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進階紋理映射技術(5)

Alpha混合操作

設定alpha操作的語句大緻如下:

// i為紋理層序号

pd3dDevice->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);

pd3dDevice->SetTextureStageState(i, D3DTSS_ALPHAARG2, arg2);

pd3dDevice->SetTextureStageState(i, D3DTSS_ALPHAOP, op);

參數op是屬于枚舉類型D3DTEXTUREOP的常量。和紋理顔色混合操作相同,紋理Alpha操作最多可接受三個顔色參數:D3DTSS_ALPHAARG0、D3DTSS_ALPHAARG1、D3DTSS_ALPHAARG2。

Direct3D在渲染一個場景時,它可以結合幾種來源的顔色資訊:頂點、目前材質、紋理貼圖、先前寫入渲染目标的顔色資訊,然後将其中的一些顔色混合起來。同時也可以使用Alpha來指定Direct3D該以怎樣的權重混合這些顔色,Alpha資訊可以存儲在頂點中、材質中、紋理貼圖中。Alpha值為0表示完全透明,Alpha值為1表示不透明,其餘0~1之間的值表示不同程度的透明。

如果要從一張紋理中擷取Alpha值,應将D3DTA_TEXTURE作為Alpha參數。

如果要使用來自頂點中的Alpha值,應将D3DTA_DIFFUSE作為Alpha參數,并確定渲染狀态D3DRS_DIFFUSEMATERIALSOURCE被設定為D3DMCS_COLOR1(這也是預設狀态)。

如果要使用來自材質中的Alpha值,應将D3DTA_DIFFUSE作為Alpha參數,并確定渲染狀态D3DRS_DIFFUSEMATERIALSOURCE被設定為D3DMCS_MATERIAL。

如果未用SetRenderState()設定D3DRS_DIFFUSEMATERIALSOURCE參數,則從預設來源(即頂點)擷取漫反射顔色。

示例程式中将紋理顔色和Alpha混合的代碼如下所示:

// set texture color and alpha blend method

pd3dDevice->SetTexture(0, g_texture);

pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);

pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);

pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);

pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);

pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);

pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);

pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);

pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

Alpha操作從紋理中擷取Alpha值,因為用到了Alpha混合,是以在上面的代碼中還需要啟用Alpha混合并設定Alpha混合系數。

運作效果:

進階紋理映射技術(5)

主程式:

#include "dxstdafx.h"

#include "resource.h"

#pragma warning(disable : 4127 4995 4996)

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

#define IDC_TOGGLE_FULLSCREEN        1

#define IDC_TOGGLE_REF                2

#define IDC_CHANGE_DEVICE            3

struct sCustomVertex

{

    float x, y, z;

    float u, v;

};

#define D3DFVF_CUSTOM_VERTEX    (D3DFVF_XYZ | D3DFVF_TEX1)

const D3DXCOLOR FONT_COLOR(0.85f, 0.85f, 0.85f, 1.0f);

CDXUTDialogResourceManager    g_dlg_resource_manager;

CD3DSettingsDlg                g_settings_dlg;

CDXUTDialog                    g_button_dlg;

IDirect3DVertexBuffer9*        g_vertex_buffer;

IDirect3DTexture9*            g_texture;

ID3DXFont*        g_font;

ID3DXSprite*    g_text_sprite;

bool            g_show_help = true;

//--------------------------------------------------------------------------------------

// Rejects any devices that aren't acceptable by returning false

//--------------------------------------------------------------------------------------

bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,

                                  D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )

{

    // Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9* pD3D = DXUTGetD3DObject();

    if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat,

                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )

        return false;

    return true;

}

//--------------------------------------------------------------------------------------

// Before a device is created, modify the device settings as needed.

