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            禁用Alpha混合



            激活A(yù)lpha混合






            //=============================================================================
            // Desc: Alpha混合測試
            //=============================================================================

            #include 
            <d3dx9.h>


            //-----------------------------------------------------------------------------
            // Desc: 全局變量
            //-----------------------------------------------------------------------------
            LPDIRECT3D9             g_pD3D           = NULL; //Direct3D對象
            LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; //Direct3D設(shè)備對象
            LPD3DXMESH              g_pMesh          = NULL; //網(wǎng)格模型對象
            D3DMATERIAL9*           g_pMeshMaterials = NULL; //網(wǎng)格模型材質(zhì)
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL; //網(wǎng)格模型紋理
            DWORD                   g_dwNumMaterials = 0L;   //網(wǎng)格模型子塊數(shù)量


            //-----------------------------------------------------------------------------
            // Desc: 設(shè)置世界矩陣
            //-----------------------------------------------------------------------------
            VOID SetWorldMatrix()
            {
                
            //創(chuàng)建并設(shè)置世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixRotationY( 
            &matWorld, timeGetTime()/1000.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );
            }

            //-----------------------------------------------------------------------------
            // Desc: 設(shè)置觀察矩陣和投影矩陣
            //-----------------------------------------------------------------------------
            VOID SetViewAndProjMatrix()
            {
                
            //創(chuàng)建并設(shè)置觀察矩陣
                D3DXVECTOR3 vEyePt( 0.0f15.0f-20.0f );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMATRIXA16 matView;
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                g_pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //創(chuàng)建并設(shè)置投影矩陣
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/41.0f1.0f100.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );
            }


            //-----------------------------------------------------------------------------
            // Desc: 初始化Direct3D
            //-----------------------------------------------------------------------------
            HRESULT InitD3D( HWND hWnd )
            {
                
            //創(chuàng)建Direct3D對象, 該對象用于創(chuàng)建Direct3D設(shè)備對象
                if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
                    
            return E_FAIL;

                
            //設(shè)置D3DPRESENT_PARAMETERS結(jié)構(gòu), 準備創(chuàng)建Direct3D設(shè)備對象
                D3DPRESENT_PARAMETERS d3dpp; 
                ZeroMemory( 
            &d3dpp, sizeof(d3dpp) );
                d3dpp.Windowed 
            = TRUE;
                d3dpp.SwapEffect 
            = D3DSWAPEFFECT_DISCARD;
                d3dpp.BackBufferFormat 
            = D3DFMT_UNKNOWN;
                d3dpp.EnableAutoDepthStencil 
            = TRUE;
                d3dpp.AutoDepthStencilFormat 
            = D3DFMT_D16;

                
            //創(chuàng)建Direct3D渲染設(shè)備
                if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                                  
            &d3dpp, &g_pd3dDevice ) ) )
                {
                    
            return E_FAIL;
                }

                
            //Alpha混合設(shè)置, 設(shè)置混合系數(shù)
                g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,   true );
                g_pd3dDevice
            ->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA );
                g_pd3dDevice
            ->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );

                
            //深度測試相關(guān)設(shè)置
                g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );
                g_pd3dDevice
            ->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESS );
                g_pd3dDevice
            ->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );

                
            //設(shè)置環(huán)境光
                g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

                
            //設(shè)置觀察矩陣和投影矩陣
                SetViewAndProjMatrix();

                
            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(chuàng)建場景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                LPD3DXBUFFER pD3DXMtrlBuffer;

                
            //加載文件模型
                if( FAILED( D3DXLoadMeshFromX( L"Heli.x", D3DXMESH_SYSTEMMEM, 
                                               g_pd3dDevice, NULL, 
                                               
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                               
            &g_pMesh ) ) )
                {
                    
            return E_FAIL;
                }

                
            //提取材質(zhì)和紋理數(shù)據(jù)
                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(chuàng)建紋理對象
                        if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, filename, 
                                                               
            &g_pMeshTextures[i] ) ) )
                        {
                            
            return E_FAIL;
                        }
                    }
                }

                
            //釋放保存模型材質(zhì)和紋理數(shù)據(jù)的數(shù)據(jù)對象
                pD3DXMtrlBuffer->Release();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放創(chuàng)建的對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放網(wǎng)格模型材質(zhì)
                if( g_pMeshMaterials != NULL ) 
                    delete[] g_pMeshMaterials;

                
            //釋放網(wǎng)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(wǎng)格模型對象
                if( g_pMesh != NULL )
                    g_pMesh
            ->Release();
                
                
            //釋放Direct3D設(shè)備對象
                if( g_pd3dDevice != NULL )
                    g_pd3dDevice
            ->Release();

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


            //-----------------------------------------------------------------------------
            // Desc: 渲染圖形
            //-----------------------------------------------------------------------------
            VOID Render()
            {
                
            //清除后緩沖區(qū)和深度緩沖區(qū)
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_XRGB(
            0,0,255), 1.0f0 );
                
                
            //開始在后臺緩沖區(qū)繪制圖形
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    SetWorldMatrix();   
            //設(shè)置世界矩陣

                    
            //繪制不透明部分, 必須先繪制不透明的物體
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        
            if(g_pMeshMaterials[i].Diffuse.a==1.0f)
                        {
                            g_pd3dDevice
            ->SetMaterial( &g_pMeshMaterials[i] );
                            g_pd3dDevice
            ->SetTexture( 0, g_pMeshTextures[i] );
                            g_pMesh
            ->DrawSubset( i );
                        }
                    }

                    
            //繪制透明部分
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        
            if(g_pMeshMaterials[i].Diffuse.a!=1.f)
                        {
                            g_pd3dDevice
            ->SetMaterial( &g_pMeshMaterials[i] );
                            g_pd3dDevice
            ->SetTexture( 0, g_pMeshTextures[i] );
                            g_pMesh
            ->DrawSubset( i );
                        }
                    }

                    
            //結(jié)束在后臺緩沖區(qū)渲染圖形
                    g_pd3dDevice->EndScene();
                }

                
            //將在后臺緩沖區(qū)繪制的圖形提交到前臺緩沖區(qū)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_DESTROY:
                    Cleanup();
                    PostQuitMessage( 
            0 );
                    
            return 0;

                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 48:  //"0"鍵, 禁用Alpha混合
                        g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
                        
            break;

                    
            case 49//"1"鍵, 激活A(yù)lpha混合
                        g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
                        
            break;
                    }
                    
            return 0;
                }

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


            //-----------------------------------------------------------------------------
            // Desc: 入口函數(shù)
            //-----------------------------------------------------------------------------
            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(chuàng)建窗口
                HWND hWnd = CreateWindow(  L"ClassName", L"Alpha混合"
                                          WS_OVERLAPPEDWINDOW, 
            200100500500,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

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

                        
            //進入消息循環(huán)
                        MSG msg; 
                        ZeroMemory( 
            &msg, sizeof(msg) );
                        
            while( msg.message!=WM_QUIT )
                        {
                            
            if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                            {
                                TranslateMessage( 
            &msg );
                                DispatchMessage( 
            &msg );
                            }
                            
            else
                                Render();
                        }
                    }
                }

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

















            posted on 2008-03-25 21:08 七星重劍 閱讀(538) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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