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- #include <Globals.h>
- #include <Fenster.h>
- #include <MausEreignis.h>
- #include <TastaturEreignis.h>
- #include <Bildschirm.h>
- #include <RenderThread.h>
- #include <Zeichnung3D.h>
- #include <Model3D.h>
- #include <Bild.h>
- #include <Zeichnung.h>
- #include <Mat4.h>
- #include <time.h>
- #include <Render3D.h>
- #include <Welt3D.h>
- #include <Kam3D.h>
- #include <iostream>
- #include <Mat4.h>
- #include <Textur.h>
- #include <DXBuffer.h>
- #include <Cube.h>
- #include <Textur.h>
- #include <TexturList.h>
- #include <Klient.h>
- #include <Animation3D.h>
- #include <FrameworkMath.h>
- using namespace Framework;
- void FClose( void *p, void *zF )
- {
- StopNachrichtenSchleife( ( (WFenster*)zF )->getFensterHandle() );
- }
- int kAnz = 10;
- Knochen **knochen;
- Model3D *createKnochenTestModel()
- {
- Model3DData *model = new Model3DData();
- float stdSize = 50;
- float left, right, top, bottom;
- // Calculate the screen coordinates of the left side of the bitmap.
- left = (float)( ( stdSize / 2.0 ) * -1 );
- // Calculate the screen coordinates of the right side of the bitmap.
- right = left + (float)stdSize;
- // Calculate the screen coordinates of the top of the bitmap.
- top = (float)( stdSize / 2.0 );
- // Calculate the screen coordinates of the bottom of the bitmap.
- bottom = top - (float)stdSize;
- float front = -stdSize / 2;
- float back = front + stdSize;
- Vertex3D *vertecies = new Vertex3D[ kAnz * 4 ];
- for( int k = 0; k < kAnz; k++ )
- {
- for( int i = k * 4; i < 4 + k * 4; i++ )
- vertecies[ i ].knochenId = k;
- if( k == 0 )
- {
- vertecies[ 0 + k * 4 ].pos = Vec3<float >( left, top, 0 );
- vertecies[ 0 + k * 4 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ 1 + k * 4 ].pos = Vec3<float >( right, top, 0 );
- vertecies[ 1 + k * 4 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ 2 + k * 4 ].pos = Vec3<float >( left, bottom, 0 );
- vertecies[ 2 + k * 4 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ 3 + k * 4 ].pos = Vec3<float >( right, bottom, 0 );
- vertecies[ 3 + k * 4 ].tPos = Vec2< float >( 1.f, 1.f );
- }
- else
- {
- vertecies[ 0 + k * 4 ].pos = Vec3<float >( left, top, 100 );
- vertecies[ 0 + k * 4 ].tPos = Vec2< float >( 0.f, 0.f );
- vertecies[ 1 + k * 4 ].pos = Vec3<float >( right, top, 100 );
- vertecies[ 1 + k * 4 ].tPos = Vec2< float >( 1.f, 0.f );
- vertecies[ 2 + k * 4 ].pos = Vec3<float >( left, bottom, 100 );
- vertecies[ 2 + k * 4 ].tPos = Vec2< float >( 0.f, 1.f );
- vertecies[ 3 + k * 4 ].pos = Vec3<float >( right, bottom, 100 );
- vertecies[ 3 + k * 4 ].tPos = Vec2< float >( 1.f, 1.f );
- }
- }
- model->setVertecies( vertecies, kAnz * 4 );
- for( int k = 0; k < kAnz; k++ )
- {
- if( k == 0 || k == kAnz - 1 )
- {
- // front side
- Polygon3D *p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = 0 + k * 4;
- p->indexList[ 1 ] = 3 + k * 4;
- p->indexList[ 2 ] = 2 + k * 4;
- p->indexList[ 3 ] = 0 + k * 4;
- p->indexList[ 4 ] = 1 + k * 4;
- p->indexList[ 5 ] = 3 + k * 4;
- model->addPolygon( p );
- }
- if( k != kAnz - 1 )
- {
- // right side
- Polygon3D *p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = 1 + k * 4;
