/*****************************************************************************************************
* File name: Game.cpp
* Create time: 2012/04/20
* Module: View
* Author: zengqh
* Blog: http://blog.csdn.net/aimyton
* ---------------------------------------------------------------------------------------------------
* Memo:
*
*****************************************************************************************************/
#include "../State/WorldState.h"
#include "Game.h"
/*****************************************************************************************************
* Macro and Struct definition
*****************************************************************************************************/
/*****************************************************************************************************
* Global variables
*****************************************************************************************************/
extern HINSTANCE HInstance;
Game* Instance = NULL;
/*****************************************************************************************************
* Global function declare
*****************************************************************************************************/
/*****************************************************************************************************
* Global function definition
*****************************************************************************************************/
/*****************************************************************************************************
* Class declare
******************************************************************************************************/
/*****************************************************************************************************
* Class definition
*****************************************************************************************************/
Game::Game()
: m_surface_width(800)
, m_surface_height(480)
, m_curr_state(NULL)
, m_should_exit_game(false)
{
Instance = this;
}
Game::~Game()
{
}
bool Game::Initalize()
{
if(!initDriver()) return false;
m_curr_state = new WorldState(m_surface_width, m_surface_height, m_hdc);
m_curr_state->Enter();
return true;
}
bool Game::UnInitialize()
{
m_curr_state->Exit();
safe_delete(m_curr_state);
return true;
}
LRESULT CALLBACK Game::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
case WM_SIZE:
Instance->reSizeGLScene(LOWORD(lParam),HIWORD(lParam));
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
bool Game::Loop()
{
handleMessage();
return true;
}
void Game::handleMessage()
{
MSG msg;
::ZeroMemory(&msg, sizeof(MSG));
static f32 lastTime = (f32)timeGetTime();
while(msg.message != WM_QUIT)
{
if(m_should_exit_game)
{
PostMessage(m_hwnd, WM_QUIT, 0, 0);
}
if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
else
{
f32 timeLog=1.0f / 100.0f;
f32 currTime =(f32)timeGetTime();
f32 timeDelta =(currTime-lastTime) * 0.001f;
if(timeDelta < timeLog)
{
f32 sleep=1000 * (timeLog - timeDelta);
Sleep((u32)sleep);
}
currTime =(f32)timeGetTime();
timeDelta =(currTime-lastTime) * 0.001f;
gameLoop(timeDelta);
lastTime = currTime;
}
}
}
void Game::gameLoop(f32 time_delta)
{
m_curr_state->Update(1000 * time_delta);
frameStarted();
render();
frameEnded();
swap();
}
void Game::frameStarted()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Game::render()
{
m_curr_state->Render();
}
void Game::frameEnded()
{
glFlush();
}
void Game::swap()
{
SwapBuffers(m_hdc);
}
bool Game::initDriver()
{
createGLWindow();
return true;
}
/* from nehe lesson */
bool Game::createGLWindow()
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)m_surface_width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)m_surface_height; // Set Bottom Value To Requested Height
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = HInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false; // Return FALSE
}
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// Create The Window
if (!(m_hwnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
"fighter demo",
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
HInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
16, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(m_hdc=GetDC(m_hwnd))) // Did We Get A Device Context?
{
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false; // Return FALSE
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收起资源包目录
glsl_frm.rar (19个子文件)
glsl_frm
Include
DataType.h 3KB
GameStd.h 3KB
GameAll.h 3KB
glsl_frm.vcproj.QM_XYMAO2.Administrator.user 1KB
glsl_frm.suo 64KB
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Main.cpp 3KB
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ShaderHelper.cpp 5KB
glsl_frm.vcproj 4KB
frm.frag 642B
glsl_frm.vcproj.zengqh-PC.zengqh.user 1KB
State
WorldState.h 4KB
WorldState.cpp 9KB
State.h 2KB
共 19 条
- 1
资源评论
- wangzhi432014-06-11我没有太看懂,不过还是谢谢
- snowvie2012-12-09简单了些,在mac上没有glew不知道怎么运行,不过代码还是学习一下~
- 荷风居士2013-05-15程序设计得很好,使用VBO+Shader方式渲染。还有没有要下载分数,赞! 编译需要下载glew、glm。不过不难,百度一下就有了。glm的官方页面打不开,我把下载地址附上吧:http://sourceforge.net/projects/ogl-math/
- _BetterMe_2013-12-13很好很实用
- aa20090211582013-11-07适合入门,解决了很多入门的疑惑
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