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View Full Version : گفتگو: بازی سازی در ایران با c++و c#



darknes666
چهارشنبه 18 اردیبهشت 1392, 21:34 عصر
دوستان این تاپیک بحث میکنه که بازی رو چجوری با C++‎یا C#‎ میسازن.و ایا ایران میتونه اصلا یک بازی در حد GTA iv یا بازی های دیگه بسازه؟

darknes666
چهارشنبه 18 اردیبهشت 1392, 21:43 عصر
خب اول این تاپیکو ببینین تا بفهمین چجور ادمایی قراره اینجا پست بده
http://barnamenevis.org/showthread.php?397307-%D8%A7%D8%B3%D8%AA%D9%81%D8%A7%D8%AF%D9%87-%D8%A7%D8%B2-%D8%AF%D9%88-%D8%B2%D8%A8%D8%A7%D9%86-C-%D9%88-C-%D8%AF%D8%B1-%D8%B3%D8%A7%D8%AE%D8%AA-%DB%8C%DA%A9-%D9%85%D9%88%D8%AA%D9%88%D8%B1-(%D9%85%D9%87%D9%85-)

darknes666
چهارشنبه 18 اردیبهشت 1392, 21:56 عصر
خب دوستان اصولا برای ساخت بازی از برنامه نویسی مستقیم استفاده نمیشه از موتور استفاده میشه که اکثرا با C++‎‎‎ نوشته میشن و C#‎‎‎ تقریبا رتبه ای نداره به دلیل این که اگر داشت میشد باهاش 1بازی ساخت که حد اقل یک رتبه بیاره اما نیست که نیست.

سوال اول:ایا عاقلانه است که خودمان یک موتور بنویسیم؟
خب معلوم کنید که چجور موتوری میخواین بنویسین.
اگر واقعا علاقه دارین بازی هایی مثل GTA IV بسازین در یک کلمه خیر نمیتوانید.
اما اگر به ساخت بازی هایی مثل counter strik علاقه دارید شاید.
خب اینجا یک بحثی پیش میاد که میگن شخصی یک موتور نوشته.قبول ولی ایا مطرح بوده؟
از طرفی هیچ یک از بازی های ایرانی حتی در لیست جهانی گیم ها قرار نگرفته.
دلیل:تعداد افراد و بودجه ی بسیار پایین است.از طرفی قطعات سخت افزاری نیز در مواردی غیر قابل دسترسی اند.

از کجا باید شروع کرد؟
من هم نمیدونم اما میدونم که در شرکت هایی مثل ubisoft افراد ایرانی وجود دارند لذا یک راه حل پیوستن به انهاست.(منطقی ترین راه)

ایا میتوان سورس یک engin را به دست اورد؟
هم بله و هم خیر. بله اگر بتوانید کد های اسمبلی ان را تحلیل کنید(هزینه بر و نیازمند افراد بسیار زیاد)
خیر.چون غیر از راه بالا راه دیگری نیست
اگر کسی ادعا میکند سورس یک موتور مثل unreal را دارد دروغ محضی بیش نیست.از او درخواست کنید ان را در کامپیوتر خودش اجرا کند و به شما اسکرین شاتی از ان بدهد.
از طرفی اگر سورسش بود که الان شرکت unreal بدبخت میشد پس دروغ محضه.
به اینجا نگاه بندازین:http://www.gamedev.net/topic/484120-is-this-full-source-code-to-the-original-unreal-engine/
دوستان این سایت unreal:http://www.unrealengine.com/
در باره ی بازی های ساخته شده با unreal و خود unreal هست که درباره ی انها حرف خواهیم زد. و سپس بازی های ایران را مقایسه می کنیم.

darknes666
چهارشنبه 18 اردیبهشت 1392, 22:52 عصر
یک بازی خوب چه گونه بازی است؟
اصولا بازی خوب در معیار های زیر باید قدرت داشته باشد.
داستان بازی(بسیار مهم)-سبک-گرافیک-تنوع-محدودیت برای به چالش کشیدن گیمر

