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  • ALPHA混合示例

    技巧如下:

    设置可变顶点格式时增加一个D3DCOLOR类型的漫反射分量,其中的alpha值指定了alpha混合因子。

    // The 2D vertex format and descriptor
    typedef struct
    {
        
    float x, y, z;      // 2D coordinates
        float rhw;          // rhw
        D3DCOLOR diffuse;   // diffuse color component
    } VERTEX;

    #define VERTEX_FVF   (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

    // initialize vertex data
        VERTEX verts[] = {
          { 
    100.0f100.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 
    300.0f100.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 
    100.0f300.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 
    300.0f300.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          {  
    50.0f150.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          { 
    350.0f150.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          {  
    50.0f350.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          { 
    350.0f350.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  }
        };

    D3DCOLOR类型可以用D3DCOLOR_RGBA宏来生成,定义如下:

    // maps unsigned 8 bits/channel to D3DCOLOR
    #define D3DCOLOR_ARGB(a,r,g,b) \
        ((D3DCOLOR)((((a)
    &0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))

    #define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)

    其中的a指定了alpha因子,a为255表示该颜色完全不透明,a为0表示该颜色完全透明。

    在绘制的时候,将首先绘制的图形设置为禁用alpha混合模式,将后面绘制的图形设置为启用alpha混合模式,并设置alpha混合具体模式。

           // disable alpha blending and draw 2 polygons
            g_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            g_d3d_device
    ->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

            
    // enable alpha blending and draw 2 polygons
            g_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
            g_d3d_device
    ->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
            g_d3d_device
    ->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
            g_d3d_device
    ->DrawPrimitive(D3DPT_TRIANGLESTRIP, 42);   

    完整源码如下:

    /***************************************************************************************
    PURPOSE:
        Alpha blending Demo

    Required libraries:
      D3D9.LIB
     **************************************************************************************
    */

    #include 
    <windows.h>
    #include 
    <stdio.h>
    #include 
    "d3d9.h"

    #pragma comment(lib, 
    "d3d9.lib")

    #define WINDOW_WIDTH    400
    #define WINDOW_HEIGHT   400

    #define Safe_Release(p) if((p)) (p)->Release();

    // window handles, class and caption text.
    HWND        g_hwnd;
    HINSTANCE   g_inst;
    static char g_class_name[] = "AlphaClass";
    static char g_caption[]    = "Alpha Blending Demo";

    // the Direct3D and device object
    IDirect3D9* g_d3d = NULL;
    IDirect3DDevice9
    * g_d3d_device = NULL;

    // The 2D vertex format and descriptor
    typedef struct
    {
        
    float x, y, z;      // 2D coordinates
        float rhw;          // rhw
        D3DCOLOR diffuse;   // diffuse color component
    } VERTEX;

    #define VERTEX_FVF   (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

    IDirect3DVertexBuffer9
    * g_vertex_buffer = NULL;
    IDirect3DTexture9
    *      g_texture = NULL;

    //--------------------------------------------------------------------------------
    // Window procedure.
    //--------------------------------------------------------------------------------
    long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
    {
        
    switch(msg)
        {
        
    case WM_DESTROY:
            PostQuitMessage(
    0);
            
    return 0;
        }

        
    return (long) DefWindowProc(hwnd, msg, wParam, lParam);
    }

    //--------------------------------------------------------------------------------
    // Initialize d3d, d3d device, vertex buffer, texutre. 
    //--------------------------------------------------------------------------------
    BOOL Do_Init()
    {
        D3DPRESENT_PARAMETERS present_param;
        D3DDISPLAYMODE  display_mode;
        BYTE
    * vertex_ptr;

        
    // initialize vertex data
        VERTEX verts[] = {
          { 
    100.0f100.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 
    300.0f100.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 
    100.0f300.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          { 
    300.0f300.0f1.0f1.0f, D3DCOLOR_RGBA(0,64,128,255) },
          {  
    50.0f150.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          { 
    350.0f150.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          {  
    50.0f350.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  },
          { 
    350.0f350.0f1.0f1.0f, D3DCOLOR_RGBA(128,0,0,128)  }
        }; 

        
    // do a windowed mode initialization of Direct3D
        if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
            
    return FALSE;

        
    // retrieves the current display mode of the adapter
        if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
            
    return FALSE;

        ZeroMemory(
    &present_param, sizeof(present_param));

