1 bool HGE_Impl::_init_lost() 2 { 3 CRenderTargetList *target=pTargets; 4 5 // Store render target 6 //屏幕表面 7 pScreenSurf=0; 8 //屏幕深度 9 pScreenDepth=0; 10 11 pD3DDevice->GetRenderTarget(&pScreenSurf); //取渲染目標表面,這個函數在DX9有些變化 12 pD3DDevice->GetDepthStencilSurface(&pScreenDepth); //取屏幕深度 13 //當存在渲染目標時 14 while(target) 15 { 16 //如果目標紋理存在,則重新創建紋理 17 if(target->pTex) 18 D3DXCreateTexture(pD3DDevice, target->width, target->height, 1, D3DUSAGE_RENDERTARGET, 19 d3dpp->BackBufferFormat, D3DPOOL_DEFAULT, &target->pTex); 20 //如果深度存在,則重新創建深度表面 21 if(target->pDepth) 22 pD3DDevice->CreateDepthStencilSurface(target->width, target->height, 23 D3DFMT_D16, D3DMULTISAMPLE_NONE, &target->pDepth); 24 target=target->next; 25 } 26 27 // Create Vertex buffer 28 //創建頂點緩存 29 if( FAILED (pD3DDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE*sizeof(hgeVertex), 30 D3DUSAGE_WRITEONLY, 31 D3DFVF_HGEVERTEX, 32 D3DPOOL_DEFAULT, &pVB ))) 33 { 34 _PostError("Can't create D3D vertex buffer"); 35 return false; 36 } 37 //設置頂點格式,在Dx9中,將DX8的這個函數SetVertexShader分成了SetVertexShader和SetFVF 38 //在DX9中,我們只需要使用SetFVF就可以設置頂點格式了 39 pD3DDevice->SetVertexShader( D3DFVF_HGEVERTEX ); 40 //把一個頂點緩存綁定到一個設備數據流 41 pD3DDevice->SetStreamSource( 0, pVB, sizeof(hgeVertex) ); 42 43 // Create and setup Index buffer 44 //創建索引緩存 45 if( FAILED( pD3DDevice->CreateIndexBuffer(VERTEX_BUFFER_SIZE*6/4*sizeof(WORD), 46 D3DUSAGE_WRITEONLY, 47 D3DFMT_INDEX16, 48 D3DPOOL_DEFAULT, &pIB ) ) ) 49 { 50 _PostError("Can't create D3D index buffer"); 51 return false; 52 } 53 //鎖定頂點緩存 54 WORD *pIndices, n=0; 55 if( FAILED( pIB->Lock( 0, 0, (BYTE**)&pIndices, 0 ) ) ) 56 { 57 _PostError("Can't lock D3D index buffer"); 58 return false; 59 } 60 //建立索引 這里主要是針對hgeQuad的方式。DX中沒有四邊形圖元,所以這里是由兩個三角形拼起來的。 61 //繪制三角形的時候,默認是逆時針方向繪三個頂點 62 for(int i=0; i<VERTEX_BUFFER_SIZE/4; i++) { 63 /* 64 第一個三角形 65 pIndices[0] = n; 66 pIndices[1] = n+1; 67 pIndices[2] = n+2; 68 */ 69 *pIndices++=n; 70 *pIndices++=n+1; 71 *pIndices++=n+2; 72 /* 73 第二個三角形 74 pIndices[0] = n+2; 75 pIndices[1] = n+3; 76 pIndices[2] = n; 77 */ 78 *pIndices++=n+2; 79 *pIndices++=n+3; 80 *pIndices++=n; 81 n+=4; 82 } 83 pIB->Unlock(); 84 pD3DDevice->SetIndices(pIB,0); 85 86 // Set common render states 87 //設置通用渲染狀態 88 89 //pD3DDevice->SetRenderState( D3DRS_LASTPIXEL, FALSE ); 90 //D3DRS_CULLMODE 這個參數用來指定三角形背面的剔除方式。 91 //D3DCULL_NONE,不要剔除背面; 92 //D3DCULL_CW,按照順時針的方向的頂點剔除背面; 93 //D3DCULL_CCW,按照逆時針方向剔除背面。 94 pD3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); 95 //關閉光照 96 pD3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); 97 //打開alpha通道 98 pD3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); 99 //下面設置alpha混合系數 100 pD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); //設置源混合方式 D3DBLEND_SRCALPHA:Blend factor is (As, As, As, As). 101 pD3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); //設置目的混合方式 D3DBLEND_INVSRCALPHA:Blend factor is ( 1 - As, 1 - As, 1 - As, 1 - As). 102 103 //調用alpha測試,用于提升性能 104 pD3DDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE ); 105 //測試參考值,0x01相當于對于全透明的,將不渲染 106 pD3DDevice->SetRenderState( D3DRS_ALPHAREF, 0x01 ); 107 //要求渲染>=參考值的像素 108 pD3DDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL ); 109 110 //設置狀態 111 //紋理融合操作 112 pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); //設置顏色通道混合控制為:多參數 113 pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); // 114 pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); 115 116 pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); ////設置alpha通道混合控制為:多參數 117 pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); 118 pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); 119 //D3DTSS_MIPFILTER過濾采用近點采樣 120 pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT); 121 122 if(bTextureFilter) //如果使用紋理過濾 123 { 124 pD3DDevice->SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); 125 pD3DDevice->SetTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_LINEAR); 126 } 127 else 128 { 129 pD3DDevice->SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_POINT); 130 pD3DDevice->SetTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_POINT); 131 } 132 133 nPrim=0; 134 CurPrimType=HGEPRIM_QUADS; //當前主要操作類型 135 CurBlendMode = BLEND_DEFAULT; //當前混合方式 136 CurTexture = NULL; //當前紋理 137 138 pD3DDevice->SetTransform(D3DTS_VIEW, &matView); //設置視圖,該值為默認值,沒有變化 139 pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj); //設置投影,已設為正交投影,具體參考我前面的散筆:HGE
的坐標轉換函數注釋說明_SetProjectionMatrix
140 141 return true; 142 }
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