topical media & game development
graphic-directx-game-05-SpriteDemo-SpriteDemo.cpp / cpp
//=============================================================================
// SpriteDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates how to draw sprites with the ID3DXSprite interface, and how
// to move the sprite around and fire missiles with Direct Input using
// the mouse and keyboard.
//=============================================================================
include <d3dApp.h>
include <DirectInput.h>
include <crtdbg.h>
include <GfxStats.h>
include <list>
struct BulletInfo
{
D3DXVECTOR3 pos;
float rotation;
float life;
};
class SpriteDemo : public D3DApp
{
public:
SpriteDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~SpriteDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper functions.
void updateShip(float dt);
void updateBullets(float dt);
void drawBkgd();
void drawShip();
void drawBullets();
private:
GfxStats* mGfxStats;
ID3DXSprite* mSprite;
IDirect3DTexture9* mBkgdTex;
D3DXVECTOR3 mBkgdCenter;
IDirect3DTexture9* mShipTex;
D3DXVECTOR3 mShipCenter;
D3DXVECTOR3 mShipPos;
float mShipSpeed;
float mShipRotation;
IDirect3DTexture9* mBulletTex;
D3DXVECTOR3 mBulletCenter;
std::list<BulletInfo> mBulletList;
const float BULLET_SPEED;
const float MAX_SHIP_SPEED;
const float SHIP_ACCEL;
const float SHIP_DRAG;
};
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
SpriteDemo app(hInstance, "Sprite Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
SpriteDemo::SpriteDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
: D3DApp(hInstance, winCaption, devType, requestedVP), BULLET_SPEED(2500.0f), MAX_SHIP_SPEED(1500.0f),
SHIP_ACCEL(1000.0f), SHIP_DRAG(0.85f)
{
if(!checkDeviceCaps())
{
MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
PostQuitMessage(0);
}
mGfxStats = new GfxStats();
HR(D3DXCreateSprite(gd3dDevice, &mSprite));
HR(D3DXCreateTextureFromFile(gd3dDevice, "bkgd1.bmp", &mBkgdTex));
HR(D3DXCreateTextureFromFile(gd3dDevice, "alienship.bmp", &mShipTex));
HR(D3DXCreateTextureFromFile(gd3dDevice, "bullet.bmp", &mBulletTex));
mBkgdCenter = D3DXVECTOR3(256.0f, 256.0f, 0.0f);
mShipCenter = D3DXVECTOR3(64.0f, 64.0f, 0.0f);
mBulletCenter = D3DXVECTOR3(32.0f, 32.0f, 0.0f);
mShipPos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
mShipSpeed = 0.0f;
mShipRotation = 0.0f;
onResetDevice();
}
SpriteDemo::~SpriteDemo()
{
delete mGfxStats;
ReleaseCOM(mSprite);
ReleaseCOM(mBkgdTex);
ReleaseCOM(mShipTex);
ReleaseCOM(mBulletTex);
}
bool SpriteDemo::checkDeviceCaps()
{
// Nothing to check.
return true;
}
void SpriteDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mSprite->OnLostDevice());
}
void SpriteDemo::onResetDevice()
{
// Call the onResetDevice of other objects.
mGfxStats->onResetDevice();
HR(mSprite->OnResetDevice());
// Sets up the camera 1000 units back looking at the origin.
D3DXMATRIX V;
D3DXVECTOR3 pos(0.0f, 0.0f, -1000.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXMatrixLookAtLH(&V, &pos, &target, &up);
HR(gd3dDevice->SetTransform(D3DTS_VIEW, &V));
// The following code defines the volume of space the camera sees.
D3DXMATRIX P;
RECT R;
GetClientRect(mhMainWnd, &R);
float width = (float)R.right;
float height = (float)R.bottom;
D3DXMatrixPerspectiveFovLH(&P, D3DX_PI*0.25f, width/height, 1.0f, 5000.0f);
HR(gd3dDevice->SetTransform(D3DTS_PROJECTION, &P));
// This code sets texture filters, which helps to smooth out distortions
// when you scale a texture.
HR(gd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR));
HR(gd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR));
HR(gd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR));
// This line of code disables Direct3D lighting.
HR(gd3dDevice->SetRenderState(D3DRS_LIGHTING, false));
// The following code specifies an alpha test and reference value.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 10));
HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER));
// The following code is used to setup alpha blending.
HR(gd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE));
HR(gd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1));
HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA));
HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA));
// Indicates that we are using 2D texture coordinates.
HR(gd3dDevice->SetTextureStageState(
0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2));
}
void SpriteDemo::updateScene(float dt)
{
// Two triangles for each sprite--two for background,
// two for ship, and two for each bullet. Similarly,
// 4 vertices for each sprite.
mGfxStats->setTriCount(4 + mBulletList.size()*2);
mGfxStats->setVertexCount(8 + mBulletList.size()*4);
mGfxStats->update(dt);
// Get snapshot of input devices.
gDInput->poll();
// Update game objects.
updateShip(dt);
updateBullets(dt);
}
void SpriteDemo::updateShip(float dt)
{
// Check input.
if( gDInput->keyDown(DIK_A) ) mShipRotation += 4.0f * dt;
if( gDInput->keyDown(DIK_D) ) mShipRotation -= 4.0f * dt;
if( gDInput->keyDown(DIK_W) ) mShipSpeed += SHIP_ACCEL * dt;
if( gDInput->keyDown(DIK_S) ) mShipSpeed -= SHIP_ACCEL * dt;
// Clamp top speed.
if( mShipSpeed > MAX_SHIP_SPEED ) mShipSpeed = MAX_SHIP_SPEED;
if( mShipSpeed < -MAX_SHIP_SPEED ) mShipSpeed = -MAX_SHIP_SPEED;
// Rotate counterclockwise when looking down -z axis (i.e., rotate
// clockwise when looking down the +z axis.
