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 }
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 }