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创建游戏内核(8)【接口与实现分离版】

 
本篇是创建游戏内核(7)【接口与实现分离版】的续篇,关于该内核的细节说明请参考创建游戏内核(8),这个版本主要是按照功能划分模块的思想,并严格按照接口与实现相分离的原则来写的,没有用面向对象的思想来写,没有继承没有多态。大家可以对比两个版本,比较优劣。


接口:

void set_light_type(D3DLIGHT9* light, D3DLIGHTTYPE type);

void move_light(D3DLIGHT9* light, 
                
float x_pos, float y_pos, float z_pos);

void move_light_rel(D3DLIGHT9* light, 
                    
float x_pos, float y_pos, float z_pos);

void get_light_pos(const D3DLIGHT9* light, 
                   
float* x_pos, float* y_pos, float* z_pos);

void point_light(D3DLIGHT9* light,
                 
float x_from, float y_from, float z_from,
                 
float x_at,   float y_at,   float z_at);

void get_light_direction(const D3DLIGHT9* light, 
                         
float* x_dir, float* y_dir, float* z_dir);

void set_light_diffuse(D3DLIGHT9* light, 
                       unsigned 
char red, unsigned char green, unsigned char blue);

void get_light_diffuse(const D3DLIGHT9* light, 
                       unsigned 
char* red, unsigned char* green, unsigned char* blue);

void set_light_specular(D3DLIGHT9* light,
                       unsigned 
char red, unsigned char green, unsigned char blue);

void get_light_specular(const D3DLIGHT9* light,
                        unsigned 
char* red, unsigned char* green, unsigned char* blue);

void set_light_ambient(D3DLIGHT9* light,
                       unsigned 
char red, unsigned char green, unsigned char blue);

void get_light_ambient(const D3DLIGHT9* light,
                       unsigned 
char* red, unsigned char* green, unsigned char* blue);

void set_light_range(D3DLIGHT9* light, float range);
float get_light_range(const D3DLIGHT9* light);

void set_light_falloff(D3DLIGHT9* light, float falloff);
float get_light_falloff(const D3DLIGHT9* light);

void set_light_attenuation_0(D3DLIGHT9* light, float attenuation);
float get_light_attenuation_0(const D3DLIGHT9* light);

void set_light_attenuation_1(D3DLIGHT9* light, float attenuation);
float get_light_attenuation_1(const D3DLIGHT9* light);

void set_light_attenuation_2(D3DLIGHT9* light, float attenuation);
float get_light_attenuation_2(const D3DLIGHT9* light);

void set_light_theta(D3DLIGHT9* light, float theta);
float get_light_theta(const D3DLIGHT9* light);

void set_light_phi(D3DLIGHT9* light, float phi);
float get_light_phi(const D3DLIGHT9* light);


实现:

//---------------------------------------------------------------------------
// set light type (D3DLIGHT_POINT, D3DLIGHT_SPOT, D3DLIGHT_DIRECTIONAL).
//---------------------------------------------------------------------------
void set_light_type(D3DLIGHT9* light, D3DLIGHTTYPE type)
{
    light->Type = type;
}

//---------------------------------------------------------------------------
// move light source to specified position.
//---------------------------------------------------------------------------
void move_light(D3DLIGHT9* light, 
                
float x_pos, float y_pos, float z_pos)
{
    light->Position.x = x_pos;
    light->Position.y = y_pos;
    light->Position.z = z_pos;
}

//---------------------------------------------------------------------------
// move light source to specified position which is relative to current position.
//---------------------------------------------------------------------------
void move_light_rel(D3DLIGHT9* light, 
                    
float x_pos, float y_pos, float z_pos)
{
    light->Position.x += x_pos;
    light->Position.y += y_pos;
    light->Position.z += z_pos;
}

