now
- Clip_Polys_RENDERLIST4DV2(&rend_list, &cam, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE );
- // light scene all at once
- if (lighting_mode==1)
- {
- Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
- Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
- } // end if
- // 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);
- // 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_Wire16(&rend_list, back_buffer, back_lpitch);
- else
- if (wireframe_mode == 1)
- {
- // perspective mode affine texturing
- // set up rendering context
- rc.attr = RENDER_ATTR_ZBUFFER
- // | RENDER_ATTR_ALPHA
- // | RENDER_ATTR_MIPMAP
- // | RENDER_ATTR_BILERP
- | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
- // initialize zbuffer to 0 fixed point
- Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));
- // set up remainder of rendering context
- rc.video_buffer = back_buffer;
- rc.lpitch = back_lpitch;
- rc.mip_dist = 0;
- rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
- rc.zpitch = WINDOW_WIDTH*4;
- rc.rend_list = &rend_list;
- rc.texture_dist = 0;
- rc.alpha_override = -1;
- // render scene
- Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_2(&rc);
- } // end if
- // now make second rendering pass and draw shadow(s)
- // reset the render list
- Reset_RENDERLIST4DV2(&rend_list);
- //////////////////////////////////////////////////////////////////////////
- // shadow object
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&shadow_obj);
- // compute terrain cell shadow is over
- cell_x = (obj_work->world_pos.x + TERRAIN_WIDTH/2) / obj_terrain.fvar1;
- cell_y = (obj_work->world_pos.z + TERRAIN_HEIGHT/2) / obj_terrain.fvar1;
- // compute vertex indices into vertex list of the current quad
- int v0 = cell_x + cell_y*obj_terrain.ivar2;
- int v1 = v0 + 1;
- int v2 = v1 + obj_terrain.ivar2;
- int v3 = v0 + obj_terrain.ivar2;
- // now simply index into table
- terrain_height = MAX( MAX(obj_terrain.vlist_trans[v0].y, obj_terrain.vlist_trans[v1].y),
- MAX(obj_terrain.vlist_trans[v2].y, obj_terrain.vlist_trans[v3].y) );
- // update position
- shadow_obj.world_pos = obj_work->world_pos;
- shadow_obj.world_pos.y = terrain_height+25;
- // now compute the size of the shadow radius based on the calculations shown in the book
- // the size of the projected shadow, assuming a sphere as the occluder with a point lightsource
- // height hl above the ground plane, a spherical object with radius ro, and height above
- // the groundplane ho, the radius of the shadow is rs:
- //
- // rs = ro * (hl)/(hl - ho)
- // set height to altitude of green light for fun
- hl = lights2[POINT_LIGHT_INDEX].pos.y;
- // use the average radius of the object to base calcs on, better than nothing
- float rs = ks * ( obj_work->avg_radius[0] * (hl/ (hl - obj_work->world_pos.y)) );
- // generate scaling matrix bases on shadow scale
- MAT_IDENTITY_4X4(&mrot);
- // set scaling values to scale in X-Z plane
- mrot.M00 = rs;
- mrot.M11 = 1.0;
- mrot.M22 = rs;
- // scale the local coords of the object via the matrix
- Transform_OBJECT4DV2(&shadow_obj, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV2(&shadow_obj, TRANSFORM_TRANS_ONLY);
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &shadow_obj,0);
- //////////////////////////////////////////////////////////////////////////
- // remove backfaces
- if (backface_mode==1)
- Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam);
- // apply world to camera transform
- World_To_Camera_RENDERLIST4DV2(&rend_list, &cam);
- // clip the polygons themselves now
- Clip_Polys_RENDERLIST4DV2(&rend_list, &cam, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE );
- // light scene all at once
- if (lighting_mode==1)
- {
- Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
- Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
- } // end if
- // 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);
- // render the rendering list
- if (wireframe_mode == 0)
- Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
- else
- if (wireframe_mode == 1)
- {
- // perspective mode affine texturing
- // set up rendering context
- rc.attr = RENDER_ATTR_ZBUFFER
- | RENDER_ATTR_ALPHA
- // | RENDER_ATTR_MIPMAP
- // | RENDER_ATTR_BILERP
- | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
- // initialize zbuffer to 0 fixed point
- //Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));
- // set up remainder of rendering context
- rc.video_buffer = back_buffer;
- rc.lpitch = back_lpitch;
- rc.mip_dist = 0;
- rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
- rc.zpitch = WINDOW_WIDTH*4;
- rc.rend_list = &rend_list;
- rc.texture_dist = 0;
- rc.alpha_override = -1;
- // render scene
- Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_3(&rc);
- } // end if
- // unlock the back buffer
- DDraw_Unlock_Back_Surface();
- // draw cockpit
- //Draw_BOB16(&cockpit, lpddsback);
- sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, BckFceRM [%s], Light Altitude=%f",
- ((lighting_mode == 1) ? "ON" : "OFF"),
- lights2[AMBIENT_LIGHT_INDEX].state,
- lights2[INFINITE_LIGHT_INDEX].state,
- lights2[POINT_LIGHT_INDEX].state,
- ((backface_mode == 1) ? "ON" : "OFF"),
- lights2[POINT_LIGHT_INDEX].pos.y);
- 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("<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("<O>..............Select different objects.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<1>,<2>..........Change height of green point light.", 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
- sprintf(work_string,"Polys Rendered: %d, Polys lit: %d", debug_polys_rendered_per_frame, debug_polys_lit_per_frame);
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16, RGB(0,255,0), lpddsback);
- sprintf(work_string,"CAM [%5.2f, %5.2f, %5.2f], CELL [%d, %d]", cam.pos.x, cam.pos.y, cam.pos.z, cell_x, cell_y);
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16-16, RGB(0,255,0), lpddsback);
- // flip the surfaces
- DDraw_Flip2();
- // 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
- //////////////////////////////////////////////////////////