خوب دیگه هر کسی میدونه ویژگی های بالا یعنی چی
اما بازی انتخابی ما gears of war 3
بهترین بازی منتخب 2012
امتیاز 9.5 از 10
گرافیک عالی
نوشته شده با unreal engin 3
خب هرکی این بازی رو کرده میدونه من چی میگم.البته بعضی ها هم خوششون نمیاد.این بازی در نوع خودش شاهکاره.از طرفی حمایت شدن گیم ها توسط xpox live که تو یک قسمتش مبارزه ی انلاین هست و میتونین game leader بشین اشتیاق رو به بازی کردن افزایش میده که تو ایران اصلا چنین چیزی نیست.
اما امروزه تلاش بر این شده که بازی سازان موتوری نوشته و از C++‎ و C#‎ برای نوشتن موتور استفاده کنن هرچند ممکن است موفق شوند اما ایا به گرد پای unreal 3 میرسند؟
لیست بازی های ساخته شده با unreal engin 3

http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games


خب عملا نمیرسن و نخواهند رسید.شاید کسی به شدت به بازی سازی علاقه داشته باشه این فرد باید چی کار کنه؟
راه حل منطقی و بهترین راه:
1-شرکت مورد علاقه ی خود را انتخاب کنید
2-نحوه ی استخدام شدن در ان شرکت را پیدا کنید
3-ازمون ان را انجام دهید

خب بعضی وقت ها هم نمیشه یا باید اینقدر سرسخت باشین و به هدفتون ایمان داشته باشین تا پیروز شین و یا شکست میخورین.
برای مثال وارد صفحه ی ubisoft شین:

http://montreal.ubisoft.com/en

در قسمت career میتونین شغل در این شرکت داشته باشین(با گذروندن مراحل)

اما خب تو ایران:
نمیدونم!
شاید فعلا امکانش نباشه بازی های انچنانی بسازیم.
اما اگر خیلی به موتور نوشتن با C++‎ علاقه دارین
این تاپیک رو دنبال کنین

darknes666
چهارشنبه 18 اردیبهشت 1392, 23:07 عصر
موتور بازی 3d بسایر ساده قسمت اول


#include <windows.h> // Header File For Windows
#include <math.h> // Math Library Header File
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include"CDirectSound.h" // Holds our CDirectSound class.
#include"resource.h" // Holds the resource ID for the app icon.
#include "main.h"
#include "MilkshapeModel.h"

#pragma comment( lib, "opengl32.lib") // Search For OpenGL32.lib While Linking ( NEW )
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking ( NEW )
#pragma comment( lib, "glaux.lib" )

#define BACK_ID 0 // The texture ID for the back side of the cube
#define FRONT_ID 1 // The texture ID for the front side of the cube
#define BOTTOM_ID 2 // The texture ID for the bottom side of the cube
#define TOP_ID 3 // The texture ID for the top side of the cube
#define LEFT_ID 4 // The texture ID for the left side of the cube
#define RIGHT_ID 5 // The texture ID for the right side of the cube

CDirectSound DirectSound; // Setting Up Our Sound
HWND g_hwnd; // Just A Little handle

UINT g_Texture[MAX_TEXTURES] = {0}; // This holds the texture info, referenced by an ID

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

Model *pModel = NULL; // Holds The Model Data
Model *pModel1 = NULL; // Holds The Model Data

BYTE buffer[256]; // (Modified... Removed 'keys[]')
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
bool blend; // Blending ON/OFF
bool bp; // Blend Button Pressed? (Modified, Just The Caption)
bool fp; // F1 Button Pressed?

const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;

GLfloat yrot; // Y Rotation
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat z=0.0f; // Depth Into The Screen
GLuint texture[2]; // Storage For One Texture ( NEW )

POINT mpos; // Mouse Position
int adjust = 5;

typedef struct tagVERTEX
{
float x, y, z;
float u, v;
} VERTEX;


LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

AUX_RGBImageRec *LoadBMP(const char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle

if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}

File=fopen(Filename,"r"); // Check To See If The File Exists

if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}

return NULL; // If Load Failed Return NULL
}

void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
AUX_RGBImageRec *pBitmap = NULL;
FILE *pFile = NULL; // The File Handle we will use to read the bitmap

if(!strFileName) // Return from the function if no file name was passed in
return;

pFile = fopen(strFileName,"r"); // Check To See If The File Exists

if(pFile) // If we have a valid file pointer we found the file
{
pBitmap = auxDIBImageLoad(strFileName); // Load the bitmap and store the data
}
else // If we can't find the file, quit!
{ // Prompt the error message
MessageBox(NULL, "Couldn't find a texture!", "Error!", MB_OK);
exit(0);
}

glGenTextures(1, &textureArray[textureID]);
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);

glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

if (pBitmap) // If we loaded the bitmap
{
if (pBitmap->data) // If there is texture data
{
free(pBitmap->data); // Free the texture data, we don't need it anymore
}

free(pBitmap); // Free the bitmap structure
}
}

GLuint LoadGLTexture( const char *filename ) // Load Bitmaps And Convert To Textures
{
AUX_RGBImageRec *pImage; // Create Storage Space For The Texture
GLuint texture = 0; // Texture ID

pImage = LoadBMP( filename ); // Loads The Bitmap Specified By filename

// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ( pImage != NULL && pImage->data != NULL ) // If Texture Image Exists
{
glGenTextures(1, &texture); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);

free(pImage->data); // Free The Texture Image Memory
free(pImage); // Free The Image Structure
}

return texture; // Return The Status
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,10000.0f); // View Depth of 1000

