コード例 #1
0
ファイル: main.cpp プロジェクト: chenbk85/3dlearn
void GetUserInput(void)
{
	g_fFrame_Time = g_Timer.Stop();
	g_Timer.Restart();
	GutReadKeyboard();
	g_Control.Update(g_fFrame_Time, CGutUserControl::CONTROLLER_ROTATEOBJECT);
}
コード例 #2
0
ファイル: main.cpp プロジェクト: as2120/ZNginx
void GetUserInput(void)
{
	// 讀取滑鼠
	GutMouseInfo mouse;
	if ( GutReadMouse(&mouse) )
	{
		// 取得畫完前一個畫面到現在所經歷的時間
		g_fFrame_Time = g_Timer.Stop();
		g_Timer.Restart();

		float moving_speed = 2.0f * g_fFrame_Time;
		float rotation_speed = 1.0 * g_fFrame_Time;

		// 如果按下滑鼠左鍵,就旋轉鏡頭
		if ( mouse.button[0] ) 
		{
			Matrix4x4 rotate_matrix;
			rotate_matrix.RotateY_Replace(mouse.x * rotation_speed);
			rotate_matrix.RotateX(mouse.y * rotation_speed);
			g_world_matrix = g_world_matrix * rotate_matrix;
		}
	}
}
コード例 #3
0
ファイル: main.cpp プロジェクト: chenbk85/3dlearn
void GetUserInput(void)
{
	// `讀取滑鼠`
	GutMouseInfo mouse;
	GutReadMouse(&mouse);
	// `讀取鍵盤`
	char keyboard_state[256];
	GutReadKeyboard(keyboard_state);
	// `取得畫完前一個畫面到現在所經歷的時間`
	float time_diff = g_Timer.Stop();
	g_Timer.Restart();

	float moving_speed = 2.0f * time_diff;
	float rotation_speed = 1.0 * time_diff;

	// `極座標系統`
	static float theta = -MATH_PI * 0.5f;
	static float phi = 0.0f;

	// `如果按下滑鼠左鍵, 就旋轉鏡頭.`
	if ( mouse.button[0] ) 
	{
		theta += mouse.x * rotation_speed;
		phi -= mouse.y * rotation_speed;
	}

	float sin_phi, cos_phi;
	float sin_theta, cos_theta;

	FastMath::SinCos(phi, sin_phi, cos_phi);
	FastMath::SinCos(theta, sin_theta, cos_theta);

	// `計算鏡頭的面向`
	Vector4 camera_facing;

	camera_facing[0] = cos_phi * cos_theta;
	camera_facing[1] = sin_phi;
	camera_facing[2] = cos_phi * sin_theta;

	// `計算鏡頭正上方的軸向`
	Vector4 camera_up;
	FastMath::SinCos(phi + MATH_PI*0.5f, sin_phi, cos_phi);

	camera_up[0] = cos_phi * cos_theta;
	camera_up[1] = sin_phi;
	camera_up[2] = cos_phi * sin_theta;

	// `取得鏡面右方的方向`
	Vector4 camera_right = Vector3CrossProduct(camera_facing, camera_up);

	// `按下W或方向鍵向上`
	if ( keyboard_state[GUTKEY_W] || keyboard_state[GUTKEY_UP] )
	{
		g_eye += camera_facing * moving_speed;
	}
	// `按下S或方向鍵向下`
	if ( keyboard_state[GUTKEY_S] || keyboard_state[GUTKEY_DOWN] )
	{
		g_eye -= camera_facing * moving_speed;
	}
	// `按下A或方向鍵向左`
	if ( keyboard_state[GUTKEY_A] || keyboard_state[GUTKEY_LEFT] )
	{
		g_eye -= camera_right * moving_speed;
	}
	// `按下D或方向鍵向右`
	if ( keyboard_state[GUTKEY_D] || keyboard_state[GUTKEY_RIGHT] )
	{
		g_eye += camera_right * moving_speed;
	}

