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// VIbuffer mit Nebel.cpp // author : Simon Klausner // version : 0.1 // purpose : use vertex and index buffer for DrawPrimitive // integrate fog #define D3D_DEBUG_INFO #include <windows.h> #include <TriBase.h> #include <d3dx9.h> #include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\InitWindow.h> #include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\Direct3DEnum.h> #include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\InitDirect3D.h> #include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\Allgemeines.h> // Globals struct SVertex // structure for Vertex { tbVector3 vPosition; // Position DWORD dwColor; // Color tbVector2 vTexture; // Texturecoordinates static const DWORD dwFVF; // Vertexformat }; const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1; const int g_iNumCubes = 2048; // Number of Cubes float g_fTime = 0.0f; // Timecounter SDirect3DParameters g_Direct3DParameters; // D3D Parameters PDIRECT3DTEXTURE9 g_pTexture = NULL; // Texture PDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // Vertex-Buffer PDIRECT3DINDEXBUFFER9 g_pIndexBuffer = NULL; // Index-Buffer tbVector3 g_vCameraPosition; // Position of Cam float g_fCameraAngle = 0.0f; // Angle of Cam float g_fFOV = TB_DEG_TO_RAD(90.0f); // Field of View tbColor g_FogColor = (0.0f, 0.0f, 0.3f); // TriBase Fogcolor DWORD g_dwFogColor = (DWORD)(g_FogColor); // Fogcolor float g_fColorchange = 0.3f; // function : Render tbResult Render(float fNumSecsPassed) { // Variables HRESULT hResult; float fAspect; tbMatrix mCamera; tbMatrix mProjection; // Clear Picture and Z-Buffer if(FAILED(hResult = g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, g_dwFogColor, 1.0f, 0))) { // Error TB_ERROR_DIRECTX("g_pD3DDevice->Clear", hResult, TB_STOP); } // Begin Scene g_pD3DDevice->BeginScene(); // Fog on g_pD3DDevice->SetRenderState(D3DRS_FOGENABLE, TRUE); // Vertexfog g_pD3DDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); g_pD3DDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE); // Fogcolor g_pD3DDevice->SetRenderState(D3DRS_FOGCOLOR, g_dwFogColor); // Fogstart and end float fFogStart = 60.0f; g_pD3DDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&fFogStart))); float fFogEnd = 200.0f; g_pD3DDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&fFogEnd))); // use real distance of vertex for fog calculating g_pD3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, TRUE); // Create and Set Cameramatrix mCamera = tbMatrixCamera(g_vCameraPosition, g_vCameraPosition + tbVector3(sinf(g_fCameraAngle), 0.0f, cosf(g_fCameraAngle)), tbVector3(0.0f, 1.0f, 0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)(&mCamera)); // Picturepropotion fAspect = (float)(g_Direct3DParameters.VideoMode.Width) / (float)(g_Direct3DParameters.VideoMode.Height); // Create and Set Projectionmatrix mProjection = tbMatrixProjection(g_fFOV, fAspect, 0.1f, 250.0f); g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection)); // Draw all cubes // Set Vertex- and Indexbuffer for datasource g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(SVertex)); g_pD3DDevice->SetIndices(g_pIndexBuffer); // Draw hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, g_iNumCubes * 8, 0, g_iNumCubes * 12); if(FAILED(hResult)) { // Error TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive", hResult, TB_STOP); } // End Scene g_pD3DDevice->EndScene(); // Present Scene g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TB_OK; } // end function : Render // function : Move tbResult Move(float fNumSecsPassed) { // Variables tbVector3 vCameraDirection; // Increase Timecounter g_fTime += fNumSecsPassed; g_FogColor = (0.0f, 0.0f, 0.3f+0.1f); if(GetAsyncKeyState(VK_LEFT)) g_fCameraAngle -= TB_DEG_TO_RAD(45.0f) * fNumSecsPassed; if(GetAsyncKeyState(VK_RIGHT)) g_fCameraAngle += TB_DEG_TO_RAD(45.0f) * fNumSecsPassed; vCameraDirection = tbVector3(sinf(g_fCameraAngle), 0.0f, cosf(g_fCameraAngle)); if(GetAsyncKeyState(VK_UP)) { g_fColorchange += 0.00005f; g_vCameraPosition += vCameraDirection * 10.0f * fNumSecsPassed; // Fogcolor g_FogColor = (0.0f, 0.0f, g_fColorchange); g_dwFogColor = (DWORD)(g_FogColor); } if(GetAsyncKeyState(VK_DOWN)) { g_fColorchange -= 0.00005f; g_vCameraPosition -= vCameraDirection * 10.0f * fNumSecsPassed; // Fogcolor g_FogColor = (0.0f, 0.0f, g_fColorchange); g_dwFogColor = (DWORD)(g_FogColor); } if(GetAsyncKeyState(VK_PRIOR)) g_fFOV -= TB_DEG_TO_RAD(15.0f) * fNumSecsPassed; if(GetAsyncKeyState(VK_NEXT)) g_fFOV += TB_DEG_TO_RAD(15.0f) * fNumSecsPassed; // Field of View != 180° %% 0° if(g_fFOV >= TB_DEG_TO_RAD(180.0f)) g_fFOV = TB_DEG_TO_RAD(179.9f); else if(g_fFOV <= TB_DEG_TO_RAD(0.0f)) g_fFOV = TB_DEG_TO_RAD(0.1f); return TB_OK; } // end function : Move // function : Exit Scene tbResult ExitScene() { // Remove Texture g_pD3DDevice->SetTexture(0, NULL); TB_SAFE_RELEASE(g_pTexture); // Remove Vertex- and Indexbuffer g_pD3DDevice->SetStreamSource(0, NULL, 0, 0); g_pD3DDevice->SetIndices(NULL); TB_SAFE_RELEASE(g_pVertexBuffer); TB_SAFE_RELEASE(g_pIndexBuffer); return