创建游戏内核(10)

创建游戏内核(10)

 

本篇是 创建游戏内核(9)的续篇,其中涉及到的3D图形基础知识请参阅D3D中基本三角形面的绘制。

 

图形系统和GRAPHICS

GRAPHICS用于设置显示模式和渲染状态以及清除设备等,一旦初始化了GRAPHICS对象,就能够同几乎所有图形内核的类组件结合起来使用。

来看看GRAPHICS类的定义:

class  GRAPHICS
{
protected :
    HWND                _hwnd;          
// window handle pointer to parent window
    IDirect3D9*         _d3d;            // pointer to Direct3D
    IDirect3DDevice9*   _d3d_device;     // pointer to Direct3D device
    ID3DXSprite*        _sprite;         // pointer to Direct3D sprite

    D3DDISPLAYMODE      _display_mode;  
// display mode

    BOOL                _is_windowed;   
// flag indicates whether use window mode
    BOOL                _use_zbuffer;    // flag indicates whethre use z-buffer
    BOOL                _support_hal;    // flag indicates whether support hardware accelerator

    
long                 _width;          // display mode width
     long                 _height;         // display mode height
     char                 _bpp;            // bits per pixel

    unsigned 
char        _ambient_red;    // ambient red color value
    unsigned  char        _ambient_green;  // ambient green color value
    unsigned  char        _ambient_blue;   // ambient blue color value

public :
    GRAPHICS();
    ~GRAPHICS();       

    IDirect3D9*         Get_Direct3D_COM();
    IDirect3DDevice9*   Get_Device_COM();
    ID3DXSprite*        Get_Sprite_COM();

    BOOL Init();
    
void  Shutdown();

    BOOL Set_Mode(HWND hwnd, BOOL is_windowed = TRUE, BOOL use_zbuffer = FALSE, 
                  
long  width = 0,  long  height = 0,  char  bpp = 0);

    
long  Get_Num_Display_Modes(D3DFORMAT format);
    BOOL Get_Display_Mode_Info(
long  mode_index, D3DDISPLAYMODE* display_mode, D3DFORMAT format);

    
char  Get_Format_Bpp(D3DFORMAT format);
    BOOL Check_Format(D3DFORMAT format, BOOL is_windowed, BOOL support_hal);

    BOOL Display();

    BOOL Begin_Scene();
    BOOL End_Scene();

    BOOL Begin_Sprite();
    BOOL End_Sprite();

    BOOL Clear(
long  color = 0,  float  zbuffer = 1.0f);
    BOOL Clear_Display(
long  color = 0);
    BOOL Clear_ZBuffer(
float  zbuffer = 1.0f);

    
long  Get_Width();
    
long  Get_Height();
    
char  Get_Bpp();
    BOOL Support_Hal();
    BOOL Use_ZBuffer();

    BOOL Set_Perspective(
float  fov = D3DX_PI / 4.0f,  float  aspect = 1.3333f, 
                         
float  near_z = 1.0f,  float  far_z = 10000.0f);

    BOOL Set_World_Position(WORLD_POSITION* world_pos);
    BOOL Set_Camera(CAMERA* camera);
    BOOL Set_Light(
long  light_index, LIGHT* light);
    BOOL Set_Material(MATERIAL* material);
    BOOL Set_Texture(
short  texture_sample, TEXTURE* texture);

    BOOL Set_Ambient_Light(unsigned 
char  red, unsigned  char  green, unsigned  char  blue);
    
void  Get_Ambient_Light(unsigned  char * red, unsigned  char * green, unsigned  char * blue);

    BOOL Enable_Light(
long  light_index, BOOL enable = TRUE);
    BOOL Enable_Lighting(BOOL enable = TRUE);
    BOOL Enable_ZBuffer(BOOL enable = TRUE);


    BOOL Enable_Alpha_Blendin(BOOL enable = TRUE, DWORD source = D3DBLEND_SRCALPHA, 
                                                        DWORD dest = D3DBLEND_INVSRCALPHA);


    BOOL Enable_Alpha_Testing(BOOL enalbe = TRUE);
};

 

再来看看类GRAPHICS的实现:

//-------------------------------------------------------------------
// Constructor, initialize data member.
//-------------------------------------------------------------------
GRAPHICS::GRAPHICS()
{
    _hwnd = NULL;

    _d3d        = NULL;
    _d3d_device = NULL;
    _sprite     = NULL;

