void myInit() { glActiveTexture(GL_TEXTURE0); //make the background look like the sky float blue[4] = {0.5,0.5,1.0,0.0}; glClearColor(0.5, 0.5, 1.0, 0.0); glShadeModel(GL_SMOOTH); glEnable(GL_FOG); glFogfv(GL_FOG_COLOR,blue); glFogf(GL_FOG_MODE, GL_EXP2); glFogf(GL_FOG_START, 200); glFogf(GL_FOG_END, 1000); glFogf(GL_FOG_DENSITY, gFogDensity); //initial terrain myTerrain.initializeTerrain("../Data/Texture/Terrain/sand.tga", "../Data/Texture/Terrain/cactus.tga"); //initial ground collision square groundCollSquare.setParameters(TVector(0.0, 1.0, 0.0), gCenterPoint); //initial tank tankHeightPos = myTerrain.GetHeight(gCenterPoint.X()+100.0, gCenterPoint.Z()); myTank.setParameters("T-90.3DS", "../T-90/",TVector(gCenterPoint.X()-600.0, tankHeightPos + 9.0, gCenterPoint.Z()-20), 0.0, &myTerrain, &collisionBoxArray, &wall); myTank.initTank(); unsigned int brickTexture; createTexture("../Data/Texture/Brick/brick.bmp", brickTexture); wall.Init(myTank.getPosition().X() + 50, myTank.getPosition().Y()-8, myTank.getPosition().Z() + 20, NUM_BRICKS, brickTexture, &myTerrain); }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { XEngine *engine = XEngine::GetInstance(); if( engine->Init(hInstance) == FALSE ) { return -1; } Rect rec(Position(-10000.0, 10000.0), Position(10000.0, -10000.0)); TestScene *scene = new TestScene; scene->SetTime(0); //Scene *scene = new Scene; scene->Init(rec); scene->camera->MoveForwardBy(-40); scene->camera->MoveUpBy(18); scene->camera->Pitch(-XM_PI / 10); Material material; material.ambient = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); material.diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); material.specular = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); material.power = 9.0f; //material.texture = SRVBatch::GetInstance()->LoadSRV("media/", "cup.jpg"); Particle *fire = new Particle; fire->Init("media/","fire.png"); fire->SetPosition(0, 0, 10); //scene->AddRenderableThing(*fire); SkyBox *sky = new SkyBox; //sky->Init("textures/", "skymap.dds"); sky->Init("textures/", "Above_The_Sea.dds"); //sky->Init("textures/", "desert_skymap.dds"); scene->AddSky(sky); Terrain *terrain = new Terrain; //terrain->Init("terrain/testHight.bmp", "terrain/", "dirt01.dds"); terrain->Init("terrain/heightmap01.bmp", "terrain/", "grass.jpg"); scene->AddTerrain(terrain); Wall *wall = new Wall; wall->Init(30, 30, 0.3); wall->Pitch(XM_PI / 2); wall->SetPosition(0, -3, 0); //scene->AddRenderableThing(*wall); //¿É¼ûÐÔ²âÊÔ Wall *wall0 = new Wall; wall0->Init(30, 30, 0.3); wall0->Pitch(XM_PI / 2); wall0->SetPosition(1000, -3, 0); //scene->AddRenderableThing(*wall0); Obj *obj = new Obj; obj->CreateBox(1, 3, 2, material); obj->SetPosition(5, 1, 12); obj->Yaw(XM_PI / 3); obj->Roll(XM_PI / 3); obj->SetScale(1.3); //scene->AddRenderableThing(*obj); Cube *cube = new Cube; cube->Init(2); cube->Pitch(XM_PI / 3); cube->Roll(XM_PI / 3); cube->SetMaterial(material); //scene->AddRenderableThing(*cube); Ball *ball = new Ball; ball->Init(1); ball->SetPosition(0, 0, 6); Obj *objInWall = new Obj; objInWall->CreateBox(1, 1, 1, material); objInWall->SetPosition(0, 1, 0); ball->AddChild(objInWall); //scene->AddRenderableThing(*ball); Ship *ship = new Ship; //ship->Init(); //ship->SetPosition(-10, 0, 0); //scene->AddRenderableThing(*ship); Model *test = new Model; test->LoadModel("media/", "chair.obj"); test->SetScale(1.7); test->SetPosition(-15, 0, 0); test->Pitch(-1.2); test->Yaw(-1.5); //scene->AddRenderableThing(*test); //SmileBoy *smileBoy= new SmileBoy; //smileBoy->Init(); //smileBoy->SetHandleInput(FALSE); //scene->AddRenderableThing(*smileBoy); Female *female = new Female; female->Init(); //female->SetPosition(-7, 0,0); female->SetHandleInput(TRUE); scene->AddRenderableThing(*female); RenderSystem::GetInstance()->SetShadowOpen(true); engine->LoadScene(scene); { Light *light = new Light; light->type = 0; light->position = XMFLOAT4(0.0f, 5.0f, -5.0f, 1.0f); XMStoreFloat4(&light->direction, XMVector4Normalize(XMVectorSet(1.0f, -1.0f, 0.0f, 0.0f))); light->ambient = XMFLOAT4(0.4f, 0.2f, 0.3f, 1.0f); light->diffuse = XMFLOAT4(0.3f, 0.4f, 0.5f, 1.0f); light->specular = XMFLOAT4(0.5f, 0.3f, 0.2f, 1.0f); light->attenuation0 = 0.0f; light->attenuation1 = 0.0f; light->attenuation2 = 0.0f; light->alpha = 0.0f; light->beta = 0.0f; light->falloff = 0.0f; scene->AddLight(light); } //******************************************* engine->Run(); return 0; }