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//=================================================================
// Desc: Alpha混合测试
//=================================================================
#include <d3d9.h>
#include 
<d3dx9.h>

LPDIRECT3D9             g_pD3D       
= NULL;
LPDIRECT3DDEVICE9       g_pd3dDevice 
= NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB        
= NULL;
LPDIRECT3DTEXTURE9      g_pTexture   
= NULL;   //纹理对象指针

//顶点结构
struct CUSTOMVERTEX
{   FLOAT x, y, z; 
    DWORD color;               
//顶点漫反射颜色值
    FLOAT u,v ;                //顶点纹理坐标
};
#define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ| D3DFVF_DIFFUSE| D3DFVF_TEX1)  //顶点格式


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

    
//获取当前显示其显示设置
    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;

    
//创建图形渲染设备对象
    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,默认情况下起用启用照明

    
//计划Alpha混合, 设置ALPHA混合系数
    g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,   true );
    g_pd3dDevice
->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    g_pd3dDevice
->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

    
    
//设置纹理渲染状态
    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
    g_pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );

    
//纹理Alpha操作设置
    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: 创建图形
//-------------------------------------------------------------
HRESULT InitVB()
{
    
//创建纹理
    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}

    };
    
    
//创建顶点缓冲区
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
                                                 
0, D3DFVF_CUSTOMVERTEX,
                                                 D3DPOOL_DEFAULT, 
&g_pVB,NULL ) ) )
    {
        
return E_FAIL;
    }

    
//填充顶点缓冲区
    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: 最后清除创建的对象
//-------------------------------------------------
VOID Cleanup()
{
    
if( g_pTexture != NULL )        //释放创建的纹理对象
        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: 设置矩阵
//-----------------------------------------------------
VOID SetupMatrices()
{
    
//世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( 
&matWorld );
    g_pd3dDevice
->SetTransform( D3DTS_WORLD, &matWorld );

    
//观察矩阵, 观察点根据输入逐渐拉近或变远
    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 );

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


//----------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------
VOID Render()
{
    g_pd3dDevice
->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f0 );
    SetupMatrices();  
//设置变换矩阵,

    
//开始渲染场景
    g_pd3dDevice->BeginScene();
   
    g_pd3dDevice
->SetTexture( 0, g_pTexture );  //设置纹理
    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
    g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
    g_pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02);

    
//场景渲染结束
    g_pd3dDevice->EndScene();

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


//----------------------------------------------------
// Desc: 窗口过程, 处理窗口消息
//----------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    
switch( msg )
    {
    
case WM_KEYDOWN:
        
switch(wParam)
        {
        
case 48:  //"0"键, 禁用Alpha混合
            g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
            
break;

        
case 49//"1"键, 激活Alpha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: 程序入口函数
//-----------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{

    
//注册窗口类
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      L
"ClassName", NULL };
    RegisterClassEx( 
&wc );

    
//创建窗口
    HWND hWnd = CreateWindow( L"ClassName", L"纹理Alpha",
                              WS_OVERLAPPEDWINDOW, 
200100500500,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    
if( SUCCEEDED( InitD3D( hWnd ) ) )  //初始化Direct3D渲染设备
    {
        
if( SUCCEEDED( InitVB() ) )     //创建图形
        {
            
//显示窗口
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            
//进入消息循环
            MSG msg;
            ZeroMemory( 
&msg, sizeof(msg) );
            
while( msg.message!=WM_QUIT )
            {
                
if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                    Render();  
//渲染图形
            }
        }
    }

    
//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 七星重剑 阅读(684) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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