- p->indexList[ 1 ] = 7 + k * 4;
- p->indexList[ 2 ] = 3 + k * 4;
- p->indexList[ 3 ] = 1 + k * 4;
- p->indexList[ 4 ] = 5 + k * 4;
- p->indexList[ 5 ] = 7 + k * 4;
- model->addPolygon( p );
- // left side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = 0 + k * 4;
- p->indexList[ 1 ] = 2 + k * 4;
- p->indexList[ 2 ] = 6 + k * 4;
- p->indexList[ 3 ] = 0 + k * 4;
- p->indexList[ 4 ] = 6 + k * 4;
- p->indexList[ 5 ] = 4 + k * 4;
- model->addPolygon( p );
- // top side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = 4 + k * 4;
- p->indexList[ 1 ] = 1 + k * 4;
- p->indexList[ 2 ] = 0 + k * 4;
- p->indexList[ 3 ] = 4 + k * 4;
- p->indexList[ 4 ] = 5 + k * 4;
- p->indexList[ 5 ] = 1 + k * 4;
- model->addPolygon( p );
- // down side
- p = new Polygon3D();
- p->indexAnz = 6;
- p->indexList = new int[ p->indexAnz ];
- p->indexBuffer->setLength( p->indexAnz * 4 );
- p->indexBuffer->setData( p->indexList );
- p->indexList[ 0 ] = 6 + k * 4;
- p->indexList[ 1 ] = 2 + k * 4;
- p->indexList[ 2 ] = 3 + k * 4;
- p->indexList[ 3 ] = 6 + k * 4;
- p->indexList[ 4 ] = 3 + k * 4;
- p->indexList[ 5 ] = 7 + k * 4;
- model->addPolygon( p );
- }
- }
- Model3DTextur *textur = new Model3DTextur();
- for( int k = 0; k < kAnz; k++ )
- {
- Textur *t = new Textur();
- Bild *tb = new Bild();
- tb->neuBild( 100, 100, 0xFF000000 | (rand() % 0xFFFFFF) );
- t->setBildZ( tb );
- textur->setPolygonTextur( k * 4, t->getThis() );
- textur->setPolygonTextur( k * 4 + 1, t->getThis() );
- textur->setPolygonTextur( k * 4 + 2, t->getThis() );
- textur->setPolygonTextur( k * 4 + 3, t );
- }
-
- Model3D *m3d = new Model3D();
- m3d->setModelDaten( model );
- m3d->setModelTextur( textur );
-
- Skelett *s = new Skelett();
- knochen = new Knochen*[ kAnz ];
- for( int k = 0; k < kAnz; k++ )
- {
- Knochen *kn = new Knochen( k );
- if( k != 0 )
- kn->setPosition( Vec3<float>( 0, 0, 100 ) );
- s->addKnochen( kn, k - 1 );
- knochen[ k ] = kn;
- }
- m3d->setSkelettZ( s );
- Animation3D *animation = new Animation3D();
- animation->addKeyFrame( 2, 20, Vec3<float>( 0, 0, 100 ), Vec3<float>( 2 * 3.14, 2 * 3.14, 2 * 3.14 ) );
- animation->addKeyFrame( 2, 0, Vec3<float>( 0, 0, 100 ), Vec3<float>( 0, 0, 0 ) );
- animation->addKeyFrame( 4, 20, Vec3<float>( 0, 0, 100 ), Vec3<float>( 2 * 3.14, 2 * 3.14, 2 * 3.14 ) );
- animation->addKeyFrame( 4, 0, Vec3<float>( 0, 0, 100 ), Vec3<float>( 0, 0, 0 ) );
- animation->addKeyFrame( 6, 20, Vec3<float>( 0, 0, 100 ), Vec3<float>( 2 * 3.14, 2 * 3.14, 2 * 3.14 ) );
- animation->addKeyFrame( 6, 0, Vec3<float>( 0, 0, 100 ), Vec3<float>( 0, 0, 0 ) );
- animation->addKeyFrame( 8, 20, Vec3<float>( 0, 0, 100 ), Vec3<float>( 2 * 3.14, 2 * 3.14, 2 * 3.14 ) );
- animation->addKeyFrame( 8, 0, Vec3<float>( 0, 0, 100 ), Vec3<float>( 0, 0, 0 ) );
- m3d->addAnimation( animation, 5 );
- return m3d;
- }
- int _select = 0;
- int _achse = 0;
- bool taste( void *p, void *o, TastaturEreignis t )
- {
- Vec3<float> r(0, 0, 0);
- if( _achse == 0 )
- r.x = 0.001;
- if( _achse == 1 )
- r.y = 0.001;
- if( _achse == 2 )
- r.z = 0.001;
- if( t.id == TE_Press )
- {
- switch( t.taste )
- {
- case '0':
- _select = 0;
- break;
- case '1':