//--------------------------------------------------------------------------------------

bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )

{

    // If video card does not support hardware vertex processing, then uses sofaware vertex processing.

    if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)

        pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    static bool is_first_time = true;

    if(is_first_time)

    {

        is_first_time = false;

        // if using reference device, then pop a warning message box.

        if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)

            DXUTDisplaySwitchingToREFWarning();

    }

    return true;

}

//--------------------------------------------------------------------------------------

// Create any D3DPOOL_MANAGED resources here

//--------------------------------------------------------------------------------------

HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,

                                 const D3DSURFACE_DESC* pBackBufferSurfaceDesc,

                                 void* pUserContext )

{

    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));

    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,

                   DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);

    V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L"tree.tga",    &g_texture));

    // create vertex buffer and fill data

    sCustomVertex vertices[] =    

    {

        { -3.0f, -3.0f,  0.0f,  0.0f, 1.0f},

        { -3.0f,  3.0f,  0.0f,  0.0f, 0.0f},

        {  3.0f, -3.0f,  0.0f,  1.0f, 1.0f},

        {  3.0f,  3.0f,  0.0f,  1.0f, 0.0f}

    };

    pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);

    void* ptr;

    g_vertex_buffer->Lock(0, sizeof(vertices), (void**)&ptr, 0);

    memcpy(ptr, vertices, sizeof(vertices));

    g_vertex_buffer->Unlock();

    return S_OK;

}

//--------------------------------------------------------------------------------------

// Create any D3DPOOL_DEFAULT resources here

//--------------------------------------------------------------------------------------

HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,

                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc,

                                void* pUserContext )

{

    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());

    V_RETURN(g_settings_dlg.OnResetDevice());

    V_RETURN(g_font->OnResetDevice());

    V_RETURN(D3DXCreateSprite(pd3dDevice, &g_text_sprite));

    // set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);

    g_button_dlg.SetSize(170, 170);

    // setup world matrix

    D3DXMATRIX mat_world;

    D3DXMatrixIdentity(&mat_world);

    pd3dDevice->SetTransform(D3DTS_WORLD, &mat_world);

    // setup view matrix

    D3DXMATRIX mat_view;

    D3DXVECTOR3 eye(0.0f, 0.0f, -10.0f);

    D3DXVECTOR3  at(0.0f, 0.0f,  0.0f);

    D3DXVECTOR3  up(0.0f, 1.0f,  0.0f);

    D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up);

    pd3dDevice->SetTransform(D3DTS_VIEW, &mat_view);

    // set projection matrix

    D3DXMATRIX mat_proj;

    float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;

    D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, aspect, 1.0f, 100.0f);

    pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj);

    // setup material

    D3DMATERIAL9 material;

    ZeroMemory(&material, sizeof(D3DMATERIAL9));

    material.Ambient.r = 1.0f;

    material.Ambient.g = 1.0f;

    material.Ambient.b = 1.0f;

    material.Ambient.a = 1.0f;

    pd3dDevice->SetMaterial(&material);

    pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xFF00FF00);

    // set texture color and alpha blend method

    pd3dDevice->SetTexture(0, g_texture);

    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);

    pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);

    pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2,        D3DTA_DIFFUSE);

    pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_MODULATE);

    pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1,        D3DTA_TEXTURE);

    pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,            D3DTOP_SELECTARG1);

    pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,    TRUE);

    pd3dDevice->SetRenderState(D3DRS_SRCBLEND,            D3DBLEND_SRCALPHA);

    pd3dDevice->SetRenderState(D3DRS_DESTBLEND,            D3DBLEND_INVSRCALPHA);

    return S_OK;

}

//--------------------------------------------------------------------------------------

// Release resources created in the OnResetDevice callback here

//--------------------------------------------------------------------------------------

void CALLBACK OnLostDevice( void* pUserContext )

{

    g_dlg_resource_manager.OnLostDevice();

    g_settings_dlg.OnLostDevice();

    g_font->OnLostDevice();

    release_com(g_text_sprite);

}

//--------------------------------------------------------------------------------------

// Release resources created in the OnCreateDevice callback here

//--------------------------------------------------------------------------------------

void CALLBACK OnDestroyDevice( void* pUserContext )

{

    g_dlg_resource_manager.OnDestroyDevice();

    g_settings_dlg.OnDestroyDevice();   

    release_com(g_font);

    release_com(g_vertex_buffer);

    release_com(g_texture);

}

//--------------------------------------------------------------------------------------

// Handle updates to the scene

//--------------------------------------------------------------------------------------

void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )

{

}

//--------------------------------------------------------------------------------------

// Render the helper information

//--------------------------------------------------------------------------------------

void RenderText()

{

    CDXUTTextHelper text_helper(g_font, g_text_sprite, 20);

    text_helper.Begin();

    // show frame and device states

    text_helper.SetInsertionPos(5, 5);

    text_helper.SetForegroundColor(FONT_COLOR);

    text_helper.DrawTextLine( DXUTGetFrameStats(true) );