//---------------------------------------------------------------------------
// Get current position.
//---------------------------------------------------------------------------
void get_light_pos(const D3DLIGHT9* light, 
                   
float* x_pos, float* y_pos, float* z_pos)
{
    
if(x_pos != NULL)
        *x_pos = light->Position.x;

    
if(y_pos != NULL)
        *y_pos = light->Position.y;

    
if(z_pos != NULL)
        *z_pos = light->Position.z;
}

//---------------------------------------------------------------------------
// move light source to specified position and pointer it to specified direction.
//---------------------------------------------------------------------------
void point_light(D3DLIGHT9* light,
                 
float x_from, float y_from, float z_from,
                 
float x_at,   float y_at,   float z_at)
{
    
// move the light
    move_light(light, x_from, y_from, z_from);

    
// calculate vector between angles
    light->Direction.x = x_at - x_from;
    light->Direction.y = y_at - y_from;
    light->Direction.z = z_at - z_from;
}

//---------------------------------------------------------------------------
// Get the direction of current light source.
//---------------------------------------------------------------------------
void get_light_direction(const D3DLIGHT9* light, 
                         
float* x_dir, float* y_dir, float* z_dir)
{
    
if(x_dir != NULL)
        *x_dir = light->Direction.x;

    
if(y_dir != NULL)
        *y_dir = light->Direction.y;

    
if(z_dir != NULL)
        *z_dir = light->Direction.z;        
}

//---------------------------------------------------------------------------
// set diffuse color of light source.
//---------------------------------------------------------------------------
void set_light_diffuse(D3DLIGHT9* light, 
                       unsigned 
char red, unsigned char green, unsigned char blue)
{
    light->Diffuse.r = red / 255.0f;
    light->Diffuse.g = green / 255.0f;
    light->Diffuse.b = blue / 255.0f;
}

//---------------------------------------------------------------------------
// Get diffuse color of light source.
//---------------------------------------------------------------------------
void get_light_diffuse(const D3DLIGHT9* light, 
                       unsigned 
char* red, unsigned char* green, unsigned char* blue)
{
    
if(red != NULL)
        *red = (unsigned 
char)(255.0f * light->Diffuse.r);

    
if(green != NULL)
        *green = (unsigned 
char)(255.0f * light->Diffuse.g);

    
if(blue != NULL)
        *blue = (unsigned 
char)(255.0f * light->Diffuse.b);
}

//---------------------------------------------------------------------------
// set specular color of light source.
//---------------------------------------------------------------------------
void set_light_specular(D3DLIGHT9* light,
                       unsigned 
char red, unsigned char green, unsigned char blue)
{
    light->Specular.r = red / 255.0f;
    light->Specular.g = green / 255.0f;
    light->Specular.b = blue / 255.0f;
}

//---------------------------------------------------------------------------
// Get specular color of light source.
//---------------------------------------------------------------------------
void get_light_specular(const D3DLIGHT9* light,
                        unsigned 
char* red, unsigned char* green, unsigned char* blue)
{
    
if(red != NULL)
        *red = (unsigned 
char)(255.0f * light->Specular.r);

    
if(green != NULL)
        *green = (unsigned 
char)(255.0f * light->Specular.g);

    
if(blue != NULL)
        *blue = (unsigned 
char)(255.0f * light->Specular.b);
}

//---------------------------------------------------------------------------
// set ambient color of light source.
//---------------------------------------------------------------------------
void set_light_ambient(D3DLIGHT9* light,
                       unsigned 
char red, unsigned char green, unsigned char blue)
{
    light->Ambient.r = red / 255.0f;
    light->Ambient.g = green / 255.0f;
    light->Ambient.b = blue / 255.0f;
}

//---------------------------------------------------------------------------
// Get ambient color of light source.
//---------------------------------------------------------------------------
void get_light_ambient(const D3DLIGHT9* light,
                       unsigned 
char* red, unsigned char* green, unsigned char* blue)
{
    
if(red != NULL)
        *red = (unsigned 
char)(255.0f * light->Ambient.r);

    
if(green != NULL)
        *green = (unsigned 
char)(255.0f * light->Ambient.g);

    
if(blue != NULL)
        *blue = (unsigned 
char)(255.0f * light->Ambient.b);
}

//---------------------------------------------------------------------------
// set the range of light source.
//---------------------------------------------------------------------------
void set_light_range(D3DLIGHT9* light, float range)
{
    light->Range = range;
}