    _ambient_red = _ambient_green = _ambient_blue = 255;

    _width  = 0;
    _height = 0;
    _bpp    = 0;

    _is_windowed = TRUE;
    _use_zbuffer = FALSE;
    _support_hal = FALSE;
}

//-------------------------------------------------------------------
// Destructor, release all COM objects.
//-------------------------------------------------------------------
GRAPHICS::~GRAPHICS()
{
    Shutdown();
}

//-------------------------------------------------------------------
// Initialize graphics component, just create Direct3D object.
//-------------------------------------------------------------------
BOOL GRAPHICS::Init()
{
    Shutdown();

    
return  ((_d3d = Direct3DCreate9(D3D_SDK_VERSION)) != NULL);        
}

//-------------------------------------------------------------------
// Set display mode for D3D.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_Mode(HWND hwnd, BOOL is_windowed, BOOL use_zbuffer,  long  width,  long  height,  char  bpp)
{
    D3DPRESENT_PARAMETERS   present_para;
    D3DFORMAT format, alt_format;
    RECT wnd_rect, client_rect;
    
long  wnd_width, wnd_height;
    
float  aspect;

    
// error checking
     if ((_hwnd = hwnd) == NULL || _d3d == NULL)
        
return  FALSE;

    
// 1) get the current display format

    
if (FAILED(_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &_display_mode)))
        
return  FALSE;

    
// 2) Configure width, height, bpp; resizing window.

    // configure width
     if (width == 0)
    {        
        
if (! is_windowed)    // default to screen width if fullscreen
            _width = _display_mode.Width;
        
else                  // otherwise grab from client size
        {            
            GetClientRect(_hwnd, &client_rect);
            _width = client_rect.right;
        }
    }
    
else
        _width = width;

    
// configure height
     if (height == 0)
    {        
        
if (! is_windowed)    // default to screen height if fullscreen
            _height = _display_mode.Height;
        
else                  // Otherwise grab from client size
        {            
            GetClientRect(_hwnd, &client_rect);
            _height = client_rect.bottom;
        }
    }
    
else
        _height = height;

    
// configure bpp
     if (!(_bpp = bpp) || is_windowed)
    {
        
// get dsiplay bpp
         if (! (_bpp = Get_Format_Bpp(_display_mode.Format)))
            
return  FALSE;
    }
    
    
// resize client window if using windowed mode
     if (is_windowed)
    {
        GetWindowRect(_hwnd, &wnd_rect);
        GetClientRect(_hwnd, &client_rect);

        wnd_width  = (wnd_rect.right - wnd_rect.left) - client_rect.right + _width;
        wnd_height = (wnd_rect.bottom - wnd_rect.top) - client_rect.bottom + _height;

        MoveWindow(_hwnd, wnd_rect.left, wnd_rect.top, wnd_width, wnd_height, TRUE);
    }

    
// 3) setup presentation parameters

    // clear presentation structure
    ZeroMemory(&present_para,  sizeof (D3DPRESENT_PARAMETERS));

    
// default to no hardware acceleration detected
    _support_hal = FALSE;

    
// setup windowed or fullscreen usage
     if ((_is_windowed = is_windowed) == TRUE)
    {
        present_para.Windowed = TRUE;
        present_para.SwapEffect = D3DSWAPEFFECT_DISCARD;
        present_para.BackBufferFormat = _display_mode.Format;

        
// see if video card supports hardware acceleration
         if (! Check_Format(_display_mode.Format, TRUE, TRUE))
            
return  FALSE;

        _support_hal = TRUE;
    }
    
else      // fullscreen mode
    {
        present_para.Windowed                   = FALSE;
        present_para.SwapEffect                 = D3DSWAPEFFECT_FLIP;
        present_para.BackBufferWidth            = _width;
        present_para.BackBufferHeight           = _height;
        present_para.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
        present_para.PresentationInterval       = D3DPRESENT_INTERVAL_ONE;