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

// new //
void CreateSkyBox(float x, float y, float z, float width, float height, float length)
{
glBindTexture(GL_TEXTURE_2D, g_Texture[BACK_ID]);

x = x - width / 2;
y = y - height / 8;
z = z - length / 2;


glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);

glEnd();


glBindTexture(GL_TEXTURE_2D, g_Texture[FRONT_ID]);

glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z + length);
glEnd();

glBindTexture(GL_TEXTURE_2D, g_Texture[BOTTOM_ID]);

glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glEnd();

glBindTexture(GL_TEXTURE_2D, g_Texture[TOP_ID]);

glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);
glEnd();

glBindTexture(GL_TEXTURE_2D, g_Texture[LEFT_ID]);

glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glEnd();

glBindTexture(GL_TEXTURE_2D, g_Texture[RIGHT_ID]);

glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glEnd();
}


int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{

DirectSound.CreateDirectSound(g_hwnd, "Sound.wav"); // This Is The Sound We Play

pModel1->reloadTextures();
pModel->reloadTextures();

CreateTexture(g_Texture, "data/Back.bmp", BACK_ID );
CreateTexture(g_Texture, "data/Front.bmp", FRONT_ID );
CreateTexture(g_Texture, "data/Bottom.bmp", BOTTOM_ID );
CreateTexture(g_Texture, "data/Top.bmp", TOP_ID );
CreateTexture(g_Texture, "data/Left.bmp", LEFT_ID );
CreateTexture(g_Texture, "data/Right.bmp", RIGHT_ID );

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations

return TRUE; // Initialization Went OK
}


int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity();

GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -walkbias-0.25f;
GLfloat sceneroty = 360.0f - yrot;

glRotatef(lookupdown,1.0f,0,0); // Rotate the screen by input from mouse
glRotatef(sceneroty,0,1.0f,0);

glTranslatef(xtrans, -5.0f, ztrans); // Set our position
glTranslatef(-20.0f,1.0f,0.0f); // Set position for the model


pModel1->draw(); // Draw The Model
pModel->draw(); // Draw The Model

CreateSkyBox(0, 0, 0, 1400, 900, 1400);


return TRUE; // Keep Going
}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
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)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height

fullscreen=fullscreenflag; // Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
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
}

if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWID TH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCC ESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
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 (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
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
{
KillGLWindow(); // Reset The Display
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
bits, // 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 (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

return TRUE; // Success
}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}

return 0; // Return To The Message Loop
}

case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}

case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}

case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

pModel1 = new MilkshapeModel(); // Memory To Hold The Model
if ( pModel1->loadModelData( "data/model1.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}

pModel = new MilkshapeModel(); // Memory To Hold The Model
if ( pModel->loadModelData( "data/model2.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow("Mini Game",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}

GetCursorPos(&mpos); // Get The Current Mouse Position ( Add )
SetCursorPos(320,240); // Set Mouse Position To Center Of The Window ( Add )
heading += (float)(320 - mpos.x)/100 * 5; // Update The Direction For Movement ( Add )
yrot = heading; // Update The Y Rotation ( Add )
lookupdown -= (float)(240 - mpos.y)/100 * 5; // Update The X Rotation ( Add )

if (keys[VK_PRIOR])
{
z-=0.02f;
}

if (keys[VK_NEXT])
{
z+=0.02f;
}

if (keys[VK_UP])
{

xpos -= (float)sin(heading*piover180) * 0.3f * 3;
zpos -= (float)cos(heading*piover180) * 0.3f * 3;

if (walkbiasangle >= 359.0f)
{
walkbiasangle = 0.0f;
}
else
{
walkbiasangle+= 10;
}

walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
}

if (keys[VK_DOWN])
{
xpos += (float)sin(heading*piover180) * 0.3f * 3;
zpos += (float)cos(heading*piover180) * 0.3f * 3;

if (walkbiasangle <= 1.0f)
{
walkbiasangle = 359.0f;
}
else
{
walkbiasangle-= 10;
}

walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
}

if (keys[VK_RIGHT])
{
xpos += (float)sin((heading + 90)*piover180) * 0.3f * 3; // ( Modified )
zpos += (float)cos((heading + 90)*piover180) * 0.3f * 3; // ( Modified )

if (walkbiasangle <= 1.0f) // ( Modified )
{
walkbiasangle = 359.0f; // ( Modified )
}
else
{
walkbiasangle-= 10; // ( Modified )
}

walkbias = (float)sin(walkbiasangle * piover180)/20.0f; // ( Modified )
}

if (keys[VK_LEFT])
{
xpos += (float)sin((heading - 90)*piover180) * 0.3f * 3; // ( Modified )
zpos += (float)cos((heading - 90)*piover180) * 0.3f * 3; // ( Modified )

if (walkbiasangle <= 1.0f) // ( Modified )
{
walkbiasangle = 359.0f; // ( Modified )
}
else
{
walkbiasangle-= 10; // ( Modified )
}

walkbias = (float)sin(walkbiasangle * piover180)/20.0f; // ( Modified )
}

if (keys[VK_PRIOR])
{
lookupdown-= 1.0f;
}

if (keys[VK_NEXT])
{
lookupdown+= 1.0f;
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("Mini Game",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}

darknes666
پنج شنبه 19 اردیبهشت 1392, 16:41 عصر
بخش از کد یک موتور برای ترسیم اسمون


#define BACK_ID 0 // The texture ID for the back side of the cube
#define FRONT_ID 1 // The texture ID for the front side of the cube
#define BOTTOM_ID 2 // The texture ID for the bottom side of the cube
#define TOP_ID 3 // The texture ID for the top side of the cube
#define LEFT_ID 4 // The texture ID for the left side of the cube
#define RIGHT_ID 5 // The texture ID for the right side of the cube

UINT g_Texture[MAX_TEXTURES] = {0}; // This holds the texture info, referenced by an ID


void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
AUX_RGBImageRec *pBitmap = NULL;
FILE *pFile = NULL; // The File Handle we will use to read the bitmap

if(!strFileName) // Return from the function if no file name was passed in
return;

pFile = fopen(strFileName,"r"); // Check To See If The File Exists

if(pFile) // If we have a valid file pointer we found the file
{
pBitmap = auxDIBImageLoad(strFileName); // Load the bitmap and store the data
}
else // If we can't find the file, quit!
{ // Prompt the error message
MessageBox(NULL, "Couldn't find a texture!", "Error!", MB_OK);
exit(0);
}

// Generate a texture with the associative texture ID stored in the array
glGenTextures(1, &textureArray[textureID]);

// This sets the alignment requirements for the start of each pixel row in memory.
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);

// Bind the texture to the texture arrays index and init the texture
glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);

// Build Mipmaps (builds different versions of the picture for distances - looks better)
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);

// Lastly, we need to tell OpenGL the quality of our texture map. GL_LINEAR_MIPMAP_LINEAR
// is the smoothest. GL_LINEAR_MIPMAP_NEAREST is faster than GL_LINEAR_MIPMAP_LINEAR,
// but looks blochy and pixilated. Good for slower computers though.

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR_MIPMAP_LINEAR);

// The default GL_TEXTURE_WRAP_S and ""_WRAP_T property is GL_REPEAT.
// We need to turn this to GL_CLAMP_TO_EDGE, otherwise it creates ugly seems
// in our sky box. GL_CLAMP_TO_EDGE does not repeat when bound to an object.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

// Now we need to free the bitmap data that we loaded since openGL stored it as a texture

if (pBitmap) // If we loaded the bitmap
{
if (pBitmap->data) // If there is texture data
{
free(pBitmap->data); // Free the texture data, we don't need it anymore
}

free(pBitmap); // Free the bitmap structure
}
}

void CreateSkyBox(float x, float y, float z, float width, float height, float length)
{
// This is the most important function of this tutorial. This function
// used to just create a silly colored cube in the RotateCube tutorial,
// but now it creates something beautiful. You'll notice we added
// some more parameters to the function. This way we can change the perspective
// of the sky box. It doesn't really look good if it's a perfect cube. Some
// textures look better at different ratios. We assign the sky box textures
// to each side of the box creating the illusion of a detailed 3D world.
// You will notice I had to change the texture coordinates for every one
// to be flipped correctly. Also, depending on your culling, the vertex
// order might need to be changed around. I don't use culling in this tutorial
// so it will work fine here, but be sure to remember this if you do.