//---------------------------------------------------------------------------
// Get the range of light source.
//---------------------------------------------------------------------------
float get_light_range(const D3DLIGHT9* light)
{
    
return light->Range;
}

//---------------------------------------------------------------------------
// set the fallof of light source.
//---------------------------------------------------------------------------
void set_light_falloff(D3DLIGHT9* light, float falloff)
{
    light->Falloff = falloff;
}

//---------------------------------------------------------------------------
// Get the fallof of light source.
//---------------------------------------------------------------------------
float get_light_falloff(const D3DLIGHT9* light)
{
    
return light->Falloff;
}

//---------------------------------------------------------------------------
// set attenuation 0 of light source.
//---------------------------------------------------------------------------
void set_light_attenuation_0(D3DLIGHT9* light, float attenuation)
{
    light->Attenuation0 = attenuation;
}

//---------------------------------------------------------------------------
// Get attenuation 0 of light source.
//---------------------------------------------------------------------------
float get_light_attenuation_0(const D3DLIGHT9* light)
{
    
return light->Attenuation0;
}

//---------------------------------------------------------------------------
// set attenuation 1 of light source.
//---------------------------------------------------------------------------
void set_light_attenuation_1(D3DLIGHT9* light, float attenuation)
{
    light->Attenuation1 = attenuation;
}

//---------------------------------------------------------------------------
// Get attenuation 1 of light source.
//---------------------------------------------------------------------------
float get_light_attenuation_1(const D3DLIGHT9* light)
{
    
return light->Attenuation1;
}

//---------------------------------------------------------------------------
// set attenuation 2 of light source.
//---------------------------------------------------------------------------
void set_light_attenuation_2(D3DLIGHT9* light, float attenuation)
{
    light->Attenuation2 = attenuation;
}

//---------------------------------------------------------------------------
// Get attenuation 2 of light source.
//---------------------------------------------------------------------------
float get_light_attenuation_2(const D3DLIGHT9* light)
{
    
return light->Attenuation2;
}

//---------------------------------------------------------------------------
// set angle thera of light source.
//---------------------------------------------------------------------------
void set_light_theta(D3DLIGHT9* light, float theta)
{
    light->Theta = theta;
}

//---------------------------------------------------------------------------
// Get angle thera of light source.
//---------------------------------------------------------------------------
float get_light_theta(const D3DLIGHT9* light)
{
    
return light->Theta;
}

//---------------------------------------------------------------------------
// set angle phi of light source.
//---------------------------------------------------------------------------
void set_light_phi(D3DLIGHT9* light, float phi)
{
    light->Phi = phi;
}

//---------------------------------------------------------------------------
// Get angle phi of light source.
//---------------------------------------------------------------------------
float get_light_phi(const D3DLIGHT9* light)
{
    
return light->Phi;
}

测试代码:

/***********************************************************************************
PURPOSE:
    Test D3D light function.
***********************************************************************************/


#include <windows.h>
#include "core_framework.h"
#include "core_graphics.h"
#include "core_tool.h"

// The 3D vertex format and descriptor
typedef struct
{
    
float x, y, z;      // 3D coordinates    
    float nx, ny, nz;   // normals
    D3DCOLOR diffuse;   // color
} VERTEX;

#define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)

IDirect3DVertexBuffer9* g_vertex_buffer;

//--------------------------------------------------------------------------------
// Initialize data for game.
//--------------------------------------------------------------------------------
BOOL game_init()
{
    
// initialize vertex data
    VERTEX _verts[] = {
        { -100.0f,  100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f,  100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },

        {  100.0f,  100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f,  100.0f,  100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f,  100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },

        {  100.0f,  100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f,  100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },

        { -100.0f,  100.0f,  100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f,  100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f,  100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) }
    }; 

    
// Create Direct3D and Direct3DDevice object
    if(! create_display(g_hwnd, get_window_width(g_hwnd), get_window_height(g_hwnd), 16, TRUE, FALSE))
        
return FALSE;

