本篇是创建游戏内核(9)【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(10),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:
BOOL create_display(HWND hwnd, long width, long height, char bpp, BOOL is_window, BOOL use_zbuffer);
BOOL present_display();
BOOL set_texture(short sample, IDirect3DTexture9* texture);
BOOL set_perspective(float fov, float aspect, float near_z, float far_z);
BOOL clear_display_buffer(long color);
BOOL clear_display_zbuffer(float zbuffer);
BOOL clear_display(long color, float zbuffer);
UINT get_display_width();
UINT get_display_height();
UINT get_refresh_rate();
D3DFORMAT get_d3d_format();
BOOL get_display_format(D3DFORMAT* format);
BOOL get_backbuffer_format(D3DFORMAT* format);
BOOL get_display_mode_info(UINT mode_index, D3DDISPLAYMODE* display_mode, D3DFORMAT format);
char get_display_bpp(D3DFORMAT format);
void extract_rgb(D3DCOLOR color, unsigned char* red, unsigned char* green, unsigned char* blue);
BOOL is_window_mode();
BOOL support_hardware();
BOOL use_zbuffer();
BOOL display_format_support(D3DFORMAT format, BOOL is_window, BOOL support_hal);
BOOL set_ambient_light(unsigned char red, unsigned char green, unsigned char blue);
BOOL get_ambient_light(unsigned char* red, unsigned char* green, unsigned char* blue);
BOOL enalbe_alpha_blending(BOOL enable, DWORD source, DWORD dest);
BOOL enable_alpha_testing(BOOL enable);
实现:
#include "core_common.h"
#include "core_graphics.h"
#include "core_tool.h"
IDirect3D9* g_d3d;
IDirect3DDevice9* g_d3d_device;
///////////////////////////////////// functions for D3D display /////////////////////////////////////
//----------------------------------------------------------------------------------------
// Get D3D present paramters.
//----------------------------------------------------------------------------------------
static BOOL _get_present_para(D3DPRESENT_PARAMETERS* present_para)
{
IDirect3DSwapChain9* _swap_chain;
if(FAILED(g_d3d_device->GetSwapChain(1, &_swap_chain)))
return FALSE;
_swap_chain->GetPresentParameters(present_para);
return TRUE;
}
//----------------------------------------------------------------------------------------
// Create Direct3D and Direct3DDevice object.
//----------------------------------------------------------------------------------------
BOOL create_display(HWND hwnd, long width, long height, char bpp, BOOL is_window, BOOL use_zbuffer)
{
if(hwnd == NULL)
return FALSE;
if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
// 1) get current display _format
D3DDISPLAYMODE _display_mode;
if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &_display_mode)))
return FALSE;
// 2) Configure width, height, bpp; resizing window.
RECT _client_rect;
int _display_width, _display_height;
// configure width
if(width == 0)
{
if(! is_window) // default to screen width if fullscreen
_display_width = _display_mode.Width;
else // otherwise grab from client size
{
GetClientRect(hwnd, &_client_rect);
_display_width = _client_rect.right;
}
}
else
_display_width = width;
// configure height
if(height == 0)
{
if(! is_window) // default to screen height if fullscreen
_display_height = _display_mode.Height;
else // Otherwise grab from client size
{
GetClientRect(hwnd, &_client_rect);
_display_height = _client_rect.bottom;
}
}
else
_display_height = height;
// configure bpp
if(bpp == 0 || is_window)
{
// get display bpp
if(! (bpp = get_display_bpp(_display_mode.Format)))
return FALSE;
}
// resize client window if using windowed mode
if(is_window)
resize_window(hwnd, _display_width, _display_height);
// 3) setup presentation parameters
D3DPRESENT_PARAMETERS _present_para;
// clear presentation structure
ZeroMemory(&_present_para, sizeof(D3DPRESENT_PARAMETERS));
// default to no hardware acceleraton detected
BOOL _support_hal = FALSE;
// setup windowed or fullscreen usage
if(is_window)
{
_present_para.Windowed = TRUE;
_present_para.SwapEffect = D3DSWAPEFFECT_DISCARD;
