创建游戏内核(9)【接口与实现分离版】

创建游戏内核(9)【接口与实现分离版】

 
本篇是创建游戏内核(8)【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(9),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 load_texture(LPDIRECT3DTEXTURE9* texture,  char * filename, DWORD transparent, D3DFORMAT format);
BOOL create_texture(LPDIRECT3DTEXTURE9* texture, DWORD width, DWORD height, D3DFORMAT format);
BOOL clone_texture(LPDIRECT3DTEXTURE9* dest_texture, 
const  LPDIRECT3DTEXTURE9 src_texture);

long  get_texture_width( const  LPDIRECT3DTEXTURE9 texture);
long  get_texture_height( const  LPDIRECT3DTEXTURE9 texture);
long  get_texture_format( const  LPDIRECT3DTEXTURE9 texture);

BOOL draw_texture(
const  LPDIRECT3DTEXTURE9 texture, 
                  
long  dest_x,       long  dest_y,
                  
long  src_x,        long  src_y,
                  
long  width,        long  height,
                  
float  x_scale,     float  y_scale,
                  D3DCOLOR color);

实现:

//-------------------------------------------------------------------
// create texture object from specified file, you can specify transparent
// value and pixel format of the texture.
//-------------------------------------------------------------------
BOOL load_texture(LPDIRECT3DTEXTURE9* texture,  char * filename, DWORD transparent, D3DFORMAT format)
{
    
// check condition first
     if (g_d3d_device == NULL || filename == NULL)
        
return  FALSE;

    
// create a texture from file
     if (FAILED(D3DXCreateTextureFromFileEx(g_d3d_device, filename, D3DX_DEFAULT, D3DX_DEFAULT,
        D3DX_DEFAULT, 0, format, D3DPOOL_MANAGED, D3DX_FILTER_TRIANGLE, D3DX_FILTER_TRIANGLE,
        transparent, NULL, NULL, texture)))
    {
        
return  FALSE;
    }

    
return  TRUE;
}

//-------------------------------------------------------------------
// Creates a texture resource.
//-------------------------------------------------------------------
BOOL create_texture(LPDIRECT3DTEXTURE9* texture, DWORD width, DWORD height, D3DFORMAT format)
{
    
if (FAILED(g_d3d_device->CreateTexture(width, height, 0, 0, format, D3DPOOL_MANAGED, texture, NULL)))
        
return  FALSE;

    
return  TRUE;
}

//-------------------------------------------------------------------
// Configure a TEXTURE class from an existing IDirect3DTexture9 object 
// instance.
//-------------------------------------------------------------------
BOOL clone_texture(LPDIRECT3DTEXTURE9* dest_texture,  const  LPDIRECT3DTEXTURE9 src_texture)
{
    D3DLOCKED_RECT _src_rect, _dest_rect;
    D3DSURFACE_DESC _surface_desc;    

    
if (src_texture == NULL)
        
return  FALSE;

    
// copy texture voer, from source to dest.

    
if (FAILED(src_texture->GetLevelDesc(0, &_surface_desc)))
        
return  FALSE;
    
    g_d3d_device->CreateTexture(_surface_desc.Width, _surface_desc.Height, 0, 0, 
                                _surface_desc.Format, D3DPOOL_MANAGED, dest_texture, NULL);

    
// locks a rectangle on a texture resource
    src_texture->LockRect(0, &_src_rect, NULL, D3DLOCK_READONLY);
    (*dest_texture)->LockRect(0, &_dest_rect, NULL, 0);

    memcpy(_dest_rect.pBits, _src_rect.pBits, _src_rect.Pitch * _surface_desc.Height);

