?? demoii11_1.cpp
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// DEMOII11_1.CPP - Z buffering demo
// 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 T3DLIB1-9.CPP and the headers T3DLIB1-9.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"
// 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 500 // number of scenery objects
#define UNIVERSE_RADIUS 2000 // size of universe
// 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] = { "cube_flat_01.cob",
"cube_gouraud_01.cob",
"cube_flat_textured_01.cob",
"sphere02.cob",
"sphere03.cob",
};
int curr_object = 2; // currently active object index
POINT4D scene_objects[NUM_SCENE_OBJECTS]; // positions 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!
// 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_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// 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
15.0, // 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,20.00,20.00,20.00);
// load all the objects in
for (int index_obj=0; index_obj < NUM_OBJECTS; index_obj++)
{
Load_OBJECT4DV2_COB(&obj_array[index_obj], object_filenames[index_obj],
&vscale, &vpos, &vrot, VERTEX_FLAGS_SWAP_YZ |
VERTEX_FLAGS_TRANSFORM_LOCAL
/* VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD*/ );
} // end for index_obj
// set current object
curr_object = 2;
obj_work = &obj_array[curr_object];
// load in the scenery object that we will place all over the place
Load_OBJECT4DV2_COB(&obj_scene, "cube_gouraud_01.cob",
&vscale, &vpos, &vrot, VERTEX_FLAGS_SWAP_YZ |
VERTEX_FLAGS_TRANSFORM_LOCAL
/* VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD*/ );
// 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(-200, 200);
scene_objects[index].z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
} // 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(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);
// 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);
// 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
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