本篇是创建游戏内核(7)【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(8)。
接口:
class LIGHT
{
public:
LIGHT();
D3DLIGHT9* get_light();
void init();
void set_type(D3DLIGHTTYPE type);
void move(float x_pos, float y_pos, float z_pos);
void move_rel(float x_pos, float y_pos, float z_pos);
void get_pos(float* x_pos, float* y_pos, float* z_pos);
void point(float x_from, float y_from, float z_from, float x_at, float y_at, float z_at);
void get_direction(float* x_dir, float* y_dir, float* z_dir);
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_specular(unsigned char red, unsigned char green, unsigned char blue);
void get_specular(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_range(float range);
float get_range();
void set_falloff(float falloff);
float get_falloff();
void set_attenuation_0(float attenuation);
float get_attenuation_0();
void set_attenuation_1(float attenuation);
float get_attenuation_1();
void set_attenuation_2(float attenuation);
float get_attenuation_2();
void set_theta(float theta);
float get_theta();
void set_phi(float phi);
float get_phi();
private:
D3DLIGHT9 m_light;
};
typedef LIGHT* LIGHT_PTR;
实现:
//---------------------------------------------------------------------------
// Constructor, zero member data.
//---------------------------------------------------------------------------
LIGHT::LIGHT()
{
ZeroMemory(this, sizeof(*this));
}
//---------------------------------------------------------------------------
// Set light type as point light, place light source at origin, and set diffuse
// color and ambient color as white, set range and attenuation for light.
//---------------------------------------------------------------------------
void LIGHT::init()
{
set_type(D3DLIGHT_POINT);
set_diffuse(255, 255, 255);
set_ambient(255, 255, 255);
set_range(1000.0);
set_attenuation_0(1.0);
move(0.0, 0.0, 0.0);
}
//---------------------------------------------------------------------------
// set light type (D3DLIGHT_POINT, D3DLIGHT_SPOT, D3DLIGHT_DIRECTIONAL).
//---------------------------------------------------------------------------
void LIGHT::set_type(D3DLIGHTTYPE type)
{
m_light.Type = type;
}
//---------------------------------------------------------------------------
// move light source to specified position.
//---------------------------------------------------------------------------
void LIGHT::move(float x_pos, float y_pos, float z_pos)
{
m_light.Position.x = x_pos;
m_light.Position.y = y_pos;
m_light.Position.z = z_pos;
}
//---------------------------------------------------------------------------
// move light source to specified position which is relative to current position.
//---------------------------------------------------------------------------
void LIGHT::move_rel(float x_pos, float y_pos, float z_pos)
{
m_light.Position.x += x_pos;
m_light.Position.y += y_pos;
m_light.Position.z += z_pos;
}
//---------------------------------------------------------------------------
// Get current position.
//---------------------------------------------------------------------------
void LIGHT::get_pos(float *x_pos, float *y_pos, float *z_pos)
{
if(x_pos != NULL)
*x_pos = m_light.Position.x;
if(y_pos != NULL)
*y_pos = m_light.Position.y;
if(z_pos != NULL)
*z_pos = m_light.Position.z;
}
//---------------------------------------------------------------------------
// move light source to specified position and pointer it to specified direction.
//---------------------------------------------------------------------------
void LIGHT::point(float x_from, float y_from, float z_from,
float x_at, float y_at, float z_at)
{
// move the light
move(x_from, y_from, z_from);
// calculate vetor between angles
m_light.Direction.x = x_at - x_from;
m_light.Direction.y = y_at - y_from;
m_light.Direction.z = z_at - z_from;
}
//---------------------------------------------------------------------------
// Get the direction of current light source.
//---------------------------------------------------------------------------
void LIGHT::get_direction(float *x_dir, float *y_dir, float *z_dir)
{
if(x_dir != NULL)
*x_dir = m_light.Direction.x;
if(y_dir != NULL)
*y_dir = m_light.Direction.y;
if(z_dir != NULL)
*z_dir = m_light.Direction.z;
}
//---------------------------------------------------------------------------
// set diffuse color of light source.
//---------------------------------------------------------------------------
void LIGHT::set_diffuse(unsigned char red, unsigned char green, unsigned char blue)
{
m_light.Diffuse.r = red / 255.0f;
m_light.Diffuse.g = green / 255.0f;
m_light.Diffuse.b = blue / 255.0f;
}
//---------------------------------------------------------------------------
// Get diffuse color of light source.
//---------------------------------------------------------------------------
void LIGHT::get_diffuse(unsigned char* red, unsigned char* green, unsigned char* blue)
{
if(red != NULL)
*red = (unsigned char)(255.0f * m_light.Diffuse.r);
if(green != NULL)
*green = (unsigned char)(255.0f * m_light.Diffuse.g);
if(blue != NULL)
*blue = (unsigned char)(255.0f * m_light.Diffuse.b);
}
//---------------------------------------------------------------------------
// set specular color of light source.
//---------------------------------------------------------------------------
void LIGHT::set_specular(unsigned char red, unsigned char green, unsigned char blue)
{
m_light.Specular.r = red / 255.0f;
m_light.Specular.g = green / 255.0f;
m_light.Specular.b = blue / 255.0f;
}
//---------------------------------------------------------------------------
// Get specular color of light source.
//---------------------------------------------------------------------------
void LIGHT::get_specular(unsigned char* red, unsigned char* green, unsigned char* blue)
{
if(red != NULL)
*red = (unsigned char)(255.0f * m_light.Specular.r);
if(green != NULL)
*green = (unsigned char)(255.0f * m_light.Specular.g);
if(blue != NULL)
*blue = (unsigned char)(255.0f * m_light.Specular.b);
}
//---------------------------------------------------------------------------
// set ambient color of light source.
