Game.cpp
上传用户:whgydz
上传日期:2007-01-12
资源大小:2259k
文件大小:12k
- // Game.cpp: implementation of the CGame class.
- //
- //////////////////////////////////////////////////////////////////////
- #include "Game.h"
- //////////////////////////////////////////////////////////////////////
- // Construction/Destruction
- //////////////////////////////////////////////////////////////////////
- CGame::CGame()
- {
- m_pD3D = NULL;
- m_pD3DDevice = NULL;
- m_dwFrames = 0;
- m_dwStartTime = 0;
- m_dwEndTime = 0;
- m_dwTotalPolygons = 0;
- m_pMesh1 = NULL;
- m_pMesh2 = NULL;
- m_pMesh3 = NULL;
- }
- CGame::~CGame()
- {
- //Game finished, so destroy game objects
- LogInfo("<br>Finish Game:");
- SafeDelete(m_pMesh1);
- SafeDelete(m_pMesh2);
- SafeDelete(m_pMesh3);
- SafeRelease(m_pD3DDevice);
- SafeRelease(m_pD3D);
- //Game finished, so save statistics to log
- DWORD dwDuration = (m_dwEndTime - m_dwStartTime) / 1000;
-
- if((dwDuration != 0)&&(m_dwFrames != 0))
- {
- //Log stats
- LogInfo("<br>Statistics:");
- LogInfo("<li>Start Time (ms): %d", m_dwStartTime);
- LogInfo("<li>End Time (ms): %d", m_dwEndTime);
- LogInfo("<li>Duration (s): %d", dwDuration);
- LogInfo("<li>Total Frame Count: %d", m_dwFrames);
- LogInfo("<li>Average FPS: %d", (m_dwFrames / dwDuration));
- LogInfo("<li>Total Polygons: %d", m_dwTotalPolygons);
- LogInfo("<li>Average Polygons per Frame: %d", (m_dwTotalPolygons / m_dwFrames));
- }
- else
- {
- LogInfo("<br>No statistics to report");
- }
- StopLogging();
- }
- bool CGame::Initialise(HWND hWnd, UINT nWidth, UINT nHeight)
- {
- if(InitialiseD3D(hWnd, nWidth, nHeight))
- {
- if(InitialiseLights())
- {
- return InitialiseGame();
- }
- else
- {
- return false;
- }
- }
- else
- {
- return false;
- }
-
- return true;
- }
- bool CGame::InitialiseGame()
- {
- LogInfo("<br>Initialise Game:");
- //Setup games objects here
- m_pMesh1 = new CMesh(m_pD3DDevice, "Spaceship01.x");
- m_pMesh2 = new CMesh(m_pD3DDevice, "Spaceship01.x");
- m_pMesh3 = new CMesh(m_pD3DDevice, "Spaceship01.x");
- return true;
- }
- D3DFORMAT CGame::CheckDisplayMode(UINT nWidth, UINT nHeight, UINT nDepth)
- {
- UINT x;
- D3DDISPLAYMODE d3ddm;
- for(x = 0; x < m_pD3D->GetAdapterModeCount(0); x++)
- {
- m_pD3D->EnumAdapterModes(0, x, &d3ddm);
- if(d3ddm.Width == nWidth)
- {
- if(d3ddm.Height == nHeight)
- {
- if((d3ddm.Format == D3DFMT_R5G6B5) || (d3ddm.Format == D3DFMT_X1R5G5B5) || (d3ddm.Format == D3DFMT_X4R4G4B4))
- {
- if(nDepth == 16)
- {
- return d3ddm.Format;
- }
- }
- else if((d3ddm.Format == D3DFMT_R8G8B8) || (d3ddm.Format == D3DFMT_X8R8G8B8))
- {
- if(nDepth == 32)
- {
- return d3ddm.Format;
- }
- }
- }
- }
- }
- return D3DFMT_UNKNOWN;
- }
- bool CGame::InitialiseD3D(HWND hWnd, UINT nWidth, UINT nHeight)
- {
- LogInfo("<br>Initialise Direct3D:");
- //First of all, create the main D3D object. If it is created successfully we
- //should get a pointer to an IDirect3D8 interface.