        
// figure display format 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 (Check_Format(format, FALSE, TRUE))
            _support_hal = TRUE;
        
else
        {
            
// check for hal device in alternate format
             if (Check_Format(alt_format, FALSE, TRUE))
            {
                _support_hal = TRUE;
                format = alt_format;
            }
            
else
            {
                
// check for emulation device in alternate format
                 if (! Check_Format(alt_format, FALSE, FALSE))
                    
return  FALSE;
                
else
                    format = alt_format;
            }
        }

        present_para.BackBufferFormat = format;
    }

    
// setup zbuffer format - 16bit
     if ((_use_zbuffer = use_zbuffer) == TRUE)
    {
        present_para.EnableAutoDepthStencil = TRUE;
        present_para.AutoDepthStencilFormat = D3DFMT_D16;
    }
    
else
        present_para.EnableAutoDepthStencil = FALSE;

    
// create the Direct3D device object
     if (FAILED(_d3d->CreateDevice(D3DADAPTER_DEFAULT,
        _support_hal ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
        hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_para, &_d3d_device)))
    {
        
if (! _use_zbuffer)
            
return  FALSE;

        
// Now, create Direct3D device no use zbuffer.

        _use_zbuffer = FALSE;
        
        present_para.EnableAutoDepthStencil = FALSE;

        
if (FAILED(_d3d->CreateDevice(D3DADAPTER_DEFAULT,
            _support_hal ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
            hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_para, &_d3d_device)))
        {
            
return  FALSE;
        }
    }

    
// 4) set rendering state

    // set default rendering states
    Enable_Lighting(FALSE);
    Enable_ZBuffer(_use_zbuffer);
    Enable_Alpha_Blending(FALSE);
    Enable_Alpha_Testing(FALSE);

    
// Enable texture rendering stages and filter types
    _d3d_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    _d3d_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
    _d3d_device->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE);

    
// Set the sampler state value
    _d3d_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    _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
    aspect = ( float )_height / _width;
    Set_Perspective(D3DX_PI/4, aspect, 1.0f, 10000.0f);

    
// 6) create sprite object

    // Create a sprite object which is associated with a particular device.
    // Sprite objects are used to draw 2D image to the screen.
     if (FAILED(D3DXCreateSprite(_d3d_device, &_sprite)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Release graphics COM object.
//-------------------------------------------------------------------
void  GRAPHICS::Shutdown()
{
    Release_COM(_sprite);
    Release_COM(_d3d_device);
    Release_COM(_d3d);
}

//-------------------------------------------------------------------------
// Get pointer to Direct3D.
//-------------------------------------------------------------------------
IDirect3D9* GRAPHICS::Get_Direct3D_COM()
{
    
return  _d3d;
}

//-------------------------------------------------------------------------
// Get pointer to Direct3D device.
//-------------------------------------------------------------------------
IDirect3DDevice9* GRAPHICS::Get_Device_COM()
{
    
return  _d3d_device;
}

//-------------------------------------------------------------------
// Get pointer to Direct3D sprite.
//-------------------------------------------------------------------
ID3DXSprite* GRAPHICS::Get_Sprite_COM()
{
    
return  _sprite;
}

//-------------------------------------------------------------------
// Returns the number of display modes available on this adapter.
//-------------------------------------------------------------------
long  GRAPHICS::Get_Num_Display_Modes(D3DFORMAT format)
{
    
if (_d3d == NULL)
        
return  0;

    
return  ( long )_d3d->GetAdapterModeCount(D3DADAPTER_DEFAULT, format);
}

//-------------------------------------------------------------------
// Get display mode information.
//-------------------------------------------------------------------
BOOL GRAPHICS::Get_Display_Mode_Info( long  mode_index, D3DDISPLAYMODE* display_mode, D3DFORMAT format)
{
    
if (_d3d == NULL)
        
return  FALSE;

    
// Get the number of display modes available on this adapter
     long  max_mode = Get_Num_Display_Modes(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(_d3d->EnumAdapterModes(D3DADAPTER_DEFAULT, format, mode_index, display_mode)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Get display mode BPP.
//-------------------------------------------------------------------
char  GRAPHICS::Get_Format_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;
}

//-------------------------------------------------------------------
// Check whether specified display mode is supported on this adapter. 
//-------------------------------------------------------------------
BOOL GRAPHICS::Check_Format(D3DFORMAT format, BOOL is_windowed, BOOL support_hal)
{
    
