1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
// Rendert den Spielzustand
tbResult CGame::Render(float fTime)
{
tbMatrix mCamera;
tbMatrix mProjection;
tbVector3 vCameraPos;
tbVector3 vCameraLookAt;
D3DLIGHT9 CamLight;
tbVector3 vPosition;
float y;
// Puffer leeren und Szene beginnen
tbDirect3D& D3D = tbDirect3D::Instance();
D3D->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(0.0f, 0.0f, 0.0f), 1.0f, 0);
D3D->BeginScene();
// ----------------------------------------------------------------
// Die Kameraposition:
vCameraPos.x = Ball.GetAbsPosition().x + 10.0f*sinf(relativeCamera.x);
vCameraPos.y = Ball.GetAbsPosition().y + relativeCamera.y;
vCameraPos.z = Ball.GetAbsPosition().z + 10.0f*cosf(relativeCamera.z);
// Fokus der Kamera auf den Ball
vCameraLookAt = Ball.GetAbsPosition();
// Kameramatrix erstellen und aktivieren
mCamera = tbMatrixCamera(vCameraPos, vCameraLookAt);
D3D.SetTransform(D3DTS_VIEW, mCamera);
// Projektionsmatrix erstellen und aktivieren
mProjection = tbMatrixProjection(TB_DEG_TO_RAD(70.0f),
D3D.GetAspect(),
0.1f, 500.0f);
D3D.SetTransform(D3DTS_PROJECTION, mProjection);
// ------------------------------------------------------------------
// Richtungslicht mit der Richtung der Kamera erstellen und aktivieren
ZeroMemory(&CamLight, sizeof(D3DLIGHT9));
CamLight.Type = D3DLIGHT_DIRECTIONAL;
CamLight.Diffuse = tbColor(1.0f, 1.0f, 1.0f);
CamLight.Specular = tbColor(1.0f, 1.0f, 1.0f);
CamLight.Direction = vCameraLookAt - vCameraPos;
D3D->SetLight(0, &CamLight);
D3D->LightEnable(0, TRUE);
// Hintergrundbeleuchtung
D3D.SetRS(D3DRS_AMBIENT, tbColor(1.0f, 1.0f, 1.0f));
// ------------------------------------------------------------------
//--------------------------------------------------------------------
// Höhe des Balls im Terrain ausrechnen
//y = getHeightAtPosition(Ball.GetAbsPosition().x, Ball.GetAbsPosition().z);
//Ball.m_vPosition.y = y;
// Ball rendern
Ball.Render(fTime);
// ------------------------------------------------------------------
// Wenn das Spiel pausiert, wird "Pause" in der Bildmitte angezeigt.
if(m_bPaused)
{
g_pBreakanoid->m_pFont1->Begin();
g_pBreakanoid->m_pFont1->DrawText(tbVector2(0.5f, 0.5f), "Pause",
TB_FF_ALIGN_HCENTER | TB_FF_ALIGN_VCENTER | TB_FF_RELATIVE | TB_FF_RELATIVESCALING);
g_pBreakanoid->m_pFont1->End();
}
// ------------------------------------------------------------------
// -----------------------------------------------------------------------
// Szene beenden
D3D->EndScene();
return TB_OK;
}
|