Stilllegung des Forums
Das Forum wurde am 05.06.2023 nach über 20 Jahren stillgelegt (weitere Informationen und ein kleiner Rückblick).
Registrierungen, Anmeldungen und Postings sind nicht mehr möglich. Öffentliche Inhalte sind weiterhin zugänglich.
Das Team von spieleprogrammierer.de bedankt sich bei der Community für die vielen schönen Jahre.
Wenn du eine deutschsprachige Spieleentwickler-Community suchst, schau doch mal im Discord und auf ZFX vorbei!
Werbeanzeige
Anonymous
unregistriert
Quellcode |
|
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 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 |
//***************************************************************************** //Includes #include <Tribase.h> //***************************************************************************** //globale Funktionen: Deklaration tbResult InitApp (); tbResult Move (float fTime); tbResult Render (float fTime); //***************************************************************************** tbConfig g_Config; tbVertexBuffer *g_pVertexBuffer; tbIndexBuffer *g_pIndexBuffer; tbMatrix g_Projection; tbMatrix g_View; tbMatrix g_World; tbMatrix g_Translation; tbMatrix g_Rotation; tbMatrix g_Skalation; //***************************************************************************** //Klassen /////////////////////////////////////////////////////////////////////////////// struct SVertex { tbVector3 Position; tbVector3 Normal; tbVector2 TexCoord; }; /////////////////////////////////////////////////////////////////////////////// //***************************************************************************** //Funktionen /////////////////////////////////////////////////////////////////////////////// //Move-Funkion tbResult Move (float fTime) { return TB_OK; } /////////////////////////////////////////////////////////////////////////////// //Render-Funktion tbResult Render (float fTime) { tbDirect3D::Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor (0.0f), 1.0f, 0); tbDirect3D::BeginScene (); tbDirect3D::GetDevice()->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, 1536, 0, 512); tbDirect3D::Present (); tbDirect3D::EndScene (); return TB_OK; } /////////////////////////////////////////////////////////////////////////////// //WINMAIN-Funktion int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { ZeroMemory (&g_Config, sizeof (tbConfig)); if (tbInit () == TB_OK && tbDoConfigDialog (&g_Config) == TB_OK && tbDirect3D::Init (&g_Config, "Simulation") == TB_OK && tbDirectInput::Init () == TB_OK && tbDirectSound::Init (&g_Config) == TB_OK) { InitApp (); tbDoMessageLoop (Move, Render); } tbDirectSound::Exit (); tbDirectInput::Exit (); tbDirect3D::Exit (); tbExit (); return 0; } /////////////////////////////////////////////////////////////////////////////// //***************************************************************************** //Initiiert die Application tbResult InitApp () { tbDirect3D::SetFVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1); tbDirect3D::SetRS (D3DRS_CULLMODE, D3DCULL_NONE); SVertex Vertex[256]; g_pVertexBuffer = new tbVertexBuffer (); g_pIndexBuffer = new tbIndexBuffer (); g_pVertexBuffer->Init (256*sizeof(SVertex), sizeof(SVertex), D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1); g_pIndexBuffer->Init (256*2*3, 2, D3DFMT_INDEX16); for (int j = 0; j < 256; j++) { Vertex[j].Position = tbVector3 (10.0f*(j%16), 10.0f*((j-j%16)/16), tbFloatRandom (0.0f, 10.0f)); Vertex[j].TexCoord = tbVector2 ((float) (j%16), (float) (j-j%16)/16); } for (int i = 0; i < 256; i++) { Vertex[i].Normal = tbVector3InterpolateNormal ( tbVector3InterpolateCoords ( tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i-15].Position-Vertex[i].Position, Vertex[i+1 ].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i+1 ].Position-Vertex[i].Position, Vertex[i+17].Position-Vertex[i].Position), 0.5f), tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i+17].Position-Vertex[i].Position, Vertex[i+16].