// verifies whether a hardware accelerated device type can be used on this adapter
     if (FAILED(_d3d->CheckDeviceType(D3DADAPTER_DEFAULT, support_hal ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF,
                                    format, format, is_windowed)))
    {
        
return  FALSE;
    }

    
return  TRUE;
}

//-------------------------------------------------------------------
// Enables or disables a set of lighting parameters.
//-------------------------------------------------------------------
BOOL GRAPHICS::Enable_Light( long  light_index, BOOL enable)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
// enables or disables a set of lighting parameters within a device
     if (FAILED(_d3d_device->LightEnable(light_index, enable)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Enable or disable light.
//-------------------------------------------------------------------
BOOL GRAPHICS::Enable_Lighting(BOOL enable)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->SetRenderState(D3DRS_LIGHTING, enable)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Enable or disable z-buffer.
//-------------------------------------------------------------------
BOOL GRAPHICS::Enable_ZBuffer(BOOL enable)
{
    
if (_d3d_device == NULL || !_use_zbuffer)
        
return  FALSE;

    
if (FAILED(_d3d_device->SetRenderState(D3DRS_ZENABLE, enable ? D3DZB_TRUE : D3DZB_FALSE)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Enable or disable alpha blending.
//-------------------------------------------------------------------
BOOL GRAPHICS::Enable_Alpha_Blending(BOOL enable, DWORD source, DWORD dest)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
// enable or disable alpha blending
     if (FAILED(_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, enable)))
        
return  FALSE;

    
// set blend type
     if (enable)
    {
        _d3d_device->SetRenderState(D3DRS_SRCBLEND,  source);
        _d3d_device->SetRenderState(D3DRS_DESTBLEND, dest);
    }

    
return  TRUE;
}

//-------------------------------------------------------------------
// Enable or disable alpha testing.
//-------------------------------------------------------------------
BOOL GRAPHICS::Enable_Alpha_Testing(BOOL enable)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->SetRenderState(D3DRS_ALPHATESTENABLE, enable)))
        
return  FALSE;

    
// set alpha testing type
     if (enable)
    {
        _d3d_device->SetRenderState(D3DRS_ALPHAREF,  0x08);
        _d3d_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
    }

    
return  TRUE;
}

//-------------------------------------------------------------------
// Set ambient light color.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_Ambient_Light(unsigned  char  red, unsigned  char  green, unsigned  char  blue)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    _ambient_red   = red;
    _ambient_green = green;
    _ambient_blue  = blue;

    D3DCOLOR color = D3DCOLOR_XRGB(_ambient_red, _ambient_green, _ambient_blue);

    
if (FAILED(_d3d_device->SetRenderState(D3DRS_AMBIENT, color)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Get ambient light color.
//-------------------------------------------------------------------
void  GRAPHICS::Get_Ambient_Light(unsigned  char * red, unsigned  char * green, unsigned  char * blue)
{
    
if (red != NULL)     *red   = _ambient_red;
    
if (green != NULL)   *green = _ambient_green;
    
if (blue != NULL)    *blue  = _ambient_blue;
}

//-------------------------------------------------------------------
// Set perspective projection transform matrix.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_Perspective( float  fov,  float  aspect,  float  near_z,  float  far_z)
{
    D3DXMATRIX mat_proj;

    
if (_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(_d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Inform D3D begin graphic render.
//-------------------------------------------------------------------
BOOL GRAPHICS::Begin_Scene()
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->BeginScene()))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Inform D3D end graphic render.
//-------------------------------------------------------------------
BOOL GRAPHICS::End_Scene()
{
    
// error checking
     if (_d3d_device == NULL)
        
return  FALSE;

    
// release all textures
     for ( short  i = 0; i < 8; i++)
        _d3d_device->SetTexture(i, NULL);

    
// end the scene
     if (FAILED(_d3d_device->EndScene()))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Prepares a device for drawing sprites.
//-------------------------------------------------------------------
BOOL GRAPHICS::Begin_Sprite()
{
    
if (_sprite == NULL)
        
return  FALSE;

    
if (FAILED(_sprite->Begin(0)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// End sprite render.
//-------------------------------------------------------------------
BOOL GRAPHICS::End_Sprite()
{
    
if (_sprite == NULL)
        
return  FALSE;

    
// Forces all batched sprites to be submitted to the device.
    // Restores the device state to how it was before ID3DXSprite::Begin was called.
     if (FAILED(_sprite->End()))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Presents the contents of the next buffer in the sequence of back 
// buffers owned by the device.
//-------------------------------------------------------------------
BOOL GRAPHICS::Display()
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->Present(NULL, NULL, NULL, NULL)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Clear screen, if using z-buffer, then clear z-buffer too.
//-------------------------------------------------------------------
BOOL GRAPHICS::Clear( long  color,  float  zbuffer)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
// only clear screen if no zbuffer
     if (! _use_zbuffer)
        
return  Clear_Display(color);

