
//=================================================================
// 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, 0.0f, 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}
};
//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( 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( 0.0f, 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 );
//投影矩陣
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
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), 1.0f, 0 );
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, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
//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, 0L, 0L,
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, 200, 100, 500, 500,
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, 0U, 0U, 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)
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