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📄 texalpha.cpp

📁 《introduction to 3Dgame programming with DirectX9.0》第二部分代码
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//////////////////////////////////////////////////////////////////////////////////////////////////
// 
// File: mtrlAlpha.cpp
// 
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 
//
// Desc: Renders a semi transparent cube using alpha blending alpha blending.
//       In this sample, the alpha is taken from the textures alpha channel.
//          
//////////////////////////////////////////////////////////////////////////////////////////////////

#include "d3dUtility.h"
#include "vertex.h"
#include "cube.h"

//
// Globals
//

IDirect3DDevice9* Device = 0; 

const int Width  = 640;
const int Height = 480;
 
IDirect3DTexture9*      CrateTex  = 0;
Cube*                   Box       = 0;
D3DXMATRIX              CubeWorldMatrix;

IDirect3DVertexBuffer9* BackDropVB  = 0;
IDirect3DTexture9*      BackDropTex = 0;

//
// Framework Functions
//
bool Setup()
{
	//
