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文件名称: 3D游戏源代码自己研究吧
  所属分类: C++
  开发工具:
  文件大小: 1mb
  下载次数: 0
  上传时间: 2010-07-19
  提 供 者: aibi****
 详细说明: 3D游戏源代码 #include #include #include #include #include #include "SkinMesh.h" #include "Map.h" const float fWalkStep=10.0f; const float fZoomStep=50.0f; HWND hWnd; HFONT hFont =NULL; LPDIRECT3D9 g_pD3D =NULL; LPDIRECT3DDEVICE9 g_pd3dDevice =NULL; LPD3DXFONT g_pD3DFont =NULL; D3DXVECTOR3 vEyePt( 1800.0f, 2545.0f , -1800.0f); CSkinMesh* g_pRole =NULL; CMap* g_pMap =NULL; HRESULT In itD3D() { if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))) return E_FAIL; D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp,sizeof(d3dpp)); d3dpp.Windowed=TRUE; d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat=D3DFMT_UNKNOWN; d3dpp.EnableAutoDepthStencil=TRUE; d3dpp.AutoDepthStencilFormat=D3DFMT_D16; if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp,&g_pd3dDevice))) { return E_FAIL; } g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); g_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE ); g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ); g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x33333333 ); g_pd3dDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE ); g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); //init D3DFont hFont=CreateFont( 0, 0, 0, 0, 0, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, "Arial" ); if(FAILED(D3DXCreateFont(g_pd3dDevice,hFont,&g_pD3DFont))) { return E_FAIL; } return S_OK; } VOID Cleanup() { if(g_pD3DFont!=NULL) g_pD3DFont->Release(); DeleteObject(hFont); if(g_pd3dDevice!=NULL) g_pd3dDevice->Release(); if(g_pD3D!=NULL) g_pD3D->Release(); } void Zoom(float fStep) { vEyePt.x+=fStep; vEyePt.z-=fStep; vEyePt.y=(float)sqrt(vEyePt.x*vEyePt.x+vEyePt.z*vEyePt.z); } void SetupView() { D3DXMATRIXA16 matView; D3DXVECTOR3 vLookatPt( -200.0f, 0.0f, 200.0f ); D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); } void SetupProjection() { D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 100.0f, 100000.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); } void SetupWorld() { D3DXMATRIXA16 matWorld; D3DXMatrixIdentity(&matWorld); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); } VOID Render() { g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(160,160,160),1.0f,0); D3DXVECTOR3 vMousePt; if(SUCCEEDED(g_pd3dDevice->BeginScene())) { SetupWorld(); SetupView(); if(GetCapture()) { D3DXMATRIXA16 matProj,matView,matWorld; g_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj ); g_pd3dDevice->GetTransform( D3DTS_VIEW, &matView ); g_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld ); D3DVIEWPORT9 viewPort; g_pd3dDevice->GetViewport(&viewPort); POINT ptCursor; GetCursorPos( &ptCursor ); ScreenToClient( hWnd, &ptCursor ); D3DXVECTOR3 vScreen((float)ptCursor.x,(float)ptCursor.y,0.0f),vOut; D3DXVec3Unproject(&vOut,&vScreen,&viewPort,&matProj,&matView,&matWorld); D3DXPLANE plane; D3DXVECTOR3 v1(1.0f,0.0f,1.0f); D3DXVECTOR3 v2(-1.0f,0.0f,1.0f); D3DXVECTOR3 v3(-1.0f,0.0f,-1.0f); D3DXPlaneFromPoints( &plane, &v1, &v2, &v3 ); D3DXPlaneIntersectLine( &vMousePt, &plane, &vEyePt, &vOut ); float fAngle1=(float)atan2(vMousePt.z,vMousePt.x); float fAngle2=3*D3DX_PI/2-fAngle1; g_pRole->SetRotateAngle(fAngle2); g_pMap->CenterTranslation(fWalkStep*((float)cos(fAngle1)),fWalkStep*((float)sin(fAngle1))); } g_pMap->Render(); g_pRole->Render(); g_pd3dDevice->EndScene(); } char textBuffer[256]; sprintf(textBuffer,"mouse drag: move\npagedown : zoom in \npageup : zoom out"); g_pD3DFont->Begin(); RECT rText; rText.top=10; rText.right=10; rText.left=400; rText.bottom=100; g_pD3DFont->DrawText(textBuffer,-1,&rText,DT_LEFT,D3DCOLOR_XRGB(255,255,255)); g_pD3DFont->End(); g_pd3dDevice->Present(NULL,NULL,NULL,NULL); } LRESULT WINAPI MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam) { switch(msg) { case WM_LBUTTONDOWN: SetCapture( hWnd ); g_pRole->SetAnim(TRUE); return 0; case WM_LBUTTONUP: ReleaseCapture(); g_pRole->SetAnim(FALSE); return 0; case WM_KEYDOWN: switch(wParam) { case VK_NEXT: Zoom(-fZoomStep);; break; case VK_PRIOR: Zoom(fZoomStep); break; } return 0; case WM_DESTROY: Cleanup(); PostQuitMessage(0); return 0; } return DefWindowProc(hWnd,msg,wParam,lParam); } INT WINAPI WinMain(HINSTANCE hInst,HINSTANCE,LPSTR,INT) { WNDCLASSEX wc={sizeof(WNDCLASSEX),CS_CLASSDC,MsgProc,0L,0L, GetModuleHandle(NULL),NULL, NULL, NULL, NULL, "My D3D",NULL}; RegisterClassEx(&wc); hWnd=CreateWindow("My D3D","http://kuga.51.net", WS_OVERLAPPEDWINDOW,100,60,600,480, GetDesktopWindow(),NULL,wc.hInstance,NULL); if(SUCCEEDED(InitD3D())) { SetupView(); SetupProjection(); g_pRole=new CSkinMesh(g_pd3dDevice); g_pRole->LoadFromXFile("tiny.x"); g_pRole->SetAnim(FALSE); g_pMap=new CMap(g_pd3dDevice,10000,10000); g_pMap->InitMap("maze.bmp"); ShowWindow(hWnd,SW_SHOWDEFAULT); UpdateWindow(hWnd); MSG msg; ZeroMemory(&msg,sizeof(msg)); while(msg.message!=WM_QUIT) { if(PeekMessage(&msg,NULL,0U,0U,PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else Render(); } delete g_pMap; delete g_pRole; } UnregisterClass("My D3D",wc.hInstance); return 0; } ...展开收缩
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