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i+16].Position-Vertex[i].Position, Vertex[i+15].Position-Vertex[i].Position), 0.5f), 0.5f), tbVector3InterpolateCoords ( tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i+15].Position-Vertex[i].Position, Vertex[i-1 ].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i-1 ].Position-Vertex[i].Position, Vertex[i-17].Position-Vertex[i].Position), 0.5f), tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i-17].Position-Vertex[i].Position, Vertex[i-16].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i-16].Position-Vertex[i].Position, Vertex[i-15].Position-Vertex[i].Position), 0.5f), 0.5f), 0.5f); } g_pVertexBuffer->SetVertices (0, 256, Vertex); g_pVertexBuffer->Update (); int x = 0; for (int a = 0; a < 256; a++) { x = a; g_pIndexBuffer->SetIndex (6*a , &x); x = a+16; g_pIndexBuffer->SetIndex (6*a+1, &x); x = a+17; g_pIndexBuffer->SetIndex (6*a+2, &x); x = a; g_pIndexBuffer->SetIndex (6*a+3, &x); x = a+17; g_pIndexBuffer->SetIndex (6*a+4, &x); x = a+1; g_pIndexBuffer->SetIndex (6*a+5, &x); } g_pIndexBuffer->Update (); g_Translation = tbMatrixTranslation (tbVector3 (0, 0, 0)); g_Rotation = tbMatrixRotation (0, 0, 0); g_Skalation = tbMatrixScaling (tbVector3 (1, 1, 1)); g_World = g_Skalation * g_Rotation * g_Translation; g_Projection = tbMatrixProjection (TB_DEG_TO_RAD (65.0f), tbDirect3D::GetAspect (), 0.1f, 250.0f); g_View = tbMatrixCamera (tbVector3 (80.0f, 80.0f, 100.0f), tbVector3 (80.0f, 80.0f, 99.0f), tbVector3 (0.0f, 1.0f, 0.0f)); tbDirect3D::SetTransform (D3DTS_WORLD, g_World); tbDirect3D::SetTransform (D3DTS_PROJECTION, g_Projection); tbDirect3D::SetTransform (D3DTS_VIEW, g_View); D3DMATERIAL9 Material; Material.Diffuse = tbColor (0.0f, 1.0f, 0.0f); Material.Ambient = tbColor (0.0f, 0.0f, 0.1f); Material.Specular = tbColor (0.0f, 0.0f, 0.0f); Material.Emissive = tbColor (0.1f, 0.0f, 0.0f); Material.Power = 1.0f; tbDirect3D::SetMaterial (&Material); return TB_OK; }; //***************************************************************************** |
Quellcode |
|
1 2 |
tbDirect3D::Present (); tbDirect3D::EndScene (); |
Anonymous
unregistriert
Quellcode |
|
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 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 |
//***************************************************************************** //Includes #include <Tribase.h> //***************************************************************************** //globale Funktionen: Deklaration tbResult InitApp (); tbResult Move (float fTime); tbResult Render (float fTime); //***************************************************************************** tbConfig g_Config; tbVertexBuffer *g_pVertexBuffer; tbIndexBuffer *g_pIndexBuffer; tbMatrix g_Projection; tbMatrix g_View; tbMatrix g_World; tbMatrix g_Translation; tbMatrix g_Rotation; tbMatrix g_Skalation; //***************************************************************************** //Klassen /////////////////////////////////////////////////////////////////////////////// struct SVertex { tbVector3 Position; tbVector3 Normal; tbVector2 TexCoord; }; /////////////////////////////////////////////////////////////////////////////// //***************************************************************************** //Funktionen /////////////////////////////////////////////////////////////////////////////// //Move-Funkion tbResult Move (float fTime) { return TB_OK; } /////////////////////////////////////////////////////////////////////////////// //Render-Funktion tbResult Render (float fTime) { tbDirect3D::Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor (0.0f), 1.0f, 0); tbDirect3D::BeginScene (); tbDirect3D::GetDevice()->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, 1536, 0, 512); tbDirect3D::EndScene (); tbDirect3D::Present (); return TB_OK; } /////////////////////////////////////////////////////////////////////////////// //WINMAIN-Funktion int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { ZeroMemory (&g_Config, sizeof (tbConfig)); if (tbInit () == TB_OK && tbDoConfigDialog (&g_Config) == TB_OK && tbDirect3D::Init (&g_Config, "Simulation") == TB_OK && tbDirectInput::Init () == TB_OK && tbDirectSound::Init (&g_Config) == TB_OK) { InitApp (); tbDoMessageLoop (Move, Render); } tbDirectSound::Exit (); tbDirectInput::Exit (); tbDirect3D::Exit (); tbExit (); return 0; } /////////////////////////////////////////////////////////////////////////////// //***************************************************************************** //Initiiert die Application tbResult InitApp () { tbDirect3D::SetFVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1); tbDirect3D::SetRS (D3DRS_CULLMODE, D3DCULL_NONE); SVertex Vertex[256]; g_pVertexBuffer = new tbVertexBuffer (); g_pIndexBuffer = new tbIndexBuffer (); g_pVertexBuffer->Init (256*sizeof(SVertex), sizeof(SVertex), D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1); g_pIndexBuffer->Init (256*2*3, 2, D3DFMT_INDEX16); for (int j = 0; j < 256; j++) { Vertex[j].Position = tbVector3 (10.0f*(j%16), 10.0f*((j-j%16)/16), tbFloatRandom (0.0f, 10.0f)); Vertex[j].TexCoord = tbVector2 ((float) (j%16), (float) (j-j%16)/16); } for (int i = 0; i < 256; i++) { Vertex[i].Normal = tbVector3InterpolateNormal ( tbVector3InterpolateCoords ( tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i-15].Position-Vertex[i].Position, Vertex[i+1 ].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i+1 ].Position-Vertex[i].Position, Vertex[i+17].Position-Vertex[i].Position), 0.5f), tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i+17].Position-Vertex[i].Position, Vertex[i+16].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i+16].Position-Vertex[i].Position, Vertex[i+15].Position-Vertex[i].Position), 0.5f), 0.5f), tbVector3InterpolateCoords ( tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i+15].Position-Vertex[i].Position, Vertex[i-1 ].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i-1 ].Position-Vertex[i].Position, Vertex[i-17].Position-Vertex[i].Position), 0.5f), tbVector3InterpolateCoords ( tbVector3Cross ( Vertex[i-17].Position-Vertex[i].Position, Vertex[i-16].Position-Vertex[i].Position), tbVector3Cross ( Vertex[i-16].Position-Vertex[i].Position, Vertex[i-15].Position-Vertex[i].Position), 0.5f), 0.5f), 0.5f); } g_pVertexBuffer->SetVertices (0, 256, Vertex); g_pVertexBuffer->Update (); int x = 0; for (int a = 0; a < 256; a++) { x = a; g_pIndexBuffer->SetIndex (6*a , &x); x = a+16; g_pIndexBuffer->SetIndex (6*a+1, &x); x = a+17; g_pIndexBuffer->SetIndex (6*a+2, &x); x = a; g_pIndexBuffer->SetIndex (6*a+3, &x); x = a+17; g_pIndexBuffer->SetIndex (6*a+4, &x); x = a+1; g_pIndexBuffer->SetIndex (6*a+5, &x); } g_pIndexBuffer->Update (); g_Translation = tbMatrixTranslation (tbVector3 (0, 0, 0)); g_Rotation = tbMatrixRotation (0, 0, 0); g_Skalation = tbMatrixScaling (tbVector3 (1, 1, 1)); g_World = g_Skalation * g_Rotation * g_Translation; g_Projection = tbMatrixProjection (TB_DEG_TO_RAD (65.0f), tbDirect3D::GetAspect (), 0.1f, 250.0f); g_View = tbMatrixCamera (tbVector3 (80.0f, 80.0f, 100.0f), tbVector3 (80.0f, 80.0f, 99.0f), tbVector3 (0.0f, 1.0f, 0.0f)); tbDirect3D::SetTransform (D3DTS_WORLD, g_World); tbDirect3D::SetTransform (D3DTS_PROJECTION, g_Projection); tbDirect3D::SetTransform (D3DTS_VIEW, g_View); D3DMATERIAL9 Material; Material.Diffuse = tbColor (0.0f, 1.0f, 0.0f); Material.Ambient = tbColor (0.0f, 0.0f, 0.1f); Material.Specular = tbColor (0.0f, 0.0f, 0.0f); Material.Emissive = tbColor (0.1f, 0.0f, 0.0f); Material.Power = 1.0f; tbDirect3D::SetMaterial (&Material); D3DLIGHT9 Light; ZeroMemory (&Light, sizeof(D3DLIGHT9)); Light.Type = D3DLIGHT_DIRECTIONAL; Light.Diffuse = tbColor (1.0f, 1.0f, 1.0f); Light.Specular = tbColor (1.0f, 0.0f, 0.0f); Light.Direction = tbVector3 (-1.0f, -1.0f, 1.0f); tbDirect3D::GetDevice()->SetLight (0, &Light); tbDirect3D::GetDevice()->LightEnable (0, TRUE); return TB_OK; }; //***************************************************************************** |
Anonymous
unregistriert
Quellcode |
|
1 2 3 |
tbDirect3D::GetDevice()->SetStreamSource (0, g_pVertexBuffer->GetVB (), 0, sizeof (SVertex)); tbDirect3D::GetDevice()->SetIndices (g_pIndexBuffer->GetIB ()); |
Werbeanzeige