//---------------------------------------------------------------------------
void LIGHT::set_ambient(unsigned char red, unsigned char green, unsigned char blue)
{
m_light.Ambient.r = red / 255.0f;
m_light.Ambient.g = green / 255.0f;
m_light.Ambient.b = blue / 255.0f;
}
//---------------------------------------------------------------------------
// Get ambient color of light source.
//---------------------------------------------------------------------------
void LIGHT::get_ambient(unsigned char* red, unsigned char* green, unsigned char* blue)
{
if(red != NULL)
*red = (unsigned char)(255.0f * m_light.Ambient.r);
if(green != NULL)
*green = (unsigned char)(255.0f * m_light.Ambient.g);
if(blue != NULL)
*blue = (unsigned char)(255.0f * m_light.Ambient.b);
}
//---------------------------------------------------------------------------
// set the range of light source.
//---------------------------------------------------------------------------
void LIGHT::set_range(float range)
{
m_light.Range = range;
}
//---------------------------------------------------------------------------
// Get the range of light source.
//---------------------------------------------------------------------------
float LIGHT::get_range()
{
return m_light.Range;
}
//---------------------------------------------------------------------------
// set the fallof of light source.
//---------------------------------------------------------------------------
void LIGHT::set_falloff(float falloff)
{
m_light.Falloff = falloff;
}
//---------------------------------------------------------------------------
// Get the fallof of light source.
//---------------------------------------------------------------------------
float LIGHT::get_falloff()
{
return m_light.Falloff;
}
//---------------------------------------------------------------------------
// set attenuation 0 of light source.
//---------------------------------------------------------------------------
void LIGHT::set_attenuation_0(float attenuation)
{
m_light.Attenuation0 = attenuation;
}
//---------------------------------------------------------------------------
// Get attenuation 0 of light source.
//---------------------------------------------------------------------------
float LIGHT::get_attenuation_0()
{
return m_light.Attenuation0;
}
//---------------------------------------------------------------------------
// set attenuation 1 of light source.
//---------------------------------------------------------------------------
void LIGHT::set_attenuation_1(float attenuation)
{
m_light.Attenuation1 = attenuation;
}
//---------------------------------------------------------------------------
// Get attenuation 1 of light source.
//---------------------------------------------------------------------------
float LIGHT::get_attenuation_1()
{
return m_light.Attenuation1;
}
//---------------------------------------------------------------------------
// set attenuation 2 of light source.
//---------------------------------------------------------------------------
void LIGHT::set_attenuation_2(float attenuation)
{
m_light.Attenuation2 = attenuation;
}
//---------------------------------------------------------------------------
// Get attenuation 2 of light source.
//---------------------------------------------------------------------------
float LIGHT::get_attenuation_2()
{
return m_light.Attenuation2;
}
//---------------------------------------------------------------------------
// set angle thera of light source.
//---------------------------------------------------------------------------
void LIGHT::set_theta(float theta)
{
m_light.Theta = theta;
}
//---------------------------------------------------------------------------
// Get angle thera of light source.
//---------------------------------------------------------------------------
float LIGHT::get_theta()
{
return m_light.Theta;
}
//---------------------------------------------------------------------------
// set angle phi of light source.
//---------------------------------------------------------------------------
void LIGHT::set_phi(float phi)
{
m_light.Phi = phi;
}
//---------------------------------------------------------------------------
// Get angle phi of light source.
//---------------------------------------------------------------------------
float LIGHT::get_phi()
{
return m_light.Phi;
}
//---------------------------------------------------------------------------
// Get light source.
//---------------------------------------------------------------------------
D3DLIGHT9* LIGHT::get_light()
{
return &m_light;
}
测试代码:
/*****************************************************************************
PURPOSE:
Test for class LIGHT.
*****************************************************************************/
#include "core_common.h"
#include "core_framework.h"
#include "core_graphics.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)
class APP : public FRAMEWORK
{
public:
BOOL 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_client_width(g_hwnd), get_client_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, &m_vertex_buffer, NULL);
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
m_vertex_buffer->Lock(0, 0, (void**)&_vertex_ptr, 0);
memcpy(_vertex_ptr, _verts, sizeof(_verts));
// unlocks vertex data
m_vertex_buffer->Unlock();
// enable d3d lighting
g_d3d_device->SetRenderState(D3DRS_LIGHTING, TRUE);
LIGHT _light;
// set light
_light.init();
_light.set_type(D3DLIGHT_POINT);
_light.set_diffuse(128, 128, 0);
_light.set_range(1000.0);
_light.set_attenuation_0(0.5);
_light.move(300.0, 0.0, -600.0);
// attach light to d3d device and enable _light
g_d3d_device->SetLight(0, _light.get_light());
// enale this light
g_d3d_device->LightEnable(0, TRUE);
return TRUE;
}
BOOL 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, m_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;
}
BOOL shutdown()
{
release_com(m_vertex_buffer);
release_com(g_d3d_device);
release_com(g_d3d);
return TRUE;
}
private:
IDirect3DVertexBuffer9* m_vertex_buffer;
};
//--------------------------------------------------------------------------------
// Main function, routine entry.
//--------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE pre_inst, LPSTR cmd_line, int cmd_show)
{
APP app;
if(! build_window(inst, "MainClass", "MainWindow", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480))
return -1;
app.run();
return 0;
}