_present_para.BackBufferFormat = _display_mode.Format;
// see if video card supports hardware acceleration
if(! display_format_support(_display_mode.Format, TRUE, TRUE))
return FALSE;
_support_hal = TRUE;
}
else // fullscreen mode
{
D3DFORMAT _format, _alt_format;
_present_para.Windowed = FALSE;
_present_para.SwapEffect = D3DSWAPEFFECT_FLIP;
_present_para.BackBufferWidth = _display_width;
_present_para.BackBufferHeight = _display_height;
_present_para.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
_present_para.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
// figure display mode to use
if(bpp == 32)
{
_format = D3DFMT_X8R8G8B8;
_alt_format = D3DFMT_X8R8G8B8;
}
else if(bpp == 24)
{
_format = D3DFMT_R8G8B8;
_alt_format = D3DFMT_R8G8B8;
}
else if(bpp == 16)
{
_format = D3DFMT_R5G6B5;
_alt_format = D3DFMT_X1R5G5B5;
}
else if(bpp = 8)
{
_format = D3DFMT_P8;
_alt_format = D3DFMT_P8;
}
// check for hal device
if(display_format_support(_format, FALSE, TRUE))
_support_hal = TRUE;
else
{
// check for hal device in alternate _format
if(display_format_support(_alt_format, FALSE, TRUE))
{
_support_hal = TRUE;
_format = _alt_format;
}
else
{
// check for emulation device in alternate _format
if(! display_format_support(_alt_format, FALSE, FALSE))
return FALSE;
else
_format = _alt_format;
}
}
_present_para.BackBufferFormat = _format;
}
// setup zbuffer _format - 16bit
if(use_zbuffer)
{
_present_para.EnableAutoDepthStencil = TRUE;
_present_para.AutoDepthStencilFormat = D3DFMT_D16;
}
else
_present_para.EnableAutoDepthStencil = FALSE;
// create the Direct3D device object
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, _support_hal ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_present_para, &g_d3d_device)))
{
if(! use_zbuffer)
return FALSE;
// now, create Direct3D device no use zbuffer.
use_zbuffer = FALSE;
_present_para.EnableAutoDepthStencil = FALSE;
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, _support_hal ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_present_para, &g_d3d_device)))
{
return FALSE;
}
}
// 4) set rendering state
g_d3d_device->SetRenderState(D3DRS_LIGHTING, FALSE);
g_d3d_device->SetRenderState(D3DRS_ZENABLE, use_zbuffer ? D3DZB_TRUE : D3DZB_FALSE);
enalbe_alpha_blending(FALSE, 0, 0);
enable_alpha_testing(FALSE);
// enable texture rendering stages and filter types
g_d3d_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_d3d_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_d3d_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
// set the sampler state value
g_d3d_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
g_d3d_device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
// 5) set color and transform matrix
// set default ambient color to white
set_ambient_light(255, 255, 255);
// calculate the _aspect ratio based on window size
float _aspect = (float) _display_height / _display_width;
set_perspective(D3DX_PI/4, _aspect, 1.0f, 10000.0f);
return TRUE;
}
//-------------------------------------------------------------------
// Presents the contents of the next buffer in the sequence of back
// buffers owned by the device.
//-------------------------------------------------------------------
BOOL present_display()
{
if(g_d3d_device == NULL)
return FALSE;
if(FAILED(g_d3d_device->Present(NULL, NULL, NULL, NULL)))
return FALSE;
return TRUE;
}
//-------------------------------------------------------------------
// set texture for Direct3D device.
//-------------------------------------------------------------------
BOOL set_texture(short sample, IDirect3DTexture9* texture)
{
// error checking
if(g_d3d_device == NULL || sample < 0 || sample > 7)
return FALSE;
if(FAILED(g_d3d_device->SetTexture(sample, texture)))
return FALSE;
return TRUE;
}
//-------------------------------------------------------------------
// set perspective projection transform matrix.