    
// unlocks a rectangle on a texture resource
    src_texture->UnlockRect(0);
    (*dest_texture)->UnlockRect(0);

    
return  TRUE;
}

//-------------------------------------------------------------------
// Get width of the texture.
//-------------------------------------------------------------------
long  get_texture_width( const  LPDIRECT3DTEXTURE9 texture)
{
    D3DSURFACE_DESC _surface_desc;

    
if (texture == NULL)
        
return  0;

    
if (FAILED(texture->GetLevelDesc(0, &_surface_desc)))
        
return  0;

    
return  _surface_desc.Width;
}

//-------------------------------------------------------------------
// Get height of the texture.
//-------------------------------------------------------------------
long  get_texture_height( const  LPDIRECT3DTEXTURE9 texture)
{
    D3DSURFACE_DESC _surface_desc;

    
if (texture == NULL)
        
return  0;

    
if (FAILED(texture->GetLevelDesc(0, &_surface_desc)))
        
return  0;

    
return  _surface_desc.Height;
}

//-------------------------------------------------------------------
// Get texture storage format.
//-------------------------------------------------------------------
long  get_texture_format( const  LPDIRECT3DTEXTURE9 texture)
{
    D3DSURFACE_DESC _surface_desc;

    
if (texture == NULL)
        
return  D3DFMT_UNKNOWN;

    
if (FAILED(texture->GetLevelDesc(0, &_surface_desc)))
        
return  D3DFMT_UNKNOWN;

    
return  _surface_desc.Format;
}

//-------------------------------------------------------------------
// Draw a 2D portion of texture to device.
//-------------------------------------------------------------------
BOOL draw_texture( const  LPDIRECT3DTEXTURE9 texture, 
                  
long  dest_x,       long  dest_y,
                  
long  src_x,        long  src_y,
                  
long  width,        long  height,
                  
float  x_scale,     float  y_scale,
                  D3DCOLOR color)
{
    
// check condition
     if (texture == NULL)
        
return  FALSE;

    LPD3DXSPRITE _sprite;

    
if (FAILED(D3DXCreateSprite(g_d3d_device, &_sprite)))
        
return  FALSE;

    
// If no specify width and height, set with texture width and height.
    
    
if (width == 0)
        width = get_texture_width(texture);

    
if (height == 0)
        height = get_texture_height(texture);

    
// set the portion of the source texture

    RECT _rect;

    _rect.left   = src_x;
    _rect.top    = src_y;
    _rect.right  = src_x + width;
    _rect.bottom = src_y + height;

    D3DXMATRIX _transform_matrix(x_scale,        0,              0,  0,
                                0,              y_scale,        0,  0,
                                0,              0,              0,  0,
                                (
float )dest_x,  ( float )dest_y,  0,  0);

    
// sets the sprite transforma
    _sprite->SetTransform(&_transform_matrix);

    
// adds a sprite to the list of batched sprites
     if (FAILED(_sprite->Draw(texture, &_rect, NULL, NULL, color)))
        
return  FALSE;

    
return  TRUE;
}
 

测试代码:

/***********************************************************************************
PURPOSE:
    Test D3D texture function.
***********************************************************************************/


#include <windows.h>
#include "core_framework.h"
#include "core_graphics.h"
#include "core_tool.h"

// The 3D vertex format and descriptor
typedef  struct
{
    
float  x, y, z;   // 3D coordinates    
     float  u, v;      // texture coordinates
} VERTEX;

#define  VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_TEX1)

IDirect3DVertexBuffer9* g_vertex_buffer;
IDirect3DTexture9*      g_texture;

//--------------------------------------------------------------------------------
// Initialize data for game.
//--------------------------------------------------------------------------------
BOOL game_init()
{
    
// initialize vertex data
    VERTEX _verts[] = {
      { -150.0f,  150.0f, 0.0f, 0.0f, 0.0f },
      {  150.0f,  150.0f, 0.0f, 1.0f, 0.0f },
      { -150.0f, -150.0f, 0.0f, 0.0f, 1.0f },
      {  150.0f, -150.0f, 0.0f, 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;   

    
// set perspective projection transform matrix
    set_perspective(D3DX_PI/4.0f, 1.33333f, 1.0f, 1000.0f);

    D3DXMATRIX _mat_view;

    
// create and set the view matrix
    D3DXMatrixLookAtLH(&_mat_view, 
                       &D3DXVECTOR3(0.0, 0.0, -500.0),
                       &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, &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
     if (! load_texture(&g_texture, "texture.jpg", 0, D3DFMT_UNKNOWN))
        
return  FALSE;

    
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 world tranformation

        D3DXMATRIX _mat_world;

        D3DXMatrixRotationZ(&_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, 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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程序截图:

创建游戏内核(9)【接口与实现分离版】_第1张图片


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