demoII12_3.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:30k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII12_3.CPP - Alpha Blending demo with polygon level control
- // 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 T3DLIB1-10.CPP and the headers T3DLIB1-10.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"
- // 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 SPOT_LIGHT1_INDEX 4 // point light index
- #define SPOT_LIGHT2_INDEX 3 // spot light index
- #define CAM_DECEL (.25) // deceleration/friction
- #define MAX_SPEED 20
- #define NUM_OBJECTS 5 // number of objects system loads
- #define NUM_SCENE_OBJECTS 100 // number of scenery objects
- #define UNIVERSE_RADIUS 2000 // size of universe
- #define MAX_VEL 20 // maxium velocity of objects
- // 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 = {0,0,0,1};
- 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 = {0,0,150,1},
- vrot = {0,0,0,1};
- CAM4DV1 cam; // the single camera
- OBJECT4DV2_PTR obj_work; // pointer to active working object
- OBJECT4DV2 obj_array[NUM_OBJECTS], // array of objects
- obj_scene; // general scenery object
- // filenames of objects to load
- char *object_filenames[NUM_OBJECTS] = { "sphere_bw01.cob",
- "sphere_red_alpha01.cob",
- "sphere_green_alpha01.cob",
- "sphere_blue_alpha01.cob",
- "sphere_white_alpha01.cob",
- };
- POINT4D scene_objects[NUM_SCENE_OBJECTS]; // positions of scenery objects
- VECTOR4D scene_objects_vel[NUM_SCENE_OBJECTS]; // velocities of scenery objects
- RENDERLIST4DV2 rend_list; // the render list
- RGBAV1 white, gray, black, red, green, blue; // general colors
- // physical model defines
- float cam_speed = 0; // speed of the camera/jeep
- ZBUFFERV1 zbuffer; // out little z buffer!
- RENDERCONTEXTV1 rc; // the rendering context
- BOB background; // the background 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,
- 120.0, // field of view in degrees
- WINDOW_WIDTH, // size of final screen viewport
- WINDOW_HEIGHT);
- // set a scaling vector
- VECTOR4D_INITXYZ(&vscale,50.00,50.00,50.00);
- // 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_SWAP_YZ |
- VERTEX_FLAGS_TRANSFORM_LOCAL
- /* VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD*/,0 );
- } // end for index_obj
- // position the scenery objects randomly
- for (index = 0; index < NUM_SCENE_OBJECTS; index++)
- {
- // randomly position object
- scene_objects[index].x = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- scene_objects[index].y = RAND_RANGE(-(UNIVERSE_RADIUS/2), (UNIVERSE_RADIUS/2));
- scene_objects[index].z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- // select random object, use w to store value
- scene_objects[index].w = RAND_RANGE(0,NUM_OBJECTS-1);
- } // end for
- // select random velocities
- for (index = 0; index < NUM_SCENE_OBJECTS; index++)
- {
- // randomly position object
- scene_objects_vel[index].x = RAND_RANGE(-MAX_VEL, MAX_VEL);
- scene_objects_vel[index].y = RAND_RANGE(-MAX_VEL, MAX_VEL);
- scene_objects_vel[index].z = RAND_RANGE(-MAX_VEL, MAX_VEL);
- } // end for
- // set up lights
- Reset_Lights_LIGHTV2(lights2, MAX_LIGHTS);
- // create some working colors
- white.rgba = _RGBA32BIT(255,255,255,0);
- gray.rgba = _RGBA32BIT(150,150,150,0);
- 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_LIGHTV2(lights2, // array of lights to work with
- 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 = {-1,0,-1,1};
- // directional light
- Init_Light_LIGHTV2(lights2, // array of lights to work with
- 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 = {0,200,0,1};
- // point light
- Init_Light_LIGHTV2(lights2, // array of lights to work with
- 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,.002,0, // linear attenuation only
- 0,0,1); // spotlight info NA
- VECTOR4D slight2_pos = {0,1000,0,1};
- VECTOR4D slight2_dir = {-1,0,-1,1};
- // spot light2