    
// clear display and zbuffer
     if (FAILED(_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, color, zbuffer, 0)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Clear display buffer with specified color.
//-------------------------------------------------------------------
BOOL GRAPHICS::Clear_Display( long  color)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, color, 1.0f, 0)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Clear z-buffer.
//-------------------------------------------------------------------
BOOL GRAPHICS::Clear_ZBuffer( float  zbuffer)
{
    
if (_d3d_device == NULL || !_use_zbuffer)
        
return  FALSE;

    
if (FAILED(_d3d_device->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0, zbuffer, 0)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Get display mode width.
//-------------------------------------------------------------------
long  GRAPHICS::Get_Width()
{
    
return  _width;
}

//-------------------------------------------------------------------
// Get display mode height.
//-------------------------------------------------------------------
long  GRAPHICS::Get_Height()
{
    
return  _height;
}

//-------------------------------------------------------------------
// Get BPP.
//-------------------------------------------------------------------
char  GRAPHICS::Get_Bpp()
{
    
return  _bpp;
}

//-------------------------------------------------------------------
// Get flags which indicates whether support hardware acceleration.
//-------------------------------------------------------------------
BOOL GRAPHICS::Support_Hal()
{
    
return  _support_hal;
}

//-------------------------------------------------------------------
// Get flags which indicates whether using z-buffer.
//-------------------------------------------------------------------
BOOL GRAPHICS::Use_ZBuffer()
{
    
return  _use_zbuffer;
}

//-------------------------------------------------------------------
// Set view transform matrix.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_Camera(CAMERA* camera)
{
    
if (_d3d_device == NULL || camera == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->SetTransform(D3DTS_VIEW, camera->Get_Matrix())))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Set world transform matrix.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_World_Position(WORLD_POSITION* world_pos)
{
    
if (world_pos == NULL || _d3d_device == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->SetTransform(D3DTS_WORLD, world_pos->Get_Matrix( this ))))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Set light for Direct3D device.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_Light( long  light_index, LIGHT *light)
{
    
if (_d3d_device == NULL || light == NULL)
        
return  FALSE;

    
if (FAILED(_d3d_device->SetLight(light_index, light->Get_Light())))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Set material for Direct3D device.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_Material(MATERIAL *material)
{
    
if (_d3d_device == NULL)
        
return  FALSE;

    
if (material)
    {
        
if (FAILED(_d3d_device->SetMaterial(material->Get_Material())))
            
return  FALSE;
    }

    
return  TRUE;
}

//-------------------------------------------------------------------
// Set texture for Direct3D device.
//-------------------------------------------------------------------
BOOL GRAPHICS::Set_Texture( short  texture_sample, TEXTURE *texture)
{
    
// error checking
     if (_d3d_device == NULL || texture_sample < 0 || texture_sample > 7)
        
return  FALSE;

    
if (texture == NULL)
    {
        
// clear the texture
         if (FAILED(_d3d_device->SetTexture(texture_sample, NULL)))
            
return  FALSE;
    }
    
else
    {
        
// set the texture
         if (FAILED(_d3d_device->SetTexture(texture_sample, texture->Get_Texture_COM())))
            
return  FALSE;
    }

    
return  TRUE;
}

使用GRAPHICS类,首先要调用GRAPHICS::Init,接着调用GRAPHICS::Set_Mode设置各种显示模式,Set_Mode最少只需要一个父窗口句柄,缺省情况下,显示模式被设置成不带Z缓冲的窗口进行输出。如果要使用全屏,必须将is_windowed参数设置为FALSE,并指定有效的width,height以及每像素的位数。如果将以上任何值设置成0,Set_Mode就会使用当前桌面设置,如果使用窗口模式并指定了不同的width和height,父窗口就会被重新调整大小,以适合这些width和height值。GRAPHICS::Set_Mode是一个比较“聪明”的函数,它会检测硬件是否支持硬件加速和Z缓冲,如果这两个特性都不支持,Set_Mode函数就会使用Direct3D模拟3D函数并停止使用Z缓冲以确保此模式能够被设置。

