随笔 - 505  文章 - 1034  trackbacks - 0
<2007年8月>
2930311234
567891011
12131415161718
19202122232425
2627282930311
2345678


子曾经曰过:编程无他,唯手熟尔!

常用链接

留言簿(94)

随笔分类(649)

随笔档案(505)

相册

BCB

Crytek

  • crymod
  • Crytek's Offical Modding Portal

Game Industry

OGRE

other

Programmers

Qt

WOW Stuff

搜索

  •  

积分与排名

  • 积分 - 903799
  • 排名 - 14

最新随笔

最新评论

阅读排行榜

评论排行榜





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( 0.0f2.0f,-30.0f );
    D3DXVECTOR3 vLookatPt( 
0.0f2.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    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/41.0f1.0f5000.0f );
    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( 0sizeof(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), 1.0f0 );
    
    
//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, 0sizeof(CUSTOMVERTEX) );
        g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02);

        
//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, 0L0L
                      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, 
100100500500,
                              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, 0U0U, 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) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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