//-------------------------------------------------------------------
BOOL set_perspective(float fov, float aspect, float near_z, float far_z)
{
D3DXMATRIX _mat_proj;
if(g_d3d_device == NULL)
return FALSE;
// builds a left-handed perspective projection matrix based on a field of view
D3DXMatrixPerspectiveFovLH(&_mat_proj, fov, aspect, near_z, far_z);
// set projection matrix
if(FAILED(g_d3d_device->SetTransform(D3DTS_PROJECTION, &_mat_proj)))
return FALSE;
return TRUE;
}
//-------------------------------------------------------------------
// clear display buffer with specified color.
//-------------------------------------------------------------------
BOOL clear_display_buffer(long color)
{
if(g_d3d_device == NULL)
return FALSE;
if(FAILED(g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, color, 1.0f, 0)))
return FALSE;
return TRUE;
}
//-------------------------------------------------------------------
// clear z-buffer.
//-------------------------------------------------------------------
BOOL clear_display_zbuffer(float zbuffer)
{
if(!g_d3d_device || !use_zbuffer())
return FALSE;
if(FAILED(g_d3d_device->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0, zbuffer, 0)))
return FALSE;
return TRUE;
}
//-------------------------------------------------------------------
// clear screen, if using z-buffer, then clear z-buffer too.
//-------------------------------------------------------------------
BOOL clear_display(long color, float zbuffer)
{
if(g_d3d_device == NULL)
return FALSE;
// only clear screen if no zbuffer
if(! use_zbuffer())
return clear_display_buffer(color);
// clear display buffer and zbuffer
if(FAILED(g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, color, zbuffer, 0)))
return FALSE;
return TRUE;
}
//----------------------------------------------------------------------------------------
// Return width of adapter display.
//----------------------------------------------------------------------------------------
UINT get_display_width()
{
D3DDISPLAYMODE _display_mode;
g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &_display_mode);
return _display_mode.Width;
}
//----------------------------------------------------------------------------------------
// Return height of adapter display.
//----------------------------------------------------------------------------------------
UINT get_display_height()
{
D3DDISPLAYMODE _display_mode;
g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &_display_mode);
return _display_mode.Height;
}
//----------------------------------------------------------------------------------------
// Return refresh rate of adapter display.
//----------------------------------------------------------------------------------------
UINT get_refresh_rate()
{
D3DDISPLAYMODE _display_mode;
g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &_display_mode);
return _display_mode.RefreshRate;
}
//----------------------------------------------------------------------------------------
// Return Direct3D format of adapter display.
//----------------------------------------------------------------------------------------
D3DFORMAT get_d3d_format()
{
D3DDISPLAYMODE _display_mode;
g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &_display_mode);
return _display_mode.Format;
}
//----------------------------------------------------------------------------------------
// Get primary surface buffer format.
//----------------------------------------------------------------------------------------
BOOL get_display_format(D3DFORMAT* format)
{
// get primary buffer display mode
D3DDISPLAYMODE _display_mode;
if(FAILED(g_d3d_device->GetDisplayMode(1, &_display_mode)))
return FALSE;
*format = _display_mode.Format;
return TRUE;
}
//----------------------------------------------------------------------------------------
// Get back surface buffer
//----------------------------------------------------------------------------------------
BOOL get_backbuffer_format(D3DFORMAT* format)
{
D3DPRESENT_PARAMETERS _present_para;
if(! _get_present_para(&_present_para))
return FALSE;
*format = _present_para.BackBufferFormat;
return TRUE;
}
//-------------------------------------------------------------------
// Get display mode information.