	// `計算出鏡頭對準的點, 產生鏡頭轉換矩陣時會用到.`
	g_lookat = g_eye + camera_facing;
	// `因為是對2個軸轉動, 需要更新鏡頭朝上的軸.`
	g_up = camera_up;
}
コード例 #4
0
ファイル: main.cpp プロジェクト: as2120/ZNginx
void main(void)
{
	// 內定使用DirectX 9來繪圖
	char *device = "dx9";
	void (*render)(void) = RenderFrameDX9;
	bool (*init_resource)(void) = InitResourceDX9;
	bool (*release_resource)(void) = ReleaseResourceDX9;
	void (*resize_func)(int width, int height) = ResizeWindowDX9;

#ifdef _ENABLE_DX10_
	printf("Press\n(1) for Direct3D9\n(2) for OpenGL\n(3) for Direct3D10\n");
#else
	printf("Press\n(1) for Direct3D9\n(2) for OpenGL\n");
#endif

	int c = getche();

	switch(c)
	{
	default:
	case '1':
		render = RenderFrameDX9;
		init_resource = InitResourceDX9;
		release_resource = ReleaseResourceDX9;
		resize_func = ResizeWindowDX9;
		break;
	case '2':
		device = "opengl";
		init_resource = InitResourceOpenGL;
		release_resource = ReleaseResourceOpenGL;
		render = RenderFrameOpenGL;
		resize_func = ResizeWindowOpenGL;
		break;
#ifdef _ENABLE_DX10_
	case '3':
		device = "dx10";
		init_resource = InitResourceDX10;
		release_resource = ReleaseResourceDX10;
		render = RenderFrameDX10;
		resize_func = ResizeWindowDX10;
		break;
#endif
	}

	printf("\nSelected %s device for rendering.\n", device);

	GutResizeFunc( resize_func );
	// 在(100,100)的位置開啟一個大小為(512x512)的視窗
	GutCreateWindow(100, 100, 512, 512, device);
	// 做OpenGL或DirectX初始化
	if ( !GutInitGraphicsDevice(device) )
	{
		printf("Failed to initialize %s device\n", device);
		exit(0);
	}
	//
	GutInputInit();

	GutRegisterKeyDown(GUTKEY_1, KeyDown_1);
	GutRegisterKeyDown(GUTKEY_2, KeyDown_2);
	GutRegisterKeyDown(GUTKEY_3, KeyDown_3);
	GutRegisterKeyDown(GUTKEY_4, KeyDown_4);
	GutRegisterKeyDown(GUTKEY_5, KeyDown_5);
	GutRegisterKeyDown(GUTKEY_6, KeyDown_6);

	GutRegisterKeyPressed(GUTKEY_EQUALS, KeyPressed_ADD);
	GutRegisterKeyPressed(GUTKEY_MINUS, KeyPressed_MINUS);
	GutRegisterKeyPressed(GUTKEY_ADD, KeyPressed_ADD);
	GutRegisterKeyPressed(GUTKEY_SUBTRACT, KeyPressed_MINUS);

	g_Control.SetCamera(Vector4(0.0f, 3.0f, 1.0f), Vector4(0.0f, 0.0f, 1.0f), Vector4(0.0f, 0.0f, 1.0f) );
	g_Control.SetMoveSpeed(5.0f);

	//
	g_emitter.m_fEmitRate = 300;
	g_emitter.m_fEmitTheta = FastMath::DegToRad(15.0f);
	g_emitter.m_fParticleInitSpeed[0] = 1.0f;
	g_emitter.m_fParticleInitSpeed[1] = 2.0f;
	g_emitter.m_fParticleLife[0] = 1.5f;
	g_emitter.m_fParticleLife[1] = 2.0f;
	g_emitter.m_fParticleSize[0] = 0.05f;
	g_emitter.m_fParticleSize[1] = 0.10f;

	g_Particle.SetEmitter(g_emitter);
	g_Particle.SetForce(Vector4(0.0f, 0.0f, -1.0f));

	// 載入shader
	if ( !init_resource() )
	{
		release_resource();
		printf("Failed to load resources\n");
		exit(0);
	}

	g_Timer.Restart();
	// 主回圈
	while( GutProcessMessage() )
	{
		GetUserInput();
		//
		framemove();
		// 畫出矩形
		render();
	}
	// 卸載shader
	release_resource();
	// 關閉OpenGL/DirectX繪圖裝置
	GutReleaseGraphicsDevice();
}