TB_OK; } // end function : Exit Scene // function : Exit Application tbResult ExitApplication() { // Exit Scene ExitScene(); // Exit D3D and close window ExitDirect3D(); ExitWindow(); // Exit Engine tbExit(); return TB_OK; } // end function : Exit Application // function : Init Scene tbResult InitScene() { // Variables HRESULT hResult; SVertex* pVertices; unsigned short* pusIndices; tbVector3 vCubePosition; int iStartVertex; int iStartIndex; // Set Vertexformat if(FAILED(hResult = g_pD3DDevice->SetFVF(SVertex::dwFVF))) { // Error TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF", hResult, TB_ERROR); } // Lightning and Culling off g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // Dithering on g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); // linear Texturefilter with linear MIP-mapping g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); // Load Texture if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice, "Texture.bmp", D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT, 0, NULL, NULL, &g_pTexture))) { // Error TB_ERROR_DIRECTX("D3DXCreateTextureFromFileEx", hResult, TB_ERROR); } // Set Texture g_pD3DDevice->SetTexture(0, g_pTexture); // Create Vertexbuffer if(FAILED(hResult = g_pD3DDevice->CreateVertexBuffer(g_iNumCubes * 8 * sizeof(SVertex), 0, SVertex::dwFVF, D3DPOOL_MANAGED, &g_pVertexBuffer, NULL))) { // Error TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer", hResult, TB_ERROR); } // Create Indexbuffer 16bit if(FAILED(hResult = g_pD3DDevice->CreateIndexBuffer(g_iNumCubes * 36 * 2, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_pIndexBuffer, NULL))) { // Error TB_ERROR_DIRECTX("g_pD3DDevice->CreateIndexBuffer", hResult, TB_ERROR); } // Lock Vertex and Indexbuffer g_pVertexBuffer->Lock(0, 0, (void**)(&pVertices), D3DLOCK_NOSYSLOCK); g_pIndexBuffer->Lock(0, 0, (void**)(&pusIndices), D3DLOCK_NOSYSLOCK); // Create Cubes for(int iCube = 0; iCube < g_iNumCubes; iCube++) { // Position = random vCubePosition = tbVector3Random() * tbFloatRandom(20.0f, 250.0f); // Set Startvertex and Startindex iStartVertex = iCube * 8; iStartIndex = iCube * 36; // Vertexposition pVertices[iStartVertex + 0].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 1].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 2].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 3].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 4].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, -1.0f); pVertices[iStartVertex + 5].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 6].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 7].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, -1.0f); for(int iVertex = iStartVertex; iVertex < iStartVertex + 8; iVertex++) { // Color = random pVertices[iVertex].dwColor = tbColorRandom(1.0f) * 2.0f; // // Texturecoordinates = random pVertices[iVertex].vTexture = tbVector2Random(); } // Set Index int aiIndex[36] = {0, 3, 7, 0, 7, 4, // Front 2, 1, 5, 2, 5, 6, // Back 1, 0, 4, 1, 4, 5, // Left 3, 2, 6, 3, 6, 7, // Right 0, 1, 2, 0, 2, 3, // Top 6, 5, 4, 6, 4, 7}; // Bottom // Assign Index to Index Buffer for(int iIndex = 0; iIndex < 36; iIndex++) { pusIndices[iStartIndex + iIndex] = aiIndex[iIndex] + iStartVertex; } } // Unlock Vertex- and Indexbuffer g_pVertexBuffer->Unlock(); g_pIndexBuffer->Unlock(); return TB_OK; } // end function : Init Scene // function : Init Application tbResult InitApplication() { // Variables tbResult Result; // Init Engine tbInit(); // Get Direct3D Options Result = GetDirect3DParameters(&g_Direct3DParameters); if(Result == TB_ERROR) { // Error MessageBox(NULL, "Fehler beim Abzählen!", "Fehler", MB_OK | MB_ICONEXCLAMATION); return TB_ERROR; } else if(Result == TB_CANCELED) { // Error return TB_CANCELED; } // Create Window if(InitWindow(g_Direct3DParameters.VideoMode.Width, g_Direct3DParameters.VideoMode.Height, "Vertex- und Index-Buffer", LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON1)))) { // Error MessageBox(NULL, "Fehler beim Erstellen des Fensters!", "Fehler", MB_OK | MB_ICONEXCLAMATION); return TB_ERROR; } // Initiate Direct3D if(InitDirect3D(&g_Direct3DParameters, g_hWindow)) { // Error MessageBox(g_hWindow, "Fehler beim Initialisieren von Direct3D!", "Fehler", MB_OK | MB_ICONEXCLAMATION); ExitApplication(); return TB_ERROR; } // Initiate Scene if(InitScene()) { // Error MessageBox(g_hWindow, "Fehler beim Initialisieren der Szene!", "Fehler", MB_OK | MB_ICONINFORMATION); ExitApplication(); return TB_ERROR; } return TB_OK; } // end function : Init Application // function : main int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, char* pcCmdLine, int iShowCmd) { // Variables tbResult Result; // Initiate Application Result = InitApplication(); if(Result == TB_CANCELED) return 0; else if(Result == TB_ERROR) { MessageBox(NULL, "Fehler beim Initialisieren der Anwendung!", "Fehler", MB_OK | MB_ICONEXCLAMATION); return 1; } // Messageloop tbDoMessageLoop(Render, Move); // Exit Application ExitApplication(); return 0; } // end function : main |
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