在渲染任何东西之前,必须调用GRAPHICS::Begin_Scene函数,在渲染完成之后,要调用GRAPHICS::End_Scene函数,随后再调用GRAPHICS::Display函数以显示图形。要在渲染之前清除屏幕,直接调用适当的清除函数即可。如果没有使用Z缓冲,就不要调用Clear函数,而要使用Clear_Display函数,因为Clear函数需要一个Z缓冲值。

要设置和启用光照,需要调用GRAPHICS::Enable_Lighting函数。Alpha混合能够带来奇妙的效果,而且还允许程序员指定精确的混合值(用于源混合和目标混合),Alpha测试能够帮助程序员绘制那些麻烦的透明纹理。

 

以下给出测试代码:

点击下载源码和工程

/*****************************************************************************
PURPOSE:
    Test for class GRAPHICS.
*****************************************************************************/


#include "Core_Global.h"

#pragma warning(disable : 4996)

//===========================================================================
// Defines class APP which public inherits from class APPLICATION.
//===========================================================================
class  APP :  public  APPLICATION
{
private :
    GRAPHICS  _graphics;
    TEXTURE   _texture;  
    IDirect3DVertexBuffer9* _vertex_buffer;
    
    
// 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)
    
public :
    APP();
    
    BOOL Init();
    BOOL Shutdown();
    BOOL Frame();
};

//-----------------------------------------------------------------------------
// Consturctor, initialize member data.
//-----------------------------------------------------------------------------
APP::APP()
{    
    _vertex_buffer = NULL;
}

//-----------------------------------------------------------------------------
// Initialize graphics, set display mode, set vertex buffer, load texture file.
//-----------------------------------------------------------------------------
BOOL APP::Init()
{    
    BYTE* vertex_ptr;    

    
// initialize vertex data
    VERTEX verts[] = {
      {  50.0f,  50.0f, 1.0f, 1.0f, 0.0f, 0.0f },
      { 350.0f,  50.0f, 1.0f, 1.0f, 1.0f, 0.0f },
      {  50.0f, 350.0f, 1.0f, 1.0f, 0.0f, 1.0f },
      { 350.0f, 350.0f, 1.0f, 1.0f, 1.0f, 1.0f }
    }; 

    
// initialize graphics
     if  (! _graphics.Init())
        
return  FALSE;    

    
// set display mode for graphics
     if (! _graphics.Set_Mode(Get_Hwnd(), TRUE, FALSE, 400, 400, 16))
        
return  FALSE;
   
    
// create the vertex buffer and set data
    _graphics.Get_Device_COM()->CreateVertexBuffer( sizeof (VERTEX) * 4, 0, VERTEX_FVF, 
        D3DPOOL_DEFAULT, &_vertex_buffer, NULL);

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

    memcpy(vertex_ptr, verts, 
sizeof (verts));

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

    
// load texture file
     if (! _texture.Load(&_graphics, "Texture.jpg"))
        
return  FALSE;    

    
return  TRUE;
}

//-----------------------------------------------------------------------------
// Release all d3d resource.
//-----------------------------------------------------------------------------
BOOL APP::Shutdown()
{
    Release_COM(_vertex_buffer);    

    
return  TRUE;
}

//-----------------------------------------------------------------------------
// Render a frame.
//-----------------------------------------------------------------------------
BOOL APP::Frame()
{
    
// clear display with specified color
    _graphics.Clear_Display(D3DCOLOR_RGBA(0, 0, 0, 255));

    
// begin scene
     if (_graphics.Begin_Scene())
    {
        
// set the vertex stream, shader, and texture.

        // binds a vertex buffer to a device data stream
        _graphics.Get_Device_COM()->SetStreamSource(0, _vertex_buffer, 0,  sizeof (VERTEX));

        
// set the current vertex stream declation
        _graphics.Get_Device_COM()->SetFVF(VERTEX_FVF);

        
// assigns a texture to a stage for a device
        _graphics.Set_Texture(0, &_texture);

        
// renders a sequence of noindexed, geometric primitives of the specified type from the current set
        // of data input stream.
        _graphics.Get_Device_COM()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

        
// release texture
        _graphics.Set_Texture(0, NULL);

        
// end the scene
        _graphics.End_Scene();       
    }

    
// display video buffer
    _graphics.Display();
    
    
return  TRUE;
}

int  PASCAL WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line,  int  cmd_show)
{
    APP app;

    
return  app.Run();
}

运行截图:

创建游戏内核(10)_第1张图片


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