天行健 君子当自强而不息

创建游戏内核(9)【C风格版】

 

本篇是创建游戏内核(8)【C风格版】的续篇,关于该内核的细节说明请参考创建游戏内核(9)

 

接口:

BOOL load_texture_from_file(LPDIRECT3DTEXTURE9* texture, pcstr 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(ID3DXSprite* sprite, 
                  
const LPDIRECT3DTEXTURE9 texture,                   
                  
const RECT*       texture_src_rect,                 
                  
long dest_x,      long dest_y,
                  
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_from_file(LPDIRECT3DTEXTURE9* texture, pcstr filename, DWORD transparent, D3DFORMAT format)
{
    
// check condition first
    if(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;
}

//-------------------------------------------------------------------
// Clone d3d texture object from an existing IDirect3DTexture9 object 
// instance.
//-------------------------------------------------------------------
BOOL clone_texture(LPDIRECT3DTEXTURE9* dest_texture, const LPDIRECT3DTEXTURE9 src_texture)
{            
    
if(src_texture == NULL)
        
return FALSE;

    
// copy texture over, from source to dest.

    D3DSURFACE_DESC surface_desc;

    
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);

    D3DLOCKED_RECT src_rect, dest_rect;

    
// 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)
{    
    
if(texture == NULL)
        
return 0;

    D3DSURFACE_DESC surface_desc;

    
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)
{    
    
if(texture == NULL)
        
return 0;

    D3DSURFACE_DESC surface_desc;

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

    
return surface_desc.Height;
}

//-------------------------------------------------------------------
// Get texture storage format.
//-------------------------------------------------------------------
long get_texture_format(const LPDIRECT3DTEXTURE9 texture)
{    
    
if(texture == NULL)
        
return D3DFMT_UNKNOWN;

    D3DSURFACE_DESC surface_desc;

    
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(ID3DXSprite* sprite, 
                  
const LPDIRECT3DTEXTURE9 texture,                   
                  
const RECT*       texture_src_rect,                  
                  
long dest_x,      long dest_y,
                  
float x_scale,    float y_scale,
                  D3DCOLOR color)
{
    
// check condition
    if(texture == NULL || sprite == NULL)
        
return FALSE;    

    
// set the portion of the source texture

    D3DXMATRIX transform_matrix(x_scale,    0,          0,  0,
                                0,          y_scale,    0,  0,
                                0,          0,          1,  0,
                                0,          0,          0,  1);

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

    D3DXVECTOR3 dest_pos = D3DXVECTOR3((
float)dest_x, (float)dest_y, 0);

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

    
return TRUE;
}

测试代码:
/***********************************************************************************
PURPOSE:
    Test D3D texture function.
***********************************************************************************/


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

typedef 
struct DATA
{    
    ID3DXSprite*        sprite;
    IDirect3DTexture9*  texture;

    RECT                texture_rect;    
} *DATA_PTR;

//--------------------------------------------------------------------------------
// Initialize data for game.
//--------------------------------------------------------------------------------
BOOL game_init(void* data)
{
    DATA_PTR in_data = (DATA_PTR) data;

    
// 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;   

    
// load the texture map
    if(! load_texture_from_file(&in_data->texture, "tiger1.jpg", 0, D3DFMT_UNKNOWN))
        
return FALSE;

    g_d3d_device->SetTexture(0, in_data->texture);

    RECT& rect = in_data->texture_rect;

    rect.left   = 0;
    rect.top    = 0;
    rect.right  = get_window_width(g_hwnd);
    rect.bottom = get_window_height(g_hwnd);
   
    
// create sprite
    if(FAILED(D3DXCreateSprite(g_d3d_device, &in_data->sprite)))
        
return FALSE;

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Render every game frame.
//--------------------------------------------------------------------------------
BOOL game_frame(void* data)
{
    DATA_PTR in_data = (DATA_PTR) data;

    clear_display_buffer(D3DCOLOR_RGBA(0, 0, 0, 255));

    IDirect3DTexture9* texture = in_data->texture;

    
if(SUCCEEDED(g_d3d_device->BeginScene()))
    {
        ID3DXSprite* sprite = in_data->sprite;

        
if(SUCCEEDED(sprite->Begin(0)))
        {
            draw_texture(sprite, texture, &in_data->texture_rect, 0, 0, 1, 1, 0xFFFFFFFF);

            sprite->End();
        }        

        g_d3d_device->EndScene();
    }

    present_display();

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Release all game resources.
//--------------------------------------------------------------------------------
BOOL game_shutdown(void* data)
{
    DATA_PTR in_data = (DATA_PTR) data;

    release_com(in_data->sprite);
    release_com(in_data->texture);
    
    destroy_display();

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Main function, routine entry.
//--------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE pre_inst, LPSTR cmd_line, int cmd_show)
{    
    DWORD client_width  = 800;
    DWORD client_height = 520;
    DWORD x_pos = (get_screen_width()  - client_width) / 2;
    DWORD y_pos = (get_screen_height() - client_height) / 4;

    
if(! build_window(inst, "texture class", "texture test", WS_OVERLAPPEDWINDOW,
                      x_pos, y_pos, client_width, client_height))
    {
        
return -1;
    }

    DATA data;

    memset(&data, 0, 
sizeof(data));
    
    run_game(game_init, game_frame, game_shutdown, &data);
    
    
return 0;
}

截图:


posted on 2007-10-25 23:29 lovedday 阅读(717) 评论(0)  编辑 收藏 引用


只有注册用户登录后才能发表评论。
网站导航: 博客园   IT新闻   BlogJava   知识库   博问   管理


公告

导航

统计

常用链接

随笔分类(178)

3D游戏编程相关链接

搜索

最新评论