
//=============================================================================
// Desc: Alpha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
//-----------------------------------------------------------------------------
// Desc: 設置世界矩陣
//-----------------------------------------------------------------------------
VOID SetWorldMatrix()
{
//創建并設置世界矩陣
D3DXMATRIXA16 matWorld;
D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
//-----------------------------------------------------------------------------
// Desc: 設置觀察矩陣和投影矩陣
//-----------------------------------------------------------------------------
VOID SetViewAndProjMatrix()
{
//創建并設置觀察矩陣
D3DXVECTOR3 vEyePt( 0.0f, 15.0f,20.0f );
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 );
//創建并設置投影矩陣
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
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;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
//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
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESS );
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
//設置Alpha測試
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE,true);
g_pd3dDevice->SetRenderState(D3DRS_ALPHAREF,0x00000081);
g_pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_GREATER);
//設置環境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
//設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;
}
//提取材質和紋理數據
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);
//創建紋理對象
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, filename,
&g_pMeshTextures[i] ) ) )
{
return E_FAIL;
}
}
}
//釋放保存模型材質和紋理數據的數據對象
pD3DXMtrlBuffer->Release();
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()
{
//清空后臺緩沖區
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
//開始在后臺緩沖區繪制圖形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetWorldMatrix(); //設置世界矩陣
//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 );
}
}
//繪制半透明部分
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Alpha測試
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
break;
case 49: //"1"鍵, 激活Alpha測試
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, 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, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );
//創建窗口
HWND hWnd = CreateWindow( L"ClassName", L"Alpha測試",
WS_OVERLAPPEDWINDOW, 200, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//創建場景圖形
if( SUCCEEDED( InitGeometry() ) )
{
//顯示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//進入消息循環
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
}
}
}
}
UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}
posted on 2008-03-25 22:09
七星重劍 閱讀(945)
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