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; case '3': #ifdef _ENABLE_DX10_ device = "dx10"; init_resource = InitResourceDX10; release_resource = ReleaseResourceDX10; render = RenderFrameDX10; resize_func = ResizeWindowDX10; #endif break; } 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); } float texel = 1.0f/(float)shadowmap_size; int index = 0; for ( int y=-PCF_sample_span; y<=PCF_sample_span; y++ ) { for ( int x=-PCF_sample_span; x<=PCF_sample_span; x++ ) { g_vTexOffset[index++].Set(x*texel, y*texel, 0.0f, 0.0f); } } index = 0; for ( int y=-1; y<=2; y++ ) { for ( int x=-1; x<=2; x++ ) { g_vTexOffset2[index++].Set(x*texel, y*texel, 0.0f, 0.0f); } } GutInputInit(); GutRegisterKeyDown(GUTKEY_1, KeyDown_1); GutRegisterKeyDown(GUTKEY_2, KeyDown_2); GutRegisterKeyPressed(GUTKEY_ADD, KeyPressed_ADD); GutRegisterKeyPressed(GUTKEY_SUBTRACT, KeyPressed_MINUS); g_Control.SetCamera(Vector4(5.0f, 0.0f, 5.0f), Vector4(0.0f), Vector4(0.0f, 1.0f, 0.0f) ); g_Model.SetTexturePath("../../textures/"); if ( !g_Model.Load_ASCII("../../models/altar.gma") ) { exit(0); } // 載入shader if ( !init_resource() ) { release_resource(); printf("Failed to load resources\n"); exit(0); } // 主回圈 while( GutProcessMessage() ) { GetUserInput(); render(); } // 卸載shader release_resource(); // 關閉OpenGL/DirectX繪圖裝置 GutReleaseGraphicsDevice(); }
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); GutInputInit(); GutRegisterKeyDown(GUTKEY_ESCAPE, KeyDown_ESCAPE); GutResizeFunc( resize_func ); // 切換成全螢幕模式 if ( !GutFullScreen(800, 600) ) { GutFullScreen(600, 800); } // 做OpenGL或DirectX初始化 if ( !GutInitGraphicsDevice(device) ) { printf("Failed to initialize %s device\n", device); exit(0); } GutInputInit(); // 載入shader if ( !init_resource() ) { release_resource(); printf("Failed to load resources\n"); exit(0); } // 主回圈 while( GutProcessMessage() ) { render(); GutReadKeyboard(); } // 卸載shader release_resource(); // 關閉OpenGL/DirectX繪圖裝置 GutReleaseGraphicsDevice(); }
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(); }
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 */ printf("Press\n(1) for Direct3D9\n(2) for OpenGL\n"); 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); g_Control.SetCamera(Vector4(0.0f, 0.0f, 5.0f), Vector4(0.0f, 1.0f, 5.0f), Vector4(0.0f, 0.0f, 1.0f) ); g_Control.SetMoveSpeed(20.0f); // 設定方向光 g_Lights[0].m_Direction.Set(0.0f, 1.0f, 1.0f, 0.0f); g_Lights[0].m_Direction.Normalize(); g_Lights[0].m_Diffuse.Set(0.6f, 0.6f, 0.6f, 1.0f); g_Lights[0].m_Specular.Set(1.0f, 1.0f, 1.0f, 1.0f); // 載入shader if ( !init_resource() ) { release_resource(); printf("Failed to load resources\n"); exit(0); } // 主回圈 while( GutProcessMessage() ) { GetUserInput(); // 畫出矩形 render(); } // 卸載shader release_resource(); // 關閉OpenGL/DirectX繪圖裝置 GutReleaseGraphicsDevice(); }
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; case '3': #ifdef _ENABLE_DX10_ device = "dx10"; init_resource = InitResourceDX10; release_resource = ReleaseResourceDX10; render = RenderFrameDX10; resize_func = ResizeWindowDX10; #endif break; } GutResizeFunc( resize_func ); GutCreateWindow(100, 100, 512, 512, device); if ( !GutInitGraphicsDevice(device) ) { printf("Failed to initialize %s device\n", device); exit(0); } // ambient g_Lights[0].m_vPosition.Set(0.0f, 0.0f, 0.0f, 1.0f); g_Lights[0].m_vDiffuse.Set(0.0f); g_Lights[0].m_vAmbient.Set(0.3f); GutInputInit(); GutRegisterKeyDown(GUTKEY_1, KeyDown_1); GutRegisterKeyDown(GUTKEY_2, KeyDown_2); GutRegisterKeyDown(GUTKEY_3, KeyDown_3); GutRegisterKeyDown(GUTKEY_SPACE, KeyDown_Space); g_Control.SetCamera( Vector4(0.0f, 3.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f), Vector4(0.0f, 0.0f, 1.0f) ); g_Model.Load_ASCII("..\\..\\models\\earth_normalmapped.gma"); g_Sphere.Load_ASCII("..\\..\\models\\sphere_simple.gma"); // 載入shader if ( !init_resource() ) { release_resource(); printf("Failed to load resources\n"); exit(0); } // 主回圈 while( GutProcessMessage() ) { GetUserInput(); frame_move(); render(); } // 卸載shader release_resource(); // 關閉OpenGL/DirectX繪圖裝置 GutReleaseGraphicsDevice(); }