        
    // initialize d3d presentation parameter
        present_param.Windowed          = TRUE;
        present_param.SwapEffect        
    = D3DSWAPEFFECT_DISCARD;
        present_param.BackBufferFormat  
    = display_mode.Format;

        
    // creates a device to represent the display adapter
        if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING, 
    &present_param, &g_d3d_device)))
            
    return FALSE;     

        
    // create the vertex buffer and set data
        g_d3d_device->CreateVertexBuffer(sizeof(VERTEX) * 80, VERTEX_FVF, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);

        
    // locks a range of vertex data and obtains a pointer to the vertex buffer memory
        g_vertex_buffer->Lock(00, (void**)&vertex_ptr, 0);

        memcpy(vertex_ptr, verts, 
    sizeof(verts));

        
    // unlocks vertex data
        g_vertex_buffer->Unlock();

        
    return TRUE;
    }

    //--------------------------------------------------------------------------------
    // Release all d3d resource.
    //--------------------------------------------------------------------------------
    BOOL Do_Shutdown()
    {
        Safe_Release(g_vertex_buffer);
        Safe_Release(g_d3d_device);
        Safe_Release(g_d3d);

        
    return TRUE;
    }

    //--------------------------------------------------------------------------------
    // Render a frame.
    //--------------------------------------------------------------------------------
    BOOL Do_Frame()
    {
        
    // clear device back buffer
        g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(000255), 1.0f0);

        
    // Begin scene
        if(SUCCEEDED(g_d3d_device->BeginScene()))
        {
            
    // set the vertex stream, shader, and texture.

            
    // binds a vertex buffer to a device data stream
            g_d3d_device->SetStreamSource(0, g_vertex_buffer, 0sizeof(VERTEX));

            
    // set the current vertex stream declation
            g_d3d_device->SetFVF(VERTEX_FVF);

            
    // assigns a texture to a stage for a device
            g_d3d_device->SetTexture(0, g_texture);

            
    // disable alpha blending and draw 2 polygons
            g_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            g_d3d_device
    ->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

            
    // enable alpha blending and draw 2 polygons
            g_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
            g_d3d_device
    ->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
            g_d3d_device
    ->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
            g_d3d_device
    ->DrawPrimitive(D3DPT_TRIANGLESTRIP, 42);        

            
    // end the scene
            g_d3d_device->EndScene();
        }

        
    // present the contents of the next buffer in the sequence of back buffers owned by the device
        g_d3d_device->Present(NULL, NULL, NULL, NULL);

        
    return TRUE;
    }

    //--------------------------------------------------------------------------------
    // Main function, routine entry.
    //--------------------------------------------------------------------------------
    int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
    {
        WNDCLASSEX  win_class;
        MSG         msg;

        g_inst 
    = inst;

        
    // create window class and register it
        win_class.cbSize        = sizeof(win_class);
        win_class.style         
    = CS_CLASSDC;
        win_class.lpfnWndProc   
    = Window_Proc;
        win_class.cbClsExtra    
    = 0;
        win_class.cbWndExtra    
    = 0;
        win_class.hInstance     
    = inst;
        win_class.hIcon         
    = LoadIcon(NULL, IDI_APPLICATION);
        win_class.hCursor       
    = LoadCursor(NULL, IDC_ARROW);
        win_class.hbrBackground 
    = NULL;
        win_class.lpszMenuName  
    = NULL;
        win_class.lpszClassName 
    = g_class_name;
        win_class.hIconSm       
    = LoadIcon(NULL, IDI_APPLICATION);

        
    if(! RegisterClassEx(&win_class))
            
    return FALSE;

        
    // create the main window
        g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 00,
                              WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);

        
    if(g_hwnd == NULL)
            
    return FALSE;

        ShowWindow(g_hwnd, SW_NORMAL);
        UpdateWindow(g_hwnd);

        
    // initialize game
        if(Do_Init() == FALSE)
            
    return FALSE;

        
    // start message pump, waiting for signal to quit.
        ZeroMemory(&msg, sizeof(MSG));

        
    while(msg.message != WM_QUIT)
        {
            
    if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
            {
                TranslateMessage(
    &msg);
                DispatchMessage(
    &msg);
            }
            
            
    // draw a frame
            if(Do_Frame() == FALSE)
                
    break;
        }

        
    // run shutdown function
        Do_Shutdown();

        UnregisterClass(g_class_name, inst);
        
        
    return (int) msg.wParam;
    }

    效果图:


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  • 原文地址:https://www.cnblogs.com/flying_bat/p/871723.html
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