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            //=================================================================
            // Desc: Alpha混合測(cè)試
            //=================================================================
            #include <d3d9.h>
            #include 
            <d3dx9.h>

            LPDIRECT3D9             g_pD3D       
            = NULL;
            LPDIRECT3DDEVICE9       g_pd3dDevice 
            = NULL;
            LPDIRECT3DVERTEXBUFFER9 g_pVB        
            = NULL;
            LPDIRECT3DTEXTURE9      g_pTexture   
            = NULL;   //紋理對(duì)象指針

            //頂點(diǎn)結(jié)構(gòu)
            struct CUSTOMVERTEX
            {   FLOAT x, y, z; 
                DWORD color;               
            //頂點(diǎn)漫反射顏色值
                FLOAT u,v ;                //頂點(diǎn)紋理坐標(biāo)
            };
            #define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ| D3DFVF_DIFFUSE| D3DFVF_TEX1)  //頂點(diǎn)格式


            //----------------------------------------------
            // Desc: 初始化
            //----------------------------------------------
            HRESULT InitD3D( HWND hWnd )
            {
                
            if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
                    
            return E_FAIL;

                
            //獲取當(dāng)前顯示其顯示設(shè)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;

                
            //創(chuàng)建圖形渲染設(shè)備對(duì)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,默認(rèn)情況下起用啟用照明

                
            //計(jì)劃Alpha混合, 設(shè)置ALPHA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);

                
                
            //設(shè)置紋理渲染狀態(tài)
                g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                g_pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );

                
            //紋理Alpha操作設(shè)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: 創(chuàng)建圖形
            //-------------------------------------------------------------
            HRESULT InitVB()
            {
                
            //創(chuàng)建紋理
                if( FAILED( D3DXCreateTextureFromFile(g_pd3dDevice, L"tree.tga"&g_pTexture)) )
                {
                    
            return E_FAIL;
                }

                CUSTOMVERTEX g_Vertices[] 
            =
                {
                    { 
            -3,   -3,  0.0f,   0xffffffff,  0.0f1.0f},
                    { 
            -3,    3,  0.0f,   0xffffffff,  0.0f0.0f},    
                    {  
            3,   -3,  0.0f,   0xffffffff,  1.0f1.0f},    
                    {  
            3,    3,  0.0f,   0xffffffff,  1.0f0.0f}

                };
                
                
            //創(chuàng)建頂點(diǎn)緩沖區(qū)
                if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
                                                             
            0, D3DFVF_CUSTOMVERTEX,
                                                             D3DPOOL_DEFAULT, 
            &g_pVB,NULL ) ) )
                {
                    
            return E_FAIL;
                }

                
            //填充頂點(diǎn)緩沖區(qū)
                VOID* pVertices;
                
            if( FAILED( g_pVB->Lock( 0sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
                    
            return E_FAIL;
                memcpy( pVertices, g_Vertices, 
            sizeof(g_Vertices) );
                g_pVB
            ->Unlock();

                
            return S_OK;
            }

            //-------------------------------------------------
            // Desc: 最后清除創(chuàng)建的對(duì)象
            //-------------------------------------------------
            VOID Cleanup()
            {
                
            if( g_pTexture != NULL )        //釋放創(chuàng)建的紋理對(duì)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: 設(shè)置矩陣
            //-----------------------------------------------------
            VOID SetupMatrices()
            {
                
            //世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixIdentity( 
            &matWorld );
                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );

                
            //觀察矩陣, 觀察點(diǎn)根據(jù)輸入逐漸拉近或變遠(yuǎn)
                D3DXVECTOR3 vEyePt( 0.0f0.0f-10 );
                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 );

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


            //----------------------------------------------------------------
            // Desc: 渲染場(chǎng)景
            //-----------------------------------------------------------------
            VOID Render()
            {
                g_pd3dDevice
            ->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f0 );
                SetupMatrices();  
            //設(shè)置變換矩陣,

                
            //開始渲染場(chǎng)景
                g_pd3dDevice->BeginScene();
               
                g_pd3dDevice
            ->SetTexture( 0, g_pTexture );  //設(shè)置紋理
                g_pd3dDevice->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
                g_pd3dDevice
            ->SetFVF( D3DFVF_CUSTOMVERTEX );
                g_pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02);

                
            //場(chǎng)景渲染結(jié)束
                g_pd3dDevice->EndScene();

                g_pd3dDevice
            ->Present( NULL, NULL, NULL, NULL );
            }


            //----------------------------------------------------
            // Desc: 窗口過程, 處理窗口消息
            //----------------------------------------------------
            LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
            {
                
            switch( msg )
                {
                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 48:  //"0"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;

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

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



            //-----------------------------------------------------
            // Desc: 程序入口函數(shù)
            //-----------------------------------------------------
            INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
            {

                
            //注冊(cè)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"紋理Alpha",
                                          WS_OVERLAPPEDWINDOW, 
            200100500500,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

                
            if( SUCCEEDED( InitD3D( hWnd ) ) )  //初始化Direct3D渲染設(shè)備
                {
                    
            if( SUCCEEDED( InitVB() ) )     //創(chuàng)建圖形
                    {
                        
            //顯示窗口
                        ShowWindow( hWnd, SW_SHOWDEFAULT );
                        UpdateWindow( hWnd );

                        
            //進(jìn)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();  
            //渲染圖形
                        }
                    }
                }

                
            //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 七星重劍 閱讀(700) 評(píng)論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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