//-------------------------------------------------------------------
BOOL get_display_mode_info(UINT mode_index, D3DDISPLAYMODE* display_mode, D3DFORMAT format)
{
if(g_d3d == NULL)
return FALSE;
// get the number of display modes avaible on this adapter
UINT _max_mode = g_d3d->GetAdapterModeCount(D3DADAPTER_DEFAULT, format);
if(mode_index >= _max_mode)
return FALSE;
// Queries the device to determine whether the specified adapter supports the requested format and display mode.
// This method could be used in a loop to enumerate all the available adapter modes.
if(FAILED(g_d3d->EnumAdapterModes(D3DADAPTER_DEFAULT, format, mode_index, display_mode)))
return FALSE;
return TRUE;
}
//----------------------------------------------------------------------------------------
// Get display mode BPP.
//----------------------------------------------------------------------------------------
char get_display_bpp(D3DFORMAT format)
{
switch(format)
{
// 32 bit modes
case D3DFMT_A8R8G8B8:
case D3DFMT_X8R8G8B8:
return 32;
// 24 bit modes
case D3DFMT_R8G8B8:
return 24;
// 16 bit modes
case D3DFMT_R5G6B5:
case D3DFMT_X1R5G5B5:
case D3DFMT_A1R5G5B5:
case D3DFMT_A4R4G4B4:
return 16;
// 8 bit modes
case D3DFMT_A8P8:
case D3DFMT_P8:
return 8;
}
return 0;
}
//----------------------------------------------------------------------------------------
// Extract red, green, blue from D3D color value.
//----------------------------------------------------------------------------------------
void extract_rgb(D3DCOLOR color, unsigned char* red, unsigned char* green, unsigned char* blue)
{
if(red != NULL) *red = unsigned char((color >> 16) & 0xff);
if(green != NULL) *green = unsigned char((color >> 8) & 0xff);
if(blue != NULL) *blue = unsigned char(color & 0xff);
}
//----------------------------------------------------------------------------------------
// Check whether D3D display mode is windowed or full-screen.
//----------------------------------------------------------------------------------------
BOOL is_window_mode()
{
D3DPRESENT_PARAMETERS _present_para;
if(! _get_present_para(&_present_para))
return FALSE;
return _present_para.Windowed;
}
//----------------------------------------------------------------------------------------
// Check whether D3D support hardware accelerator in current setting.
//----------------------------------------------------------------------------------------
BOOL support_hardware()
{
D3DFORMAT _display_format, _backbuffer_format;
get_display_format(&_display_format);
get_backbuffer_format(&_backbuffer_format);
if(FAILED(g_d3d->CheckDeviceType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
_display_format, _backbuffer_format, is_window_mode())))
{
return FALSE;
}
return TRUE;
}
//----------------------------------------------------------------------------------------
// Check whether D3D device use zbuffer.
//----------------------------------------------------------------------------------------
BOOL use_zbuffer()
{
D3DPRESENT_PARAMETERS _present_para;
if(! _get_present_para(&_present_para))
return FALSE;
return _present_para.EnableAutoDepthStencil;
}
//-------------------------------------------------------------------
// Check whether specified display mode is supported on this adapter.
//-------------------------------------------------------------------
BOOL display_format_support(D3DFORMAT format, BOOL is_window, BOOL support_hal)
{
// verifies whether a hardware accelerated device type can be used on this adapter
if(FAILED(g_d3d->CheckDeviceType(D3DADAPTER_DEFAULT, support_hal ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
format, format, is_window)))
{
return FALSE;
}
return TRUE;
}
//-------------------------------------------------------------------
// set ambient light color.
//-------------------------------------------------------------------
BOOL set_ambient_light(unsigned char red, unsigned char green, unsigned char blue)
{
if(g_d3d_device == NULL)
return FALSE;
D3DCOLOR _color = D3DCOLOR_XRGB(red, green, blue);
if(FAILED(g_d3d_device->SetRenderState(D3DRS_AMBIENT, _color)))
return FALSE;
return TRUE;
}
//-------------------------------------------------------------------
// Get ambient light color.