- Init_Light_LIGHTV2(lights2, // array of lights to work with
- SPOT_LIGHT2_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_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 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 in the background
- Create_BOB(&background, 0,0,800,600,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16);
- Load_Bitmap_File(&bitmap16bit, "checkerboard800.bmp");
- Load_Frame_BOB16(&background, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap16bit);
- // 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();
- Delete_Zbuffer(&zbuffer);
- // 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
- static float alpha_override = 0,
- alpha_inc = .25;
- // 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 int z_buffer_mode = 1;
- static int display_mode = 1;
- static float turning = 0;
- 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, WINDOW_HEIGHT, RGB16Bit(0,0,0), lpddsback);
- lpddsback->Blt(NULL, background.images[0], NULL, DDBLT_WAIT, NULL);
- // draw the ground
- //Draw_Rectangle(0,WINDOW_HEIGHT*.5, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(190,190,230), 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;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle spot light
- if (keyboard_state[DIK_S])
- {
- // toggle spot light
- if (lights2[SPOT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON)
- lights2[SPOT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[SPOT_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_S])
- {
- // toggle z sorting
- zsort_mode = -zsort_mode;
- 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
- if (keyboard_state[DIK_RIGHT])
- {
- cam.dir.y+=3;
- // add a little turn to object
- if ((turning+=2) > 25)
- turning=25;
- } // end if
- if (keyboard_state[DIK_LEFT])
- {
- cam.dir.y-=3;
- // add a little turn to object
- if ((turning-=2) < -25)
- turning=-25;
- } // end if
- else // center heading again
- {
- if (turning > 0)
- turning-=1;
- else
- if (turning < 0)
- turning+=1;
- } // end else
- // 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;
- // move camera
- cam.pos.x += cam_speed*Fast_Sin(cam.dir.y);
- cam.pos.z += cam_speed*Fast_Cos(cam.dir.y);
- // move point light source in ellipse around game world
- lights2[POINT_LIGHT_INDEX].pos.x = 1000*Fast_Cos(plight_ang);
- lights2[POINT_LIGHT_INDEX].pos.y = 100;
- lights2[POINT_LIGHT_INDEX].pos.z = 1000*Fast_Sin(plight_ang);
- if ((plight_ang+=3) > 360)
- plight_ang = 0;
- // move spot light source in ellipse around game world
- lights2[SPOT_LIGHT2_INDEX].pos.x = 1000*Fast_Cos(slight_ang);
- lights2[SPOT_LIGHT2_INDEX].pos.y = 200;
- lights2[SPOT_LIGHT2_INDEX].pos.z = 1000*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 scenery into universe
- for (index = 0; index < NUM_SCENE_OBJECTS; index++)
- {
- // select proper object first
- obj_work = &obj_array[(int)scene_objects[index].w];
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(obj_work);
- // set position of tower
- obj_work->world_pos.x = scene_objects[index].x;
- obj_work->world_pos.y = scene_objects[index].y;
- obj_work->world_pos.z = scene_objects[index].z;
- // move objects
- scene_objects[index].x+=scene_objects_vel[index].x;
- scene_objects[index].y+=scene_objects_vel[index].y;
- scene_objects[index].z+=scene_objects_vel[index].z;
- // test for out of bounds
- if (scene_objects[index].x >= UNIVERSE_RADIUS || scene_objects[index].x <= -UNIVERSE_RADIUS)
- {
- scene_objects_vel[index].x=-scene_objects_vel[index].x;
- scene_objects[index].x+=scene_objects_vel[index].x;
- } // end if
- if (scene_objects[index].y >= (UNIVERSE_RADIUS/2) || scene_objects[index].y <= -(UNIVERSE_RADIUS/2))
- {
- scene_objects_vel[index].y=-scene_objects_vel[index].y;
- scene_objects[index].y+=scene_objects_vel[index].y;
- } // end if
- if (scene_objects[index].z >= UNIVERSE_RADIUS || scene_objects[index].z <= -UNIVERSE_RADIUS)