    
// builds a left-handed perspective projection matrix based on a field of view
    set_perspective(D3DX_PI/4.0, 1.33333f, 1.0f, 1000.0f);

    D3DXMATRIX _mat_view;

    
// create and set the view matrix
    D3DXMatrixLookAtLH(&_mat_view, 
                       &D3DXVECTOR3(0.0f, 0.0f, -500.0f),
                       &D3DXVECTOR3(0.0f, 0.0f, 0.0f), 
                       &D3DXVECTOR3(0.0f, 1.0f, 0.0f));

    g_d3d_device->SetTransform(D3DTS_VIEW, &_mat_view);

    BYTE* _vertex_ptr;

    
// create the vertex buffer and set data
    g_d3d_device->CreateVertexBuffer(sizeof(_verts), 0, VERTEX_FVF, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);     

    
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
    g_vertex_buffer->Lock(0, 0, (void**)&_vertex_ptr, 0);

    memcpy(_vertex_ptr, _verts, 
sizeof(_verts));

    
// unlocks vertex data
    g_vertex_buffer->Unlock();

    
// enable d3d lighting
    g_d3d_device->SetRenderState(D3DRS_LIGHTING, TRUE); 

    D3DLIGHT9 _light;    

    memset(&_light, 0, 
sizeof(_light));

    
// set light
    set_light_type(&_light, D3DLIGHT_POINT);
    set_light_diffuse(&_light, 128, 128, 0);
    set_light_range(&_light, 1000.0);
    set_light_attenuation_0(&_light, 0.5);
    move_light(&_light, 300.0, 0.0, -600.0);

    
// attach light to d3d device and enable _light
    g_d3d_device->SetLight(0, &_light);    

    
// enale this light
    g_d3d_device->LightEnable(0, TRUE);

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Render every game frame.
//--------------------------------------------------------------------------------
BOOL game_frame()
{
    clear_display_buffer(D3DCOLOR_RGBA(0, 0, 0, 0));

    
if(SUCCEEDED(g_d3d_device->BeginScene()))
    {
        D3DXMATRIX _mat_world;

        
// create and set the world transformation matrix
        // rotate object along y-axis
        D3DXMatrixRotationY(&_mat_world, (float) (timeGetTime() / 1000.0));

        g_d3d_device->SetTransform(D3DTS_WORLD, &_mat_world);

        
// set the vertex stream, shader, and texture.

        // binds a vertex buffer to a device data stream
        g_d3d_device->SetStreamSource(0, g_vertex_buffer, 0, sizeof(VERTEX));

        
// set the current vertex stream declation
        g_d3d_device->SetFVF(VERTEX_FVF);

        
// renders a sequence of noindexed, geometric primitives of the specified type from the current set
        // of data input stream.
        for(short i = 0; i < 4; i++)
            g_d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, i * 4, 2);
        
        g_d3d_device->EndScene();
    }

    present_display();

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Release all game resources.
//--------------------------------------------------------------------------------
BOOL game_shutdown()
{
    release_com(g_vertex_buffer);
    release_com(g_d3d_device);
    release_com(g_d3d);

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Main function, routine entry.
//--------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE pre_inst, LPSTR cmd_line, int cmd_show)
{    
    
if(! build_window(inst, "MainClass", "MainWindow", WS_OVERLAPPEDWINDOW, 0, 0, 800, 600))
        
return FALSE;

    run_game(game_init, game_frame, game_shutdown);
    
    
return 0;
}

点击下载源码和工程

程序截图:


posted on 2007-10-03 17:11 lovedday 阅读(355) 评论(2)  编辑 收藏 引用

评论

# re: 创建游戏内核(8)【接口与实现分离版】 2007-10-04 16:58 AMXTSHMF

不懂哦!向你学习  回复  更多评论   

# re: 创建游戏内核(8)【接口与实现分离版】 2007-10-04 17:14 lovedday

你的博客上写的那么东西我也看不懂 ^:^  回复  更多评论   


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