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            tank.x部分代碼,z都大于-10.0f,就是在里面,被遮擋板擋住;一開啟深度測試,就擋住了,如果不開啟,先畫擋板再畫坦克,所以能看見坦克

               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: 深度測試
            //=============================================================================

            #include 
            <d3dx9.h>


            //-----------------------------------------------------------------------------
            // Desc: 全局變量
            //-----------------------------------------------------------------------------
            LPDIRECT3D9             g_pD3D           = NULL; //Direct3D對象
            LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; //Direct3D設備對象
            LPD3DXMESH              g_pMesh          = NULL; //網格模型對象
            D3DMATERIAL9*           g_pMeshMaterials = NULL; //網格模型材質
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL; //網格模型紋理
            DWORD                   g_dwNumMaterials = 0L;   //網格模型子塊數量
            LPDIRECT3DVERTEXBUFFER9 g_pShutter       = NULL; //遮擋板頂點緩沖區
            D3DXMATRIXA16           g_matTank;
            D3DXMATRIXA16           g_matShutter;


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構
            //-----------------------------------------------------------------------------
            struct CUSTOMVERTEX
            {   FLOAT x, y, z;    
            //頂點位置
                DWORD color;      //頂點漫反射顏色值
            };
            #define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ| D3DFVF_DIFFUSE)


            //-----------------------------------------------------------------------------
            // Desc: 設置觀察矩陣和投影矩陣
            //-----------------------------------------------------------------------------
            VOID SetViewAndProjMatrices()
            {
                
            //創建并設置世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixIdentity(
            &matWorld);
                D3DXMatrixRotationY( 
            &matWorld, D3DX_PI/2);
                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );

                
            //創建并設置觀察矩陣
                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 );

                
            //創建并設置投影矩陣
                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 )
            {
                
            //創建Direct3D對象, 該對象用于創建Direct3D設備對象
                if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
                    
            return E_FAIL;

                
            //設置D3DPRESENT_PARAMETERS結構, 準備創建Direct3D設備對象
                D3DPRESENT_PARAMETERS d3dpp; 
                ZeroMemory( 
            &d3dpp, sizeof(d3dpp) );
                d3dpp.Windowed 
            = TRUE;
                d3dpp.SwapEffect 
            = D3DSWAPEFFECT_DISCARD;
                d3dpp.BackBufferFormat 
            = D3DFMT_UNKNOWN;
                d3dpp.EnableAutoDepthStencil 
            = TRUE;            //使用深度測試
                d3dpp.AutoDepthStencilFormat = D3DFMT_D16;      //深度緩沖區格式

                
            //創建Direct3D設備對象
                if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                                  
            &d3dpp, &g_pd3dDevice ) ) )
                {
                    
            return E_FAIL;
                }

                
            //啟用深度測試, 設置深度測試
                g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );       //默認激活
                g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESS );  //設置比較函數,默認為D3DCMP_LESSEQUAL
                g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);    //默認值為TRUE

                g_pd3dDevice
            ->SetRenderState( D3DRS_AMBIENT, 0xffffffff );  //設置環境光

                
            //設置觀察矩陣和投影矩陣
                SetViewAndProjMatrices();

                
            //初始化坦克世界矩陣
                D3DXMatrixIdentity(&g_matTank);
                D3DXMatrixRotationY( 
            &g_matTank, D3DX_PI/2);

                
            //初始化遮擋物世界矩陣
                D3DXMatrixIdentity(&g_matShutter);

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 從絕對路徑中提取紋理文件名
            //-----------------------------------------------------------------------------
            void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
            {
                
            //先將fullPath的類型變換為LPWSTR
                WCHAR wszBuf[MAX_PATH];
                MultiByteToWideChar( CP_ACP, 
            0, fullPath, -1, wszBuf, MAX_PATH );
                wszBuf[MAX_PATH
            -1= L'\0';

                WCHAR
            * wszFullPath = wszBuf;

                
            //從絕對路徑中提取文件名
                LPWSTR pch=wcsrchr(wszFullPath,'\\');
                
            if (pch)
                    lstrcpy(fileName, 
            ++pch);
                
            else
                    lstrcpy(fileName, wszFullPath);
            }


            //-----------------------------------------------------------------------------
            // Desc: 創建場景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGriphics()
            {
                LPD3DXBUFFER pD3DXMtrlBuffer;

                
            //從文件中加載網格模型,創建網格對象
                if( FAILED( D3DXLoadMeshFromX( L"tank.x", D3DXMESH_SYSTEMMEM, 
                                               g_pd3dDevice, NULL, 
                                               
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                               
            &g_pMesh ) ) )
                {
                    
            return E_FAIL;
                }

                
            //提取網格模型材料信息,創建紋理
                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 )
                    {
                        