- {
- scene_objects_vel[index].z=-scene_objects_vel[index].z;
- scene_objects[index].z+=scene_objects_vel[index].z;
- } // end if
- // attempt to cull object
- if (!Cull_OBJECT4DV2(obj_work, &cam, CULL_OBJECT_XYZ_PLANES))
- {
- MAT_IDENTITY_4X4(&mrot);
- // rotate 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);
- } // end if
- } // end for
- // update rotation angles
- if ((x_ang+=.2) > 360) x_ang = 0;
- if ((y_ang+=.4) > 360) y_ang = 0;
- if ((z_ang+=.8) > 360) z_ang = 0;
- // reset number of polys rendered
- debug_polys_rendered_per_frame = 0;
- debug_polys_lit_per_frame = 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, ((x_clip_mode == 1) ? CLIP_POLY_X_PLANE : 0) |
- ((y_clip_mode == 1) ? CLIP_POLY_Y_PLANE : 0) |
- ((z_clip_mode == 1) ? CLIP_POLY_Z_PLANE : 0) );
- // 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 renderinglist
- if (wireframe_mode == 0)
- Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
- else
- if (wireframe_mode == 1)
- {
- // initialize zbuffer to 16000 fixed point
- Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));
- #if 0
- RENDERCONTEXTV1 rc;
- // no z buffering, polygons will be rendered as are in list
- #define RENDER_ATTR_NOBUFFER 0x00000001
- // use z buffering rasterization
- #define RENDER_ATTR_ZBUFFER 0x00000002
- // use 1/z buffering rasterization
- #define RENDER_ATTR_INVZBUFFER 0x00000004
- // use mipmapping
- #define RENDER_ATTR_MIPMAP 0x00000010
- // enable alpha blending and override
- #define RENDER_ATTR_ALPHA 0x00000020
- // use affine texturing for all polys
- #define RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE 0x00000100
- // use perfect perspective texturing
- #define RENDER_ATTR_TEXTURE_PERSPECTIVE_CORRECT 0x00000200
- // use linear piecewise perspective texturing
- #define RENDER_ATTR_TEXTURE_PERSPECTIVE_LINEAR 0x00000400
- // use a hybrid of affine and linear piecewise based on distance
- #define RENDER_ATTR_TEXTURE_PERSPECTIVE_HYBRID1 0x00000800
- // not implemented yet
- #define RENDER_ATTR_TEXTURE_PERSPECTIVE_HYBRID2 0x00001000
- #endif
- // set up rendering context
- rc.attr = RENDER_ATTR_ZBUFFER
- | RENDER_ATTR_ALPHA
- //| RENDER_ATTR_MIPMAP
- //| RENDER_ATTR_BILERP
- | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
- rc.video_buffer = back_buffer;
- rc.lpitch = back_lpitch;
- rc.mip_dist = 3500;
- 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(&rc);
- }
- // unlock the back buffer
- DDraw_Unlock_Back_Surface();
- sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d, BckFceRM [%s], Zsort [%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,
- ((backface_mode == 1) ? "ON" : "OFF"),
- ((zsort_mode == 1) ? "ON" : "OFF"));
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16, 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(0,0,0), lpddsback);
- Draw_Text_GDI("<I>..............Toggle infinite light source.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<P>..............Toggle point light source.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<S>..............Toggle spot light source.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<N>..............Next object.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<W>..............Toggle wire frame/solid mode.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<B>..............Toggle backface removal.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<S>..............Toggle Z sorting.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<H>..............Toggle Help.", 0, text_y+=12, RGB(0,0,0), lpddsback);
- Draw_Text_GDI("<ESC>............Exit demo.", 0, text_y+=12, RGB(0,0,0), 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]", cam.pos.x, cam.pos.y, cam.pos.z);
- 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
- //////////////////////////////////////////////////////////