- _select = 1;
- break;
- case '2':
- _select = 2;
- break;
- case '3':
- _select = 3;
- break;
- case '4':
- _select = 4;
- break;
- case '5':
- _select = 5;
- break;
- case '6':
- _select = 6;
- break;
- case '7':
- _select = 7;
- break;
- case '8':
- _select = 8;
- break;
- case '9':
- _select = 9;
- break;
- case 'x':
- _achse = 0;
- break;
- case 'y':
- _achse = 1;
- break;
- case 'z':
- _achse = 2;
- break;
- case '+':
- knochen[ _select ]->setDrehung( knochen[ _select ]->getDrehung() + r );
- break;
- case '-':
- knochen[ _select ]->setDrehung( knochen[ _select ]->getDrehung() - r );
- break;
- }
- }
- return false;
- }
- int main()
- {
- initFramework();
- Welt3D *welt = new Welt3D();
- Kam3D *kamera = new Kam3D();
- kamera->setPosition( Vec3< float >( 0, 75, 0 ) );
- kamera->setWelt( welt );
- kamera->setBildschirmSize( 1600, 900 );
- WFenster *f = new WFenster();
- WNDCLASS fc = F_Normal( 0 );
- fc.lpszClassName = "Test";
- f->erstellen( WS_OVERLAPPEDWINDOW, fc );
- f->setSize( 1600, 900 );
- f->setVSchließAktion( FClose );
- f->setMausAktion( _ret1ME );
- f->setTastaturAktion( taste );
- f->setAnzeigeModus( 1 );
- Bildschirm3D *bs = new Bildschirm3D( f->getThis() );
- f->setBildschirm( bs->getThis() );
- bs->setFill( 1 );
- bs->setFillFarbe( 0 );
- //bs->setTestRend( 0 );
- bs->addKamera( kamera );
- Model3D *sat = createKnochenTestModel();
- welt->addZeichnung( sat );
- /*
- int anzX = 100;
- int anzZ = 100;
- for( int i = 0; i < 100; i++ )
- {
- Bild *b = new Bild();
- b->neuBild( 100, 100, 0xFF000000 | ( ( rand() % 0xFF ) << 16 ) | ( ( rand() % 0xFF ) << 8 ) | ( rand() % 0xFF ) );
- b->fillCircle( 50, 50, 15, 0 );
- Textur *t = new Textur();
- t->setBildZ( b );
- zTexturRegister()->addTextur( t, Text( i ) );
- }
- Cube **test = new Cube*[ anzX * anzZ ];
- for( int i = 0; i < anzX; i++ )
- {
- for( int j = 0; j < anzZ; j++ )
- {
- test[ i + j * anzZ ] = new Cube( 100 );
- test[ i + j * anzZ ]->setPosition( i * 100.f - 100 * ( anzX / 2 ), 0, j * 100.f - 100 * ( anzZ / 2 ) );
- test[ i + j * anzZ ]->setTextur( rand() % 100 );
- test[ i + j * anzZ ]->setAlpha( 1 );
- test[ i + j * anzZ ]->setDrehung( Vec3< float >( ( rand() % 10 ) / 10.f * 6.28f, ( rand() % 10 ) / 10.f * 6.28f, ( rand() % 10 ) / 10.f * 6.28f ) );
- welt->addZeichnung( test[ i + j * anzZ ] );
- }
- }*/
- ZeichnungHintergrund *zh = new ZeichnungHintergrund();
- zh->setStyle( ZeichnungHintergrund::Style::Sichtbar | ZeichnungHintergrund::Style::Hintergrund | ZeichnungHintergrund::Style::Buffered );
- zh->setHintergrundFarbe( 0 );
- zh->setAlphaFeldFarbe( 0xA0FF0000 );
- zh->setAlphaFeldStrength( 5 );
- zh->setSize( 1580, 860 );
- zh->setPosition( 10, 10 );
- bs->addMember( zh );
- RenderTh *r = new RenderTh();
- r->setBildschirm( bs->getThis() );
- r->setMaxFps( 60 );
- r->beginn();
- StartNachrichtenSchleife();
- r->beenden();
- r->release();
- /*
- for( int i = 0; i < anzX * anzZ; i++ )
- test[ i ]->release();
- delete[] test;*/
- delete zh;
- f->setBildschirm( 0 );
- bs->release();
- f->release();
- welt->release();
- kamera->release();
- releaseFramework();
- return 0;
- }
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