//-------------------------------------------------------------------
BOOL get_ambient_light(unsigned char* red, unsigned char* green, unsigned char* blue)
{
D3DCOLOR _color;
if(FAILED(g_d3d_device->GetRenderState(D3DRS_AMBIENT, &_color)))
return FALSE;
extract_rgb(_color, red, green, blue);
return TRUE;
}
//-------------------------------------------------------------------
// Enable or disable alpha blending.
//-------------------------------------------------------------------
BOOL enalbe_alpha_blending(BOOL enable, DWORD source, DWORD dest)
{
if(g_d3d_device == NULL)
return FALSE;
// enable or disable alpha blending
if(FAILED(g_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, enable)))
return FALSE;
// set blend type
if(enable)
{
g_d3d_device->SetRenderState(D3DRS_SRCBLEND, source);
g_d3d_device->SetRenderState(D3DRS_DESTBLEND, dest);
}
return TRUE;
}
//-------------------------------------------------------------------
// Enable or disable alpha testing.
//-------------------------------------------------------------------
BOOL enable_alpha_testing(BOOL enable)
{
if(g_d3d_device == NULL)
return FALSE;
if(FAILED(g_d3d_device->SetRenderState(D3DRS_ALPHATESTENABLE, enable)))
return FALSE;
// set alpha testing type
if(enable)
{
g_d3d_device->SetRenderState(D3DRS_ALPHAREF, 0x08);
g_d3d_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
}
return TRUE;
}
测试代码:
/***********************************************************************************
PURPOSE:
Test D3D base display function.
***********************************************************************************/
#include <windows.h>
#include "core_framework.h"
#include "core_graphics.h"
#include "core_tool.h"
// The 2D vertex format and descriptor
typedef struct
{
float x, y, z; // 2D coordinates
float rhw; // rhw
float u, v; // texture coordinates
} VERTEX;
#define VERTEX_FVF (D3DFVF_XYZRHW | D3DFVF_TEX1)
IDirect3DVertexBuffer9* g_vertex_buffer;
IDirect3DTexture9* g_texture;
//--------------------------------------------------------------------------------
// Initialize data for game.
//--------------------------------------------------------------------------------
BOOL game_init()
{
// initialize vertex data
VERTEX _verts[] = {
{ 20.0f, 40.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ 620.0f, 40.0f, 1.0f, 1.0f, 1.0f, 0.0f },
{ 20.0f, 440.0f, 1.0f, 1.0f, 0.0f, 1.0f },
{ 620.0f, 440.0f, 1.0f, 1.0f, 1.0f, 1.0f }
};
// 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;
BYTE* _vertex_ptr;
// create the vertex buffer and set data
g_d3d_device->CreateVertexBuffer(sizeof(VERTEX) * 4, 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();
// load the texture map
D3DXCreateTextureFromFile(g_d3d_device, "test.jpg", &g_texture);
// assigns a texture to a stage for a device
set_texture(0, g_texture);
return TRUE;
}
//--------------------------------------------------------------------------------
// Render every game frame.
//--------------------------------------------------------------------------------
BOOL game_frame()
{
clear_display_buffer(D3DCOLOR_RGBA(0, 0, 0, 255));
if(SUCCEEDED(g_d3d_device->BeginScene()))
{
// 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);
// assigns a texture to a stage for a device
set_texture(0, g_texture);
// renders a sequence of noindexed, geometric primitives of the specified type from the current set
// of data input stream.
g_d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
// release texture
set_texture(0, NULL);
g_d3d_device->EndScene();
}
present_display();
return TRUE;
}
//--------------------------------------------------------------------------------
// Release all game resources.
//--------------------------------------------------------------------------------
BOOL game_shutdown()
{
release_com(g_vertex_buffer);
release_com(g_texture);
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, 640, 480))
return FALSE;
run_game(game_init, game_frame, game_shutdown);
return 0;
}
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