www.pudn.com > Terrain.rar > terrainDriver.cpp


////////////////////////////////////////////////////////////////////////////////////////////////// 
//  
// File: terrainDriver.cpp 
//  
// Author: Frank Luna (C) All Rights Reserved 
// 
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0  
// 
// Desc: Renders a terrain and allows you to walk around it.  
//           
////////////////////////////////////////////////////////////////////////////////////////////////// 
 
#include "d3dUtility.h" 
#include "terrain.h" 
#include "camera.h" 
#include "fps.h" 
 
// 
// Globals 
// 
 
IDirect3DDevice9* Device = 0;  
 
const int Width  = 640; 
const int Height = 480; 
 
Terrain* TheTerrain = 0; 
Camera   TheCamera(Camera::LANDOBJECT); 
 
FPSCounter* FPS = 0; 
 
// 
// Framework Functions 
// 
bool Setup() 
{ 
	// 
	// Create the terrain. 
	// 
 
	D3DXVECTOR3 lightDirection(0.0f, 1.0f, 0.0f); 
	TheTerrain = new Terrain(Device, "coastMountain64.raw", 64, 64, 10, 0.5f); 
	TheTerrain->genTexture(&lightDirection); 
 
	// 
	// Create the font. 
	// 
 
	FPS = new FPSCounter(Device); 
 
	// 
	// Set texture filters. 
	// 
 
	Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); 
	Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); 
	Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); 
 
	// 
	// Set projection matrix. 
	// 
 
	D3DXMATRIX proj; 
	D3DXMatrixPerspectiveFovLH( 
			&proj, 
			D3DX_PI * 0.25f, // 45 - degree 
			(float)Width / (float)Height, 
			1.0f, 
			1000.0f); 
	Device->SetTransform(D3DTS_PROJECTION, &proj); 
 
	return true; 
} 
 
void Cleanup() 
{ 
	d3d::Delete(TheTerrain); 
	d3d::Delete(FPS); 
} 
 
bool Display(float timeDelta) 
{ 
	// 
	// Update the scene: 
	// 
 
	if( Device ) 
	{ 
		if( ::GetAsyncKeyState(VK_UP) & 0x8000f ) 
			TheCamera.walk(100.0f * timeDelta); 
 
		if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f ) 
			TheCamera.walk(-100.0f * timeDelta); 
 
		if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f ) 
			TheCamera.yaw(-1.0f * timeDelta); 
		 
		if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f ) 
			TheCamera.yaw(1.0f * timeDelta); 
 
		if( ::GetAsyncKeyState('N') & 0x8000f ) 
			TheCamera.strafe(-100.0f * timeDelta); 
 
		if( ::GetAsyncKeyState('M') & 0x8000f ) 
			TheCamera.strafe(100.0f * timeDelta); 
 
		if( ::GetAsyncKeyState('W') & 0x8000f ) 
			TheCamera.pitch(1.0f * timeDelta); 
 
		if( ::GetAsyncKeyState('S') & 0x8000f ) 
			TheCamera.pitch(-1.0f * timeDelta); 
 
		D3DXVECTOR3 pos; 
		TheCamera.getPosition(&pos); 
		float height = TheTerrain->getHeight( pos.x, pos.z ); 
		pos.y = height + 5.0f; // add height because we're standing up 
		TheCamera.setPosition(&pos); 
 
		D3DXMATRIX V; 
		TheCamera.getViewMatrix(&V); 
		Device->SetTransform(D3DTS_VIEW, &V); 
 
		// 
		// Draw the scene: 
		// 
 
		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); 
		Device->BeginScene(); 
 
		D3DXMATRIX I; 
		D3DXMatrixIdentity(&I); 
 
		if( TheTerrain ) 
			TheTerrain->draw(&I, false); 
 
		if( FPS ) 
			FPS->render(0xffffffff, timeDelta); 
 
		Device->EndScene(); 
		Device->Present(0, 0, 0, 0); 
	} 
	return true; 
} 
 
// 
// WndProc 
// 
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) 
{ 
	switch( msg ) 
	{ 
	case WM_DESTROY: 
		::PostQuitMessage(0); 
		break; 
		 
	case WM_KEYDOWN: 
		if( wParam == VK_ESCAPE ) 
			::DestroyWindow(hwnd); 
		break; 
	} 
	return ::DefWindowProc(hwnd, msg, wParam, lParam); 
} 
 
// 
// WinMain 
// 
int WINAPI WinMain(HINSTANCE hinstance, 
				   HINSTANCE prevInstance,  
				   PSTR cmdLine, 
				   int showCmd) 
{ 
	if(!d3d::InitD3D(hinstance, 
		Width, Height, true, D3DDEVTYPE_HAL, &Device)) 
	{ 
		::MessageBox(0, "InitD3D() - FAILED", 0, 0); 
		return 0; 
	} 
		 
	if(!Setup()) 
	{ 
		::MessageBox(0, "Setup() - FAILED", 0, 0); 
		return 0; 
	} 
 
	d3d::EnterMsgLoop( Display ); 
 
	Cleanup(); 
 
	Device->Release(); 
 
	return 0; 
}