创建游戏内核(7)【接口与实现分离版】

创建游戏内核(7)【接口与实现分离版】

 

本篇是创建游戏内核(6)【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(7),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_material_diffuse(D3DMATERIAL9* material, 
                          unsigned 
char  red, unsigned  char  green, unsigned  char  blue);

void  get_material_diffuse( const  D3DMATERIAL9* material, 
                          unsigned 
char * red, unsigned  char * green, unsigned  char * blue);

void  set_material_ambient(D3DMATERIAL9* material,
                          unsigned 
char  red, unsigned  char  green, unsigned  char  blue);

void  get_material_ambient( const  D3DMATERIAL9* material,
                          unsigned 
char * red, unsigned  char * green, unsigned  char * blue);

void  set_material_specular(D3DMATERIAL9* material,
                           unsigned 
char  red, unsigned  char  green, unsigned  char  blue);

void  get_material_specular( const  D3DMATERIAL9* material,
                           unsigned 
char * red, unsigned  char * green, unsigned  char * blue);

void  set_material_emissive(D3DMATERIAL9* material,
                           unsigned 
char  red, unsigned  char  green, unsigned  char  blue);

void  get_material_emissive( const  D3DMATERIAL9* material,
                           unsigned 
char  *red, unsigned  char  *green, unsigned  char  *blue);

void  set_material_power(D3DMATERIAL9* material,  float  power);
float  get_material_power( const  D3DMATERIAL9* material);

实现:

//-------------------------------------------------------------------------
// set diffuse color.
//-------------------------------------------------------------------------
void  set_material_diffuse(D3DMATERIAL9* material, 
                          unsigned 
char  red, unsigned  char  green, unsigned  char  blue)
{
    material->Diffuse.r = red / 255.0f;
    material->Diffuse.g = green / 255.0f;
    material->Diffuse.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get diffuse color.
//-------------------------------------------------------------------------
void  get_material_diffuse( const  D3DMATERIAL9* material, 
                          unsigned 
char * red, unsigned  char * green, unsigned  char * blue)
{
    
if (red != NULL)
        *red = (unsigned 
char )(255.0 * material->Diffuse.r);

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

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

//-------------------------------------------------------------------------
// set ambient color.
//-------------------------------------------------------------------------
void  set_material_ambient(D3DMATERIAL9* material,
                          unsigned 
char  red, unsigned  char  green, unsigned  char  blue)
{
    material->Ambient.r = red / 255.0f;
    material->Ambient.g = green / 255.0f;
    material->Ambient.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get ambient color.
//-------------------------------------------------------------------------
void  get_material_ambient( const  D3DMATERIAL9* material,
                          unsigned 
char * red, unsigned  char * green, unsigned  char * blue)
{
    
if (red != NULL)
        *red = (unsigned 
char )(255.0f * material->Ambient.r);

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

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

//-------------------------------------------------------------------------
// set specular color.
//-------------------------------------------------------------------------
void  set_material_specular(D3DMATERIAL9* material,
                           unsigned 
char  red, unsigned  char  green, unsigned  char  blue)
{
    material->Specular.r = red / 255.0f;
    material->Specular.g = green / 255.0f;
    material->Specular.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get specular color.
//-------------------------------------------------------------------------
void  get_material_specular( const  D3DMATERIAL9* material,
                           unsigned 
char * red, unsigned  char * green, unsigned  char * blue)
{
    
if (red != NULL)
        *red = (unsigned 
char )(255.0 * material->Specular.r);

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

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

//-------------------------------------------------------------------------
// set emissive color.
//-------------------------------------------------------------------------
void  set_material_emissive(D3DMATERIAL9* material,
                           unsigned 
char  red, unsigned  char  green, unsigned  char  blue)
{
    material->Emissive.r = red / 255.0f;
    material->Emissive.g = green / 255.0f;
    material->Emissive.b = blue / 255.0f;
}

//-------------------------------------------------------------------------
// Get emmisive color.
//-------------------------------------------------------------------------
void  get_material_emissive( const  D3DMATERIAL9* material,
                           unsigned 
char  *red, unsigned  char  *green, unsigned  char  *blue)
{
    
if (red != NULL)
        *red = (unsigned 
char )(255.0 * material->Emissive.r);

    
if (green != NULL)
        *green = (unsigned 
char )(255.0 * material->Emissive.g);

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

//-------------------------------------------------------------------------
// set power for material, which specifying the sharpness of specular 
// highlights.
//-------------------------------------------------------------------------
void  set_material_power(D3DMATERIAL9* material,  float  power)
{
    material->Power = power;
}

//-------------------------------------------------------------------------
// Get power for material, which specifying the sharpness of specular 
// highlights.
//-------------------------------------------------------------------------
float  get_material_power( const  D3DMATERIAL9* material)
{
    
return  material->Power;
}

 

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