            //獲取紋理文件名
                        WCHAR filename[256];
                        RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

                        
            //創建紋理
                        if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, filename,
                                                            
            &g_pMeshTextures[i] ) ) )
                        {
                            MessageBox(NULL, L
            "Could not find texture map", L"ZTest", MB_OK);
                        }        
                    }
                }

                
            //釋放存放網格模型材料和紋理的緩沖區對象
                pD3DXMtrlBuffer->Release();

                
            //遮擋板頂點數據
                CUSTOMVERTEX g_Vertices[] =
                {
                    { 
            -8,   -2,  -10.0f,   0xff808080},     
                    { 
            -8,    6,  -10.0f,   0xff808080},    
                    {  
            8,   -2,  -10.0f,   0xff808080},    
                    {  
            8,    6,  -10.0f,   0xff808080}

                };
                
                
            //創建遮擋板頂點緩沖區
                if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
                                                             
            0, D3DFVF_CUSTOMVERTEX,
                                                             D3DPOOL_DEFAULT, 
            &g_pShutter,NULL ) ) )
                {
                    
            return E_FAIL;
                }

                
            //填充遮擋板頂點緩沖區
                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: 釋放創建的對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放網格模型材質
                if( g_pMeshMaterials != NULL ) 
                    delete[] g_pMeshMaterials;

                
            //釋放網格模型紋理
                if( g_pMeshTextures )
                {
                    
            for( DWORD i = 0; i < g_dwNumMaterials; i++ )
                    {
                        
            if( g_pMeshTextures[i] )
                            g_pMeshTextures[i]
            ->Release();
                    }
                    delete[] g_pMeshTextures;
                }

                
            //釋放網格模型對象
                if( g_pMesh != NULL )
                    g_pMesh
            ->Release();

                
            //釋放遮擋板緩沖區對象
                if( g_pShutter != NULL )
                    g_pShutter
            ->Release();
                
                
            //釋放Direct3D設備對象
                if( g_pd3dDevice != NULL )
                    g_pd3dDevice
            ->Release();

                
            //釋放Direct3D設備對象
                if( g_pD3D != NULL )
                    g_pD3D
            ->Release();
            }


            //------------------------------------------------------------------------------
            // Desc: 渲染圖形
            //------------------------------------------------------------------------------
            VOID Render()
            {
                
            //清除后臺顏色緩沖區和深度緩沖區
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_XRGB(
            0,0,255), 1.0f0 );
                
                
            //開始在后臺緩沖區繪制圖形
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    
            //渲染遮擋板
                    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 );
                    }

                    
            //結束在后臺緩沖區繪制圖形
                    g_pd3dDevice->EndScene();
                }

                
            //將在后臺緩沖區繪制的圖形提交到前臺緩沖區顯示
                g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
            }


            //-----------------------------------------------------------------------------
            // Desc: 消息處理
            //-----------------------------------------------------------------------------
            LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
            {
                
            switch( msg )
                {
                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 48:  //"0"鍵, 禁用深度測試
                         g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
                        
            break;

                    
            case 49//"1"鍵, 激活深度測試
                         g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );
                        
            break;
                    }
                    
            return 0;

                
            case WM_DESTROY:
                    Cleanup();
                    PostQuitMessage( 
            0 );
                    
            return 0;
                }

                
            return DefWindowProc( hWnd, msg, wParam, lParam );
            }


            //-----------------------------------------------------------------------------
            // Desc: 入口函數
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
            {
                
            //注冊窗口類
                WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L
                                  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                                  L
            "ClassName", NULL };
                RegisterClassEx( 
            &wc );

                
            //創建窗口
                HWND hWnd = CreateWindow( L"ClassName", L"深度測試"
                                          WS_OVERLAPPEDWINDOW, 
            100100500500,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

                
            //初始化Direct3D
                if( SUCCEEDED( InitD3D( hWnd ) ) )
                { 
                    
            //創建場景圖形
                    if( SUCCEEDED( InitGriphics() ) )
                    {
                        
            //顯示窗口
                        ShowWindow( hWnd, SW_SHOWDEFAULT );
                        UpdateWindow( hWnd );

                        
            //進入效果循環
                        MSG msg; 
                        ZeroMemory( 
            &msg, sizeof(msg) );
                        
            while( msg.message!=WM_QUIT )
                        {
                            
            if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                            {
                                TranslateMessage( 
            &msg );
                                DispatchMessage( 
            &msg );
                            }
                            
            else
                            {
                                Render();  
            //渲染圖形
                            }
                        }
                    }
                }

                UnregisterClass(L
            "ClassName", wc.hInstance );
                
            return 0;
            }















            posted on 2008-03-25 20:46 七星重劍 閱讀(1277) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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