天行健 君子当自强而不息

创建游戏内核(7)【OO改良版】

 

本篇是创建游戏内核(6)【OO改良版】的续篇,关于该内核的细节说明请参阅创建游戏内核(7)


接口:

class MATERIAL
{
public:
    MATERIAL();

    D3DMATERIAL9* get_material();

    
void init();

    
void set_diffuse(unsigned char red, unsigned char green, unsigned char blue);
    
void get_diffuse(unsigned char* red, unsigned char* green, unsigned char* blue);

    
void set_ambient(unsigned char red, unsigned char green, unsigned char blue);
    
void get_ambient(unsigned char* red, unsigned char* green, unsigned char* blue);

    
void set_specular(unsigned char red, unsigned char green, unsigned char blue);
    
void get_specular(unsigned char* red, unsigned char* green, unsigned char* blue);

    
void set_emissive(unsigned char red, unsigned char green, unsigned char blue);
    
void get_emissive(unsigned char* red, unsigned char* green, unsigned char* blue);

    
void set_power(float power);
    
float get_power();

private:
    D3DMATERIAL9 m_material;
};

typedef MATERIAL* MATERIAL_PTR;
 

实现:

//-------------------------------------------------------------------------
// Constructor, zero member data.
//-------------------------------------------------------------------------
MATERIAL::MATERIAL()
{
    ZeroMemory(
thissizeof(*this));    
}

//-------------------------------------------------------------------------
// set a default material (white).
//-------------------------------------------------------------------------
void MATERIAL::init()
{
    set_diffuse(255, 255, 255);
    set_ambient(255, 255, 255);
    set_specular(255, 255, 255);
    set_emissive(255, 255, 255);

    set_power(1.0f);
}

//-------------------------------------------------------------------------
// set diffuse color.
//-------------------------------------------------------------------------
void MATERIAL::set_diffuse(unsigned char red, unsigned char green, unsigned char blue)
{
    m_material.Diffuse.r = red / 255.0f;
    m_material.Diffuse.g = green / 255.0f;
    m_material.Diffuse.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get diffuse color.
//-------------------------------------------------------------------------
void MATERIAL::get_diffuse(unsigned char* red, unsigned char* green, unsigned char* blue)
{
    
if(red != NULL)
        *red = (unsigned 
char)(255.0 * m_material.Diffuse.r);

    
if(green != NULL)
        *green = (unsigned 
char)(255.0 * m_material.Diffuse.g);

    
if(blue != NULL)
        *blue = (unsigned 
char)(255.0 * m_material.Diffuse.b);
}

//-------------------------------------------------------------------------
// set ambient color.
//-------------------------------------------------------------------------
void MATERIAL::set_ambient(unsigned char red, unsigned char green, unsigned char blue)
{
    m_material.Ambient.r = red / 255.0f;
    m_material.Ambient.g = green / 255.0f;
    m_material.Ambient.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get ambient color.
//-------------------------------------------------------------------------
void MATERIAL::get_ambient(unsigned char *red, unsigned char *green, unsigned char *blue)
{
    
if(red != NULL)
        *red = (unsigned 
char)(255.0f * m_material.Ambient.r);

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

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

//-------------------------------------------------------------------------
// set specular color.
//-------------------------------------------------------------------------
void MATERIAL::set_specular(unsigned char red, unsigned char green, unsigned char blue)
{
    m_material.Specular.r = red / 255.0f;
    m_material.Specular.g = green / 255.0f;
    m_material.Specular.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get specular color.
//-------------------------------------------------------------------------
void MATERIAL::get_specular(unsigned char* red, unsigned char* green, unsigned char* blue)
{
    
if(red != NULL)
        *red = (unsigned 
char)(255.0 * m_material.Specular.r);

    
if(green != NULL)
        *green = (unsigned 
char)(255.0 * m_material.Specular.g);

    
if(blue != NULL)
        *blue = (unsigned 
char)(255.0 * m_material.Specular.b);
}

//-------------------------------------------------------------------------
// set emissive color.
//-------------------------------------------------------------------------
void MATERIAL::set_emissive(unsigned char red, unsigned char green, unsigned char blue)
{
    m_material.Emissive.r = red / 255.0f;
    m_material.Emissive.g = green / 255.0f;
    m_material.Emissive.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get emmisive color.
//-------------------------------------------------------------------------
void MATERIAL::get_emissive(unsigned char *red, unsigned char *green, unsigned char *blue)
{
    
if(red != NULL)
        *red = (unsigned 
char)(255.0 * m_material.Emissive.r);

    
if(green != NULL)
        *green = (unsigned 
char)(255.0 * m_material.Emissive.g);

    
if(blue != NULL)
        *blue = (unsigned 
char)(255.0 * m_material.Emissive.b);
}

//-------------------------------------------------------------------------
// set power for material, which specifying the sharpness of specular 
// highlights.
//-------------------------------------------------------------------------
void MATERIAL::set_power(float power)
{
    m_material.Power = power;
}

//-------------------------------------------------------------------------
// Get power for material, which specifying the sharpness of specular 
// highlights.
//-------------------------------------------------------------------------
float MATERIAL::get_power()
{
    
return m_material.Power;
}

//-------------------------------------------------------------------------
// Get material.
//-------------------------------------------------------------------------
D3DMATERIAL9* MATERIAL::get_material()
{
    
return &m_material;
}

posted on 2007-10-06 18:17 lovedday 阅读(300) 评论(0)  编辑 收藏 引用


只有注册用户登录后才能发表评论。
网站导航: 博客园   IT新闻   BlogJava   博问   Chat2DB   管理


公告

导航

统计

常用链接

随笔分类(178)

3D游戏编程相关链接

搜索

最新评论