D3DXVECTOR3 shipDir(-sinf(mShipRotation), cosf(mShipRotation), 0.0f);
// Update position and speed based on time.
mShipPos += shipDir * mShipSpeed * dt;
mShipSpeed -= SHIP_DRAG * mShipSpeed * dt;
}
void SpriteDemo::updateBullets(float dt)
{
// Make static so that its value persists across function calls.
static float fireDelay = 0.0f;
// Accumulate time.
fireDelay += dt;
// Did the user press the spacebar key and has 0.1 seconds passed?
// We can only fire one bullet every 0.1 seconds. If we do not
// put this delay in, the ship will fire bullets way too fast.
if( gDInput->keyDown(DIK_SPACE) && fireDelay > 0.1f )
{
BulletInfo bullet;
// Remember the ship is always drawn at the center of the window--
// the origin. Therefore, bullets originate from the origin.
bullet.pos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
// The bullets rotation should match the ship's rotating at the
// instant it is fired.
bullet.rotation = mShipRotation;
// Bullet just born.
bullet.life = 0.0f;
// Add the bullet to the list.
mBulletList.push_back(bullet);
// A bullet was just fired, so reset the fire delay.
fireDelay = 0.0f;
}
// Now loop through each bullet, and update its position.
std::list<BulletInfo>::iterator i = mBulletList.begin();
while( i != mBulletList.end() )
{
// Accumualte the time the bullet has lived.
i->life += dt;
// If the bullet has lived for two seconds, kill it. By now the
// bullet should have flown off the screen and cannot be seen.
if(i->life >= 2.0f)
i = mBulletList.erase(i);
// Otherwise, update its position by moving along its directional
// path. Code similar to how we move the ship--but no drag.
else
{
D3DXVECTOR3 dir(-sinf(i->rotation), cosf(i->rotation), 0.0f);
i->pos += dir * BULLET_SPEED * dt;
++i;
}
}
}
void SpriteDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));
HR(gd3dDevice->BeginScene());
HR(mSprite->Begin(D3DXSPRITE_OBJECTSPACE|D3DXSPRITE_DONOTMODIFY_RENDERSTATE));
drawBkgd();
drawShip();
drawBullets();
mGfxStats->display();
HR(mSprite->End());
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void SpriteDemo::drawBkgd()
{
// Set a texture coordinate scaling transform. Here we scale the texture
// coordinates by 10 in each dimension. This tiles the texture
// ten times over the sprite surface.
D3DXMATRIX texScaling;
D3DXMatrixScaling(&texScaling, 10.0f, 10.0f, 0.0f);
HR(gd3dDevice->SetTransform(D3DTS_TEXTURE0, &texScaling));
// Position and size the background sprite--remember that
// we always draw the ship in the center of the client area
// rectangle. To give the illusion that the ship is moving,
// we translate the background in the opposite direction.
D3DXMATRIX T, S;
D3DXMatrixTranslation(&T, -mShipPos.x, -mShipPos.y, -mShipPos.z);
D3DXMatrixScaling(&S, 20.0f, 20.0f, 0.0f);
HR(mSprite->SetTransform(&(S*T)));
// Draw the background sprite.
HR(mSprite->Draw(mBkgdTex, 0, &mBkgdCenter, 0, D3DCOLOR_XRGB(255, 255, 255)));
HR(mSprite->Flush());
// Restore defaults texture coordinate scaling transform.
D3DXMatrixScaling(&texScaling, 1.0f, -1.0f, 0.0f);
HR(gd3dDevice->SetTransform(D3DTS_TEXTURE0, &texScaling));
}
void SpriteDemo::drawShip()
{
// Turn on the alpha test.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true));
// Set ships orientation.
D3DXMATRIX R;
D3DXMatrixRotationZ(&R, mShipRotation);
HR(mSprite->SetTransform(&R));
// Draw the ship.
HR(mSprite->Draw(mShipTex, 0, &mShipCenter, 0, D3DCOLOR_XRGB(255, 255, 255)));
HR(mSprite->Flush());
// Turn off the alpha test.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false));
}
void SpriteDemo::drawBullets()
{
// Turn on alpha blending.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true));
// For each bullet...
std::list<BulletInfo>::iterator i = mBulletList.begin();
while( i != mBulletList.end() )
{
// Set its position and orientation.
D3DXMATRIX T, R;
D3DXMatrixRotationZ(&R, i->rotation);
D3DXMatrixTranslation(&T, i->pos.x, i->pos.y, i->pos.z);
HR(mSprite->SetTransform(&(R*T)));
// Add it to the batch.
HR(mSprite->Draw(mBulletTex, 0, &mBulletCenter, 0, D3DCOLOR_XRGB(255, 255, 255)));
++i;
}
// Draw all the bullets at once.
HR(mSprite->Flush());
// Turn off alpha blending.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false));
}
(C) Æliens
20/2/2008
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