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创建游戏内核(11)【OO改良版】

 

本篇是创建游戏内核(10)【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(11)


接口:

DWORD get_vertices_size(LPDIRECT3DVERTEXBUFFER9 vertex_buffer);
DWORD get_num_bytes_per_vertex(LPDIRECT3DVERTEXBUFFER9 vertex_buffer);
DWORD get_vertex_fvf(LPDIRECT3DVERTEXBUFFER9 vertex_buffer);
DWORD get_num_vertices(LPDIRECT3DVERTEXBUFFER9 vertex_buffer);

//================================================================================
// Defines for class VERTEX_BUFFER.
//================================================================================
class VERTEX_BUFFER
{
public:
    VERTEX_BUFFER();
    ~VERTEX_BUFFER();

    IDirect3DVertexBuffer9* get_vertex_buffer();

    DWORD get_vertices_size();
    DWORD get_num_bytes_per_vertex();
    DWORD get_vertex_fvf();
    DWORD get_num_vertices();

    BOOL create(DWORD num_vertices, DWORD num_bytes_per_vertex, DWORD fvf);    
    
void free();

    BOOL is_loaded();

    BOOL fill_in(DWORD first_vertex, DWORD num_vertices, 
void* vertex_list);
    BOOL render(DWORD first_vertex, DWORD num_primitives, DWORD type);

    BOOL 
lock(DWORD first_vertex = 0, DWORD num_vertices = 0);
    BOOL unlock();
    
void* get_ptr();

private:
    IDirect3DVertexBuffer9* m_vertex_buffer; 
// pointer to Direct3D vertex buffer object
    char* m_ptr;                             // pointer to vertex data buffer
};

typedef VERTEX_BUFFER* VERTEX_BUFFER_PTR;
 

实现:

//---------------------------------------------------------------------------
// Return the total size of vertices.
//---------------------------------------------------------------------------
DWORD get_vertices_size(LPDIRECT3DVERTEXBUFFER9 vertex_buffer)
{
    D3DVERTEXBUFFER_DESC _buffer_desc;

    vertex_buffer->GetDesc(&_buffer_desc);

    
return _buffer_desc.Size;
}

//---------------------------------------------------------------------------
// Return the size of a vertex for a flexible vertex format (FVF)
//---------------------------------------------------------------------------
DWORD get_num_bytes_per_vertex(LPDIRECT3DVERTEXBUFFER9 vertex_buffer)
{
    D3DVERTEXBUFFER_DESC _buffer_desc;

    vertex_buffer->GetDesc(&_buffer_desc);

    
return D3DXGetFVFVertexSize(_buffer_desc.FVF);
}

//---------------------------------------------------------------------------
// Return vertex flexible format.
//---------------------------------------------------------------------------
DWORD get_vertex_fvf(LPDIRECT3DVERTEXBUFFER9 vertex_buffer)
{
    D3DVERTEXBUFFER_DESC _buffer_desc;

    vertex_buffer->GetDesc(&_buffer_desc);

    
return _buffer_desc.FVF;
}

//---------------------------------------------------------------------------
// Return the number of vertices.
//---------------------------------------------------------------------------
DWORD get_num_vertices(LPDIRECT3DVERTEXBUFFER9 vertex_buffer)
{
    D3DVERTEXBUFFER_DESC _buffer_desc;

    vertex_buffer->GetDesc(&_buffer_desc);

    
return _buffer_desc.Size / D3DXGetFVFVertexSize(_buffer_desc.FVF);
}

//---------------------------------------------------------------------------
// Constructor, initialize data member.
//---------------------------------------------------------------------------
VERTEX_BUFFER::VERTEX_BUFFER()
{
    memset(
this, 0, sizeof(*this));
}

//---------------------------------------------------------------------------
// Destructor, free vertex buffer resource.
//---------------------------------------------------------------------------
VERTEX_BUFFER::~VERTEX_BUFFER()
{
    free();
}

//---------------------------------------------------------------------------
// Get pointer to vetex buffer.
//---------------------------------------------------------------------------
IDirect3DVertexBuffer9* VERTEX_BUFFER::get_vertex_buffer()
{
    
return m_vertex_buffer;
}
//---------------------------------------------------------------------------
// Return the total size of vertices.
//---------------------------------------------------------------------------
DWORD VERTEX_BUFFER::get_vertices_size()
{
    
return ::get_vertices_size(m_vertex_buffer);
}

//---------------------------------------------------------------------------
// Gets the size of a vertex for a flexible vertex format (FVF)
//---------------------------------------------------------------------------
DWORD VERTEX_BUFFER::get_num_bytes_per_vertex()
{
    
return ::get_num_bytes_per_vertex(m_vertex_buffer);
}

//---------------------------------------------------------------------------
// Get flexible vertex format.
//---------------------------------------------------------------------------
DWORD VERTEX_BUFFER::get_vertex_fvf()
{
    
return ::get_vertex_fvf(m_vertex_buffer);
}

//---------------------------------------------------------------------------
// Get number of vertex.
//---------------------------------------------------------------------------
DWORD VERTEX_BUFFER::get_num_vertices()
{
    
return ::get_num_vertices(m_vertex_buffer);
}

//---------------------------------------------------------------------------
// create vertex buffer.
//---------------------------------------------------------------------------
BOOL VERTEX_BUFFER::create(DWORD num_vertices, DWORD num_bytes_per_vertex, DWORD fvf)
{
    
// free vertex buffer resource first
    free();

    
// Check condition
    if(g_d3d_device == NULL)
        
return FALSE;

    
if(num_vertices == 0 || num_bytes_per_vertex == 0 || fvf == 0)
        
return FALSE;

