tank.x部分代码,z都大于-10.0f,就是在里面,被遮挡板挡住;一开启深度测试,就挡住了,如果不开启,先画挡板再画坦克,所以能看见坦克
Mesh tankMesh
{
288;
-1.809821;0.435101;-4.555518;,
-1.809821;-0.460101;-4.555518;,
2.150952;0.435101;-4.555518;,
2.150952;-0.460101;-4.555518;,
2.999618;0.435101;-4.555514;,
2.999618;-0.460101;-4.555514;,
2.999618;0.435101;4.555514;,
//=============================================================================
//Desc: 深度测试
//=============================================================================
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPD3DXMESH g_pMesh = NULL; //网格模型对象
D3DMATERIAL9* g_pMeshMaterials = NULL; //网格模型材质
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; //网格模型纹理
DWORD g_dwNumMaterials = 0L; //网格模型子块数量
LPDIRECT3DVERTEXBUFFER9 g_pShutter = NULL; //遮挡板顶点缓冲区
D3DXMATRIXA16 g_matTank;
D3DXMATRIXA16 g_matShutter;
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{ FLOAT x, y, z; //顶点位置
DWORD color; //顶点漫反射颜色值
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ| D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Desc: 设置观察矩阵和投影矩阵
//-----------------------------------------------------------------------------
VOID SetViewAndProjMatrices()
{
//创建并设置世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity(&matWorld);
D3DXMatrixRotationY( &matWorld, D3DX_PI/2);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//创建并设置观察矩阵
D3DXVECTOR3 vEyePt( 0.0f, 2.0f,-30.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 2.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//创建并设置投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 5000.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE; //使用深度测试
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; //深度缓冲区格式
//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
//启用深度测试, 设置深度测试
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, true ); //默认激活
g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESS ); //设置比较函数,默认为D3DCMP_LESSEQUAL
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); //默认值为TRUE
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff ); //设置环境光
//设置观察矩阵和投影矩阵
SetViewAndProjMatrices();
//初始化坦克世界矩阵
D3DXMatrixIdentity(&g_matTank);
D3DXMatrixRotationY( &g_matTank, D3DX_PI/2);
//初始化遮挡物世界矩阵
D3DXMatrixIdentity(&g_matShutter);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 从绝对路径中提取纹理文件名
//-----------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
{
//先将fullPath的类型变换为LPWSTR
WCHAR wszBuf[MAX_PATH];
MultiByteToWideChar( CP_ACP, 0, fullPath, -1, wszBuf, MAX_PATH );
wszBuf[MAX_PATH-1] = L'\0';
WCHAR* wszFullPath = wszBuf;
//从绝对路径中提取文件名
LPWSTR pch=wcsrchr(wszFullPath,'\\');
if (pch)
lstrcpy(fileName, ++pch);
else
lstrcpy(fileName, wszFullPath);
}
//-----------------------------------------------------------------------------
// Desc: 创建场景图形
//-----------------------------------------------------------------------------
HRESULT InitGriphics()
{
LPD3DXBUFFER pD3DXMtrlBuffer;
//从文件中加载网格模型,创建网格对象
if( FAILED( D3DXLoadMeshFromX( L"tank.x", D3DXMESH_SYSTEMMEM,
g_pd3dDevice, NULL,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) ) )
{
return E_FAIL;
}
//提取网格模型材料信息,创建纹理
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
g_pMeshTextures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL &&
strlen(d3dxMaterials[i].pTextureFilename) > 0 )
{
//获取纹理文件名
WCHAR filename[256];
RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);
//创建纹理
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, filename,
&g_pMeshTextures[i] ) ) )
{
MessageBox(NULL, L"Could not find texture map", L"ZTest", MB_OK);
}
}
}
//释放存放网格模型材料和纹理的缓冲区对象
pD3DXMtrlBuffer->Release();
//遮挡板顶点数据
CUSTOMVERTEX g_Vertices[] =
{
{ -8, -2, -10.0f, 0xff808080},
{ -8, 6, -10.0f, 0xff808080},
{ 8, -2, -10.0f, 0xff808080},
{ 8, 6, -10.0f, 0xff808080}
};
//创建遮挡板顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pShutter,NULL ) ) )
{
return E_FAIL;
}
//填充遮挡板顶点缓冲区
VOID* pVertices;
if( FAILED( g_pShutter->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pShutter->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放网格模型材质
if( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;
//释放网格模型纹理
if( g_pMeshTextures )
{
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
{
if( g_pMeshTextures[i] )
g_pMeshTextures[i]->Release();
}
delete[] g_pMeshTextures;
}
//释放网格模型对象
if( g_pMesh != NULL )
g_pMesh->Release();
//释放遮挡板缓冲区对象
if( g_pShutter != NULL )
g_pShutter->Release();
//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
//释放Direct3D设备对象
if( g_pD3D != NULL )
g_pD3D->Release();
}
//------------------------------------------------------------------------------
// Desc: 渲染图形
//------------------------------------------------------------------------------
VOID Render()
{
//清除后台颜色缓冲区和深度缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//渲染遮挡板
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &g_matShutter );
g_pd3dDevice->SetStreamSource( 0, g_pShutter, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
//渲染坦克
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, true );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &g_matTank );
for( DWORD i=0; i<g_dwNumMaterials; i++)
{
g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
g_pMesh->DrawSubset( i );
}
//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_KEYDOWN:
switch(wParam)
{
case 48: //"0"键, 禁用深度测试
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
break;
case 49: //"1"键, 激活深度测试
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );
break;
}
return 0;
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );
//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"深度测试",
WS_OVERLAPPEDWINDOW, 100, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建场景图形
if( SUCCEEDED( InitGriphics() ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//进入效果循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render(); //渲染图形
}
}
}
}
UnregisterClass(L"ClassName", wc.hInstance );
return 0;
}
posted on 2008-03-25 20:46
七星重剑 阅读(1264)
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