// Bind the BACK texture of the sky map to the BACK side of the cube
glBindTexture(GL_TEXTURE_2D, g_Texture[BACK_ID]);

// Since we want the sky box to be centered around X, Y, and Z for ease,
// we do a little math to accomplish this. We just change the X, Y and Z
// to perform this task. If we just minus half the width, height and length
// from x, y and z it will give us the desired result. Now when we create the
// box it will center it around (x, y, z)

// This centers the sky box around (x, y, z)
x = x - width / 2;
y = y - height / 2;
z = z - length / 2;

// Start drawing the side as a QUAD
glBegin(GL_QUADS);

// Assign the texture coordinates and vertices for the BACK Side
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);

glEnd();

// Bind the FRONT texture of the sky map to the FRONT side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[FRONT_ID]);

// Start drawing the side as a QUAD
glBegin(GL_QUADS);

// Assign the texture coordinates and vertices for the FRONT Side
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z + length);
glEnd();

// Bind the BOTTOM texture of the sky map to the BOTTOM side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[BOTTOM_ID]);

// Start drawing the side as a QUAD
glBegin(GL_QUADS);

// Assign the texture coordinates and vertices for the BOTTOM Side
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glEnd();

// Bind the TOP texture of the sky map to the TOP side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[TOP_ID]);

// Start drawing the side as a QUAD
glBegin(GL_QUADS);

// Assign the texture coordinates and vertices for the TOP Side
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);

glEnd();

// Bind the LEFT texture of the sky map to the LEFT side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[LEFT_ID]);

// Start drawing the side as a QUAD
glBegin(GL_QUADS);

// Assign the texture coordinates and vertices for the LEFT Side
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);

glEnd();

// Bind the RIGHT texture of the sky map to the RIGHT side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[RIGHT_ID]);

// Start drawing the side as a QUAD
glBegin(GL_QUADS);

// Assign the texture coordinates and vertices for the RIGHT Side
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glEnd();
}

int SkySetup(GLvoid) // All Setup For OpenGL Goes Here
{


CreateTexture(g_Texture, "data/Back.bmp", BACK_ID );
CreateTexture(g_Texture, "data/Front.bmp", FRONT_ID );
CreateTexture(g_Texture, "data/Bottom.bmp", BOTTOM_ID );
CreateTexture(g_Texture, "data/Top.bmp", TOP_ID );
CreateTexture(g_Texture, "data/Left.bmp", LEFT_ID );
CreateTexture(g_Texture, "data/Right.bmp", RIGHT_ID );

CreateSkyBox(0, 0, 0, 1400, 900, 1400);
return TRUE;
}

darknes666
پنج شنبه 19 اردیبهشت 1392, 16:47 عصر
یک pdf برای اموزش موتور نویسی(از مبتدی)
بهتر هست برای مطالع ی این pdf ماتریس ها رو خوب بلد باشیین
http://www.sc.ehu.es/ccwgamoa/docenc...y/Direct3D.pdf

darknes666
پنج شنبه 19 اردیبهشت 1392, 16:56 عصر
یک pdf مرجع در رابطه با برنامه نویسی برای direct x 11

http://www.mediafire.com/?5ufx1293e8i06pe

darknes666
پنج شنبه 19 اردیبهشت 1392, 17:02 عصر
همونطوری که میدونین بازی ها رو با GPU رندر میکنن و برنامه نویسی برای GPU با CPU فرق داره تو این PDF یک مطلب بسیار مختصر راجب این موضوع اورده امید وارم خوشتون بیاد

http://barbagroup.bu.edu/gpuatbu/Pro...omputing09.pdf

darknes666
پنج شنبه 19 اردیبهشت 1392, 17:05 عصر
اموز مختصر درایو نویسی و برنامه نویسی کرنال برای GPU

http://csis.uni-wuppertal.de/Seminars/ss09/gpu_mike.pdf

darknes666
پنج شنبه 19 اردیبهشت 1392, 17:10 عصر
اموزش مختصر خود شرکت nvidia برای GPU

http://www3.nd.edu/~zxu2/acms60212-40212/GTC_Express_Sarah_Tariq_June2011.pdf

darknes666
پنج شنبه 19 اردیبهشت 1392, 17:18 عصر
جی پی یو چیست؟

http://fa.wikipedia.org/wiki/%DA%A9%D8%A7%D8%B1%D8%AA_%DA%AF%D8%B1%D8%A7%D9%81% DB%8C%DA%A9

darknes666
پنج شنبه 19 اردیبهشت 1392, 17:22 عصر
توضیحات کامل تر NVIdia

http://people.maths.ox.ac.uk/~gilesm/hpc/NVIDIA/NVIDIA_CUDA_Tutorial_No_NDA_Apr08.pdf