    
// create vertex buffer now
    if(FAILED(g_d3d_device->CreateVertexBuffer(
        num_vertices * num_bytes_per_vertex, 0, fvf, D3DPOOL_MANAGED, &m_vertex_buffer, NULL)))
        
return FALSE;

    
return TRUE;
}

//---------------------------------------------------------------------------
// free vertex buffer resource, reset data member.
//---------------------------------------------------------------------------
void VERTEX_BUFFER::free()
{
    release_com(m_vertex_buffer);
}

//---------------------------------------------------------------------------
// copy vertex data from VertexList to vertex buffer.
//---------------------------------------------------------------------------
BOOL VERTEX_BUFFER::fill_in(DWORD first_vertex, DWORD num_vertices, void* vertex_list)
{
    
// check condition
    if(vertex_list == NULL || m_vertex_buffer == NULL)
        
return FALSE;

    
// lock the vertex buffer
    if(! lock(first_vertex, num_vertices))
        
return FALSE;

    
// copy vertices to vertex buffer
    memcpy(m_ptr, vertex_list, num_vertices * get_num_bytes_per_vertex());

    
// unlock vertex buffer
    return unlock();
}

//---------------------------------------------------------------------------
// render vertex buffer into display.
//---------------------------------------------------------------------------
BOOL VERTEX_BUFFER::render(unsigned long first_vertex, unsigned long num_primitives, DWORD type)
{
    
if(g_d3d_device == NULL || m_vertex_buffer == NULL)
        
return FALSE;

    
// binds a vertex buffer to a device data stream
    g_d3d_device->SetStreamSource(0, m_vertex_buffer, 0, get_num_bytes_per_vertex());

    
// sets the current vertex stream declaration
    g_d3d_device->SetFVF(get_vertex_fvf());

    
// Renders a sequence of nonindexed, geometric primitives of the specified type from the current set 
    // of data input streams.
    g_d3d_device->DrawPrimitive((D3DPRIMITIVETYPE) type, first_vertex, num_primitives);

    
return TRUE;
}

//---------------------------------------------------------------------------
// lock vertex buffer from specified position with specified length.
//---------------------------------------------------------------------------
BOOL VERTEX_BUFFER::lock(DWORD first_vertex, DWORD num_vertices)
{
    
if(m_vertex_buffer == NULL)
        
return FALSE;

    DWORD _num_bytes_per_vertex = get_num_bytes_per_vertex();

    
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
    if(FAILED(m_vertex_buffer->Lock(first_vertex * _num_bytes_per_vertex, num_vertices * _num_bytes_per_vertex, 
                                    (
void**)&m_ptr, 0)))
        
return FALSE;

    
return TRUE;
}

//---------------------------------------------------------------------------
// unlock vertex buffer.
//---------------------------------------------------------------------------
BOOL VERTEX_BUFFER::unlock()
{
    
if(m_vertex_buffer == NULL)
        
return FALSE;

    
if(FAILED(m_vertex_buffer->Unlock()))
        
return FALSE;

    
return TRUE;
}

//---------------------------------------------------------------------------
// Check whether vertex buffer has created successfully.
//---------------------------------------------------------------------------
BOOL VERTEX_BUFFER::is_loaded()
{
    
return m_vertex_buffer ? TRUE : FALSE;
}

//---------------------------------------------------------------------------
// Ger pointer to vertex data.
//---------------------------------------------------------------------------
void* VERTEX_BUFFER::get_ptr()
{
    
return (void*)m_ptr;
}
 

测试代码:
/***********************************************************************************
PURPOSE:
    Test D3D vertex buffer.
***********************************************************************************/


#include "core_common.h"
#include "core_framework.h"
#include "core_graphics.h"

// The 2D vertex format and descriptor
typedef struct
{
    
float x, y, z;      // 2D coordinates
    float rhw;          // rhw
    D3DCOLOR diffuse;   // diffuse color component
} VERTEX;

#define VERTEX_FVF   (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

//===========================================================================
// Defines class APP which public inherits from class FRAMEWORK.
//===========================================================================
class APP : public FRAMEWORK
{
public:    
    BOOL init()
    {
        
// initialize vertex data
        VERTEX _verts[] = {
          { 100.0f, 100.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 300.0f, 100.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 100.0f, 300.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 300.0f, 300.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          {  50.0f, 150.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          { 350.0f, 150.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          {  50.0f, 350.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          { 350.0f, 350.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(128,0,0,128)  }
        }; 

        
// 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;    

        DWORD num_vertices = 
sizeof(_verts) / sizeof(VERTEX);

        m_vertex_buffer.create(num_vertices, 
sizeof(VERTEX), VERTEX_FVF);
        m_vertex_buffer.fill_in(0, num_vertices, _verts);
        
        
return TRUE;
    }

    BOOL frame()
    {
        clear_display_buffer(D3DCOLOR_RGBA(0, 0, 0, 255));

        
if(SUCCEEDED(g_d3d_device->BeginScene()))
        {       
            enalbe_alpha_blending(FALSE, 0, 0);
            m_vertex_buffer.render(0, 2, D3DPT_TRIANGLESTRIP);

            enalbe_alpha_blending(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
            m_vertex_buffer.render(4, 2, D3DPT_TRIANGLESTRIP);

            g_d3d_device->EndScene();
        }

        present_display();

        
return TRUE;
    }

    BOOL shutdown()
    {
        release_com(g_d3d_device);
        release_com(g_d3d);

        
return TRUE;
    }
   
private:
    VERTEX_BUFFER     m_vertex_buffer;
};


int PASCAL WinMain(HINSTANCE inst, HINSTANCE, 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;
}

 

posted on 2007-10-06 23:53 lovedday 阅读(374) 评论(0)  编辑 收藏 引用


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