- m_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
- if(m_pD3D == NULL)
- {
- LogError("<li>Unable to create DirectX8 interface.");
- return false;
- }
- //Get the current display mode
- D3DDISPLAYMODE d3ddm;
- d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 32);
- if(d3ddm.Format != D3DFMT_UNKNOWN)
- {
- //Width x Height x 32bit has been selected
- d3ddm.Width = nWidth;
- d3ddm.Height = nHeight;
- LogInfo("<li>%d x %d x 32bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
- }
- else
- {
- d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 16);
- if(d3ddm.Format != D3DFMT_UNKNOWN)
- {
- //Width x Height x 16bit has been selected
- d3ddm.Width = nWidth;
- d3ddm.Height = nHeight;
- LogInfo("<li>%d x %d x 16bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
- }
- else
- {
- LogError("<li>Unable to select back buffer format for %d x %d.", nWidth, nHeight);
- return false;
- }
- }
- //Create a structure to hold the settings for our device
- D3DPRESENT_PARAMETERS d3dpp;
- ZeroMemory(&d3dpp, sizeof(d3dpp));
- d3dpp.Windowed = FALSE;
- d3dpp.BackBufferCount = 1;
- d3dpp.BackBufferFormat = d3ddm.Format;
- d3dpp.BackBufferWidth = d3ddm.Width;
- d3dpp.BackBufferHeight = d3ddm.Height;
- d3dpp.hDeviceWindow = hWnd;
- d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
- d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
- d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
- //Select the best depth buffer, select 32, 24 or 16 bit
- if(m_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32) == D3D_OK)
- {
- d3dpp.AutoDepthStencilFormat = D3DFMT_D32;
- d3dpp.EnableAutoDepthStencil = TRUE;
- LogInfo("<li>32bit depth buffer selected");
- }
- else if(m_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8) == D3D_OK)
- {
- d3dpp.AutoDepthStencilFormat = D3DFMT_D24X8;
- d3dpp.EnableAutoDepthStencil = TRUE;
- LogInfo("<li>24bit depth buffer selected");
- }
- else if(m_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16) == D3D_OK)
- {
- d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
- d3dpp.EnableAutoDepthStencil = TRUE;
- LogInfo("<li>16bit depth buffer selected");
- }
- else
- {
- d3dpp.EnableAutoDepthStencil = FALSE;
- LogError("<li>Unable to select depth buffer.");
- }
- //Create a Direct3D device.
- if(FAILED(m_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
- D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &m_pD3DDevice)))
- {
- LogError("<li>Unable to create device.");
- return false;
- }
-
- //Turn on back face culling. This is becuase we want to hide the back of our polygons
- if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW)))
- {
- LogError("<li>SetRenderState: D3DRS_CULLMODE Failed");
- return false;
- }
- else
- {
- LogInfo("<li>SetRenderState: D3DRS_CULLMODE OK");
- }
- //Turn on Depth Buffering
- if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE)))
- {
- LogError("<li>SetRenderState: D3DRS_ZENABLE Failed");
- return false;
- }
- else
- {
- LogInfo("<li>SetRenderState: D3DRS_ZENABLE OK");
- }
- //Set fill state. Possible values: D3DFILL_POINT, D3DFILL_WIREFRAME, D3DFILL_SOLID
- if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID)))
- {
- LogError("<li>SetRenderState: D3DRS_FILLMODE Failed");
- return false;
- }
- else
- {
- LogInfo("<li>SetRenderState: D3DRS_FILLMODE OK");
- }
- //Set the D3DRS_NORMALIZENORMALS render state to fix the problem when scaling the objects get darker
- if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE)))
- {
- LogError("<li>SetRenderState: D3DRS_NORMALIZENORMALS Failed");
- return false;
- }
- else
- {
- LogInfo("<li>SetRenderState: D3DRS_NORMALIZENORMALS OK");
- }
- return true;
- }
- bool CGame::InitialiseLights()
- {
- LogInfo("<br>Initialise Lights:");
- D3DLIGHT8 d3dLight;
- //Initialize the light structure.
