demoII8_1.cpp
资源名称:Source.rar [点击查看]
上传用户:husern
上传日期:2018-01-20
资源大小:42486k
文件大小:12k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII8_1.CPP - texture multiplication demo
- // to compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, WINMM.LIB, and of course
- // T3DLIB1.CPP,T3DLIB2.CPP,T3DLIB3.CPP..T3DLIB6.CPP
- // and only run app if desktop is in 16-bit color mode
- // INCLUDES ///////////////////////////////////////////////
- #define INITGUID
- #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"
- // DEFINES ////////////////////////////////////////////////
- // defines for windows
- #define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
- // setup a 640x480 16-bit windowed mode example
- #define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
- #define WINDOW_WIDTH 640 // size of window
- #define WINDOW_HEIGHT 480
- #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 1 // 0 not windowed, 1 windowed
- #define TEXTSIZE 128 // size of texture mxm
- #define NUM_TEXT 12 // number of textures
- // 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[80]; // used to print text
- BITMAP_IMAGE textures[12], // holds our texture library
- temp_text; // temporary working texture
- // 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
- WNDCLASSEX winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // graphics device context
- // first fill in the window class stucture
- winclass.cbSize = sizeof(WNDCLASSEX);
- 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;
- winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
- // save hinstance in global
- main_instance = hinstance;
- // register the window class
- if (!RegisterClassEx(&winclass))
- return(0);
- // create the window
- if (!(hwnd = CreateWindowEx(NULL, // extended style
- WINDOW_CLASS_NAME, // class
- WINDOW_TITLE, // title
- (WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
- 0,0, // initial x,y
- WINDOW_WIDTH,WINDOW_HEIGHT, // initial width, height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance of this application
- NULL))) // extra creation parms
- return(0);
- // save main window handle
- main_window_handle = hwnd;
- 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();
- // 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();
- // return to Windows like this
- return(msg.wParam);
- } // end WinMain
- // T3D GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
- int index; // looping variable
- // initialize directdraw, very important that in the call
- // to setcooperativelevel that the flag DDSCL_MULTITHREADED is used
- // which increases the response of directX graphics to
- // take the global critical section more frequently
- DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
- // load in the textures
- Load_Bitmap_File(&bitmap16bit, "OMPTXT128_24.BMP");
- // now extract each 64x64x16 texture from the image
- for (int itext = 0; itext < NUM_TEXT; itext++)
- {
- // create the bitmap
- Create_Bitmap(&textures[itext],(WINDOW_WIDTH/2)-(TEXTSIZE/2),(WINDOW_HEIGHT/2)-(TEXTSIZE/2),TEXTSIZE,TEXTSIZE,16);
- Load_Image_Bitmap16(&textures[itext], &bitmap16bit,itext % 4,itext / 4,BITMAP_EXTRACT_MODE_CELL);
- } // end for
- // create temporary working texture (load with first texture to set loaded flags)
- Create_Bitmap(&temp_text,(WINDOW_WIDTH/2)-(TEXTSIZE/2),(WINDOW_HEIGHT/2)-(TEXTSIZE/2),TEXTSIZE,TEXTSIZE,16);
- Load_Image_Bitmap16(&temp_text, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_CELL);
- // done, so unload the bitmap
- Unload_Bitmap_File(&bitmap16bit);
- // initialize directinput
- DInput_Init();
- // acquire the keyboard only
- DInput_Init_Keyboard();
- // hide the mouse
- if (!WINDOWED_APP)
- ShowCursor(FALSE);
- // seed random number generate
- srand(Start_Clock());
- // 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
- // shutdown directdraw last
- DDraw_Shutdown();
- // now directsound
- DSound_Stop_All_Sounds();
- DSound_Shutdown();
- // shut down directinput
- DInput_Shutdown();
- // 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!
- int index; // looping var
- static int curr_texture = 0; // currently active texture
- static float scalef = 1.0; // texture scaling factor
- // start the timing clock
- Start_Clock();
- // clear the drawing surface
- DDraw_Fill_Surface(lpddsback, 0);
- // lock back buffer and copy background into it
- DDraw_Lock_Back_Surface();
- // copy texture into temp display texture for rendering and scaling
- Copy_Bitmap(&temp_text,0,0, &textures[curr_texture],0,0,TEXTSIZE, TEXTSIZE);
- ///////////////////////////////////////////
- // our little image processing algorithm :)
- //Cmodulated = s*C1 = (s*r1, s*g1, s*b1)
- USHORT *pbuffer = (USHORT *)temp_text.buffer;
- // perform RGB transformation on bitmap
- for (int iy = 0; iy < temp_text.height; iy++)
- for (int ix = 0; ix < temp_text.width; ix++)
- {
- // extract pixel
- USHORT pixel = pbuffer[iy*temp_text.width + ix];
- int ri,gi,bi; // used to extract the rgb values
- // extract RGB values
- _RGB565FROM16BIT(pixel, &ri,&gi,&bi);
- // perform scaling operation and test for overflow
- if ((ri = (float)ri * scalef) > 255) ri=255;
- if ((gi = (float)gi * scalef) > 255) gi=255;
- if ((bi = (float)bi * scalef) > 255) bi=255;
- // rebuild RGB and test for overflow
- // and write back to buffer
- pbuffer[iy*temp_text.width + ix] = _RGB16BIT565(ri,gi,bi);
- } // end for ix
- ////////////////////////////////////////
- // draw texture
- Draw_Bitmap16(&temp_text, back_buffer, back_lpitch,0);
- // unlock back surface
- DDraw_Unlock_Back_Surface();
- // read keyboard
- DInput_Read_Keyboard();
- // test if user wants to change texture
- if (keyboard_state[DIK_RIGHT])
- {
- if (++curr_texture > (NUM_TEXT-1))
- curr_texture = (NUM_TEXT-1);
- Wait_Clock(100);
- } // end if
- if (keyboard_state[DIK_LEFT])
- {
- if (--curr_texture < 0)
- curr_texture = 0;
- Wait_Clock(100);
- } // end if
- // is user changing scaling factor
- if (keyboard_state[DIK_UP])
- {
- scalef+=.01;
- if (scalef > 10)
- scalef = 10;
- Wait_Clock(10);
- } // end if
- if (keyboard_state[DIK_DOWN])
- {
- scalef-=.01;
- if (scalef < 0)
- scalef = 0;
- Wait_Clock(10);
- } // end if
- // draw title
- Draw_Text_GDI("Use <RIGHT>/<LEFT> arrows to change texture, <UP>/<DOWN> arrows to change scale factor.",10, 10,RGB(255,255,255), lpddsback);
- Draw_Text_GDI("Press <ESC> to Exit. ",10, 32,RGB(255,255,255), lpddsback);
- // print stats
- sprintf(buffer,"Texture #%d, Scaling Factor: %f", curr_texture, scalef);
- Draw_Text_GDI(buffer, 10, WINDOW_HEIGHT - 20,RGB(255,255,255), lpddsback);
- // 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);
- // stop all sounds
- DSound_Stop_All_Sounds();
- } // end if
- // return success
- return(1);
- } // end Game_Main
- //////////////////////////////////////////////////////////