?? terraindriver.cpp
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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: terrainDriver.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Renders a terrain and allows you to walk around it.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
#include "terrain.h"
#include "camera.h"
#include "fps.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
Terrain* TheTerrain = 0;
Camera TheCamera(Camera::LANDOBJECT);
FPSCounter* FPS = 0;
//
// Framework Functions
//
bool Setup()
{
//
// Create the terrain.
//
D3DXVECTOR3 lightDirection(0.0f, 1.0f, 0.0f);
TheTerrain = new Terrain(Device, "coastMountain64.raw", 64, 64, 10, 0.5f);
TheTerrain->genTexture(&lightDirection);
//
// Create the font.
//
FPS = new FPSCounter(Device);
//
// Set texture filters.
//
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
//
// Set projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.25f, // 45 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
d3d::Delete<Terrain*>(TheTerrain);
d3d::Delete<FPSCounter*>(FPS);
}
bool Display(float timeDelta)
{
//
// Update the scene:
//
if( Device )
{
if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
TheCamera.walk(100.0f * timeDelta);
if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
TheCamera.walk(-100.0f * timeDelta);
if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
TheCamera.yaw(-1.0f * timeDelta);
if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
TheCamera.yaw(1.0f * timeDelta);
if( ::GetAsyncKeyState('N') & 0x8000f )
TheCamera.strafe(-100.0f * timeDelta);
if( ::GetAsyncKeyState('M') & 0x8000f )
TheCamera.strafe(100.0f * timeDelta);
if( ::GetAsyncKeyState('W') & 0x8000f )
TheCamera.pitch(1.0f * timeDelta);
if( ::GetAsyncKeyState('S') & 0x8000f )
TheCamera.pitch(-1.0f * timeDelta);
D3DXVECTOR3 pos;
TheCamera.getPosition(&pos);
float height = TheTerrain->getHeight( pos.x, pos.z );
pos.y = height + 5.0f; // add height because we're standing up
TheCamera.setPosition(&pos);
D3DXMATRIX V;
TheCamera.getViewMatrix(&V);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Draw the scene:
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
Device->BeginScene();
D3DXMATRIX I;
D3DXMatrixIdentity(&I);
if( TheTerrain )
TheTerrain->draw(&I, false);
if( FPS )
FPS->render(0xffffffff, timeDelta);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
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