- ZeroMemory(&d3dLight, sizeof(D3DLIGHT8));
- d3dLight.Type = D3DLIGHT_POINT;
-
- d3dLight.Position.x = 0.0f;
- d3dLight.Position.y = 10.0f;
- d3dLight.Position.z = 0.0f;
- d3dLight.Attenuation0 = 1.0f;
- d3dLight.Attenuation1 = 0.0f;
- d3dLight.Attenuation2 = 0.0f;
- d3dLight.Range = 1000.0f;
- d3dLight.Diffuse.r = 1.0f;
- d3dLight.Diffuse.g = 1.0f;
- d3dLight.Diffuse.b = 1.0f;
-
- d3dLight.Ambient.r = 0.0f;
- d3dLight.Ambient.g = 0.0f;
- d3dLight.Ambient.b = 0.0f;
-
- d3dLight.Specular.r = 0.0f;
- d3dLight.Specular.g = 0.0f;
- d3dLight.Specular.b = 0.0f;
- //Assign the point light to our device in poisition (index) 0
- if(FAILED(m_pD3DDevice->SetLight(0, &d3dLight)))
- {
- LogError("<li>SetLight Failed");
- return false;
- }
- else
- {
- LogInfo("<li>SetLight OK");
- }
- //Enable our point light in position (index) 0
- if(FAILED(m_pD3DDevice->LightEnable(0, TRUE)))
- {
- LogError("<li>LightEnable Failed");
- return false;
- }
- else
- {
- LogInfo("<li>LightEnable OK");
- }
- //Turn on lighting
- if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE)))
- {
- LogError("<li>SetRenderState: D3DRS_LIGHTING Failed");
- return false;
- }
- else
- {
- LogInfo("<li>SetRenderState: D3DRS_LIGHTING OK");
- }
- //Set ambient light level
- if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(60, 60, 60))))
- {
- LogError("<li>SetRenderState: D3DRS_AMBIENT Failed");
- return false;
- }
- else
- {
- LogInfo("<li>SetRenderState: D3DRS_AMBIENT OK");
- }
- return true;
- }
- LPDIRECT3DDEVICE8 CGame::GetDevice()
- {
- return m_pD3DDevice;
- }
- void CGame::GameLoop()
- {
- //Enter the game loop
- MSG msg;
- BOOL fMessage;
- PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
- //Game started, so record time
- m_dwStartTime = timeGetTime();
- while(msg.message != WM_QUIT)
- {
- fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
- if(fMessage)
- {
- //Process message
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- else
- {
- //No message to process, so render the current scene
- Render();
- }
- }
- //Game finished, so record time
- m_dwEndTime = timeGetTime();
- }
- void CGame::Render()
- {
- D3DXMATRIX matMove1, matMove3;
- D3DXMATRIX matShip1, matShip2, matShip3;
- D3DXMATRIX matRotateX, matRotateY, matRotateZ, matScale1, matScale2;
- if(m_pD3DDevice == NULL)
- {
- return;
- }
- //Clear the back buffer and depth buffer
- m_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
-
- //Begin the scene
- m_pD3DDevice->BeginScene();
-
- //Setup camera and perspective
- SetupCamera();
-
- //Create the transformation matrices
- D3DXMatrixRotationX(&matRotateX, timeGetTime()/1000.0f);
- D3DXMatrixRotationY(&matRotateY, timeGetTime()/1000.0f);
- D3DXMatrixRotationZ(&matRotateZ, timeGetTime()/1000.0f);
- D3DXMatrixScaling(&matScale1, 2.0f, 2.0f, 2.0f);
- D3DXMatrixScaling(&matScale2, 0.5f, 0.5f, 0.5f);
-
- D3DXMatrixTranslation(&matMove1, -20.0f, 15.0f, 0.0f);
- D3DXMatrixTranslation(&matMove3, 20.0f, 15.0f, 0.0f);
-
- D3DXMatrixMultiply(&matShip1, &matScale2, &matRotateX);
- D3DXMatrixMultiply(&matShip2, &matScale1, &matRotateY);
- D3DXMatrixMultiply(&matShip3, &matScale2, &matRotateZ);
- D3DXMatrixMultiply(&matShip1, &matShip1, &matMove1);
- D3DXMatrixMultiply(&matShip3, &matShip3, &matMove3);
- //Render our objects
- m_pD3DDevice->SetTransform(D3DTS_WORLD, &matShip1);
- m_dwTotalPolygons += m_pMesh1->Render();
- m_pD3DDevice->SetTransform(D3DTS_WORLD, &matShip2);
- m_dwTotalPolygons += m_pMesh2->Render();
- m_pD3DDevice->SetTransform(D3DTS_WORLD, &matShip3);
- m_dwTotalPolygons += m_pMesh3->Render();
- //End the scene
- m_pD3DDevice->EndScene();
-
- //Filp the back and front buffers so that whatever has been rendered on the back buffer
- //will now be visible on screen (front buffer).
- m_pD3DDevice->Present(NULL, NULL, NULL, NULL);
- //Count Frames
- m_dwFrames++;
- }
- void CGame::SetupCamera()
- {
- //Here we will setup the camera.
- //The camera has three settings: "Camera Position", "Look at Position" and "Up Direction"
- //We have set the following:
- //Camera Position: (0, 15, -50)
- //Look at Position: (0, 0, 0)
- //Up direction: Y-Axis.
- D3DXMATRIX matView;
- D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 15.0f, -50.0f), //Camera Position
- &D3DXVECTOR3(0.0f, 0.0f, 0.0f), //Look At Position
- &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); //Up Direction
- m_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
- //Here we specify the field of view, aspect ration and near and far clipping planes.
- D3DXMATRIX matProj;
- D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.25f, 1.0f, 2000.0f);
- m_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
- }