    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    // show other simple information

    text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );

    text_helper.DrawTextLine(L"Texture Alpha Blend");

    // show helper information

    const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

    if(g_show_help)

    {

        text_helper.SetInsertionPos(10, surface_desc->Height - 18 * 5);

        text_helper.SetForegroundColor(FONT_COLOR);

        text_helper.DrawTextLine(L"Controls (F1 to hide):");

        text_helper.SetInsertionPos(40, surface_desc->Height - 18 * 4);

        text_helper.DrawTextLine(L"Quit: ESC");

    }

    else

    {

        text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 4);

        text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );

        text_helper.DrawTextLine(L"Press F1 for help");

    }

    text_helper.End();

}

//--------------------------------------------------------------------------------------

// Render the scene

//--------------------------------------------------------------------------------------

void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )

{

    HRESULT hr;

    if(g_settings_dlg.IsActive())

    {

        g_settings_dlg.OnRender(fElapsedTime);

        return;

    }

    // Clear the render target and the zbuffer

    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 32, 64, 80), 1.0f, 0) );

    // Render the scene

    if( SUCCEEDED( pd3dDevice->BeginScene() ) )

    {

        pd3dDevice->SetStreamSource(0, g_vertex_buffer, 0, sizeof(sCustomVertex));

        pd3dDevice->SetFVF(D3DFVF_CUSTOM_VERTEX);

        pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

        RenderText();

        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice->EndScene() );

    }

}

//--------------------------------------------------------------------------------------

// Handle messages to the application

//--------------------------------------------------------------------------------------

LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,

                          bool* pbNoFurtherProcessing, void* pUserContext )

{

    *pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);

    if(*pbNoFurtherProcessing)

        return 0;

    if(g_settings_dlg.IsActive())

    {

        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);

        return 0;

    }

    *pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);

    if(*pbNoFurtherProcessing)

        return 0;

    return 0;

}

//--------------------------------------------------------------------------------------

// Handle keybaord event

//--------------------------------------------------------------------------------------

void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)

{

    if(is_key_down)

    {

        switch(charater)

        {

        case VK_F1:

            g_show_help = !g_show_help;

            break;

        }

    }

}

//--------------------------------------------------------------------------------------

// Handle events for controls

//--------------------------------------------------------------------------------------

void CALLBACK OnGUIEvent(UINT event, int control_id, CDXUTControl* control, void* user_context)

{

    switch(control_id)

    {

    case IDC_TOGGLE_FULLSCREEN:

        DXUTToggleFullScreen();

        break;

    case IDC_TOGGLE_REF:

        DXUTToggleREF();

        break;

    case IDC_CHANGE_DEVICE:

        g_settings_dlg.SetActive(true);

        break;

    }

}

//--------------------------------------------------------------------------------------

// Initialize dialogs

//--------------------------------------------------------------------------------------

void InitDialogs()

{

    g_settings_dlg.Init(&g_dlg_resource_manager);

    g_button_dlg.Init(&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L"Toggle full screen", x, y,         width, height);

    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L"Toggle REF (F3)",     x, y += 24, width, height);

    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L"Change device (F2)", x, y += 24, width, height, VK_F2);   

}

//--------------------------------------------------------------------------------------

// Initialize everything and go into a render loop

//--------------------------------------------------------------------------------------

INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )

{

    // Enable run-time memory check for debug builds.

#if defined(DEBUG) | defined(_DEBUG)

    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );

#endif

    // Set the callback functions

    DXUTSetCallbackDeviceCreated( OnCreateDevice );

    DXUTSetCallbackDeviceReset( OnResetDevice );

    DXUTSetCallbackDeviceLost( OnLostDevice );

    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );

    DXUTSetCallbackMsgProc( MsgProc );

    DXUTSetCallbackFrameRender( OnFrameRender );

    DXUTSetCallbackFrameMove( OnFrameMove );

    DXUTSetCallbackKeyboard(OnKeyboardProc);

    // TODO: Perform any application-level initialization here

    InitDialogs();

    // Initialize DXUT and create the desired Win32 window and Direct3D device for the application

    DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes

    DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen

    DXUTCreateWindow( L"Texture Color And Alpha Blend" );

    DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );

    // Start the render loop

    DXUTMainLoop();

    // TODO: Perform any application-level cleanup here

    return DXUTGetExitCode();

}

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