//=================================================================
// Desc: Alpha混合测试
//=================================================================
#include <d3d9.h>
#include <d3dx9.h>
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL; //纹理对象指针
//顶点结构
struct CUSTOMVERTEX
{ FLOAT x, y, z;
DWORD color; //顶点漫反射颜色值
FLOAT u,v ; //顶点纹理坐标
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ| D3DFVF_DIFFUSE| D3DFVF_TEX1) //顶点格式
//----------------------------------------------
// Desc: 初始化
//----------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//获取当前显示其显示设置
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
//创建图形渲染设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); //禁用照明效果,默认情况下起用启用照明
//计划Alpha混合, 设置ALPHA混合系数
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
//设置纹理渲染状态
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
//纹理Alpha操作设置
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
return S_OK;
}
//-------------------------------------------------------------
// Desc: 创建图形
//-------------------------------------------------------------
HRESULT InitVB()
{
//创建纹理
if( FAILED( D3DXCreateTextureFromFile(g_pd3dDevice, L"tree.tga", &g_pTexture)) )
{
return E_FAIL;
}
CUSTOMVERTEX g_Vertices[] =
{
{ -3, -3, 0.0f, 0xffffffff, 0.0f, 1.0f},
{ -3, 3, 0.0f, 0xffffffff, 0.0f, 0.0f},
{ 3, -3, 0.0f, 0xffffffff, 1.0f, 1.0f},
{ 3, 3, 0.0f, 0xffffffff, 1.0f, 0.0f}
};
//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB,NULL ) ) )
{
return E_FAIL;
}
//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
return S_OK;
}
//-------------------------------------------------
// Desc: 最后清除创建的对象
//-------------------------------------------------
VOID Cleanup()
{
if( g_pTexture != NULL ) //释放创建的纹理对象
g_pTexture->Release();
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------
// Desc: 设置矩阵
//-----------------------------------------------------
VOID SetupMatrices()
{
//世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//观察矩阵, 观察点根据输入逐渐拉近或变远
D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -10 );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//----------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
SetupMatrices(); //设置变换矩阵,
//开始渲染场景
g_pd3dDevice->BeginScene();
g_pd3dDevice->SetTexture( 0, g_pTexture ); //设置纹理
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
//场景渲染结束
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//----------------------------------------------------
// Desc: 窗口过程, 处理窗口消息
//----------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_KEYDOWN:
switch(wParam)
{
case 48: //"0"键, 禁用Alpha混合
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
break;
case 49: //"1"键, 激活Alpha混合
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
break;
}
return 0;
case WM_DESTROY:
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------
// Desc: 程序入口函数
//-----------------------------------------------------
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"纹理Alpha",
WS_OVERLAPPEDWINDOW, 200, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) ) //初始化Direct3D渲染设备
{
if( SUCCEEDED( InitVB() ) ) //创建图形
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//进入消息循环
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
}
}
}
//程序退出前的清除工作
Cleanup();
UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}
posted on 2008-03-25 21:44
七星重剑 阅读(693)
评论(0) 编辑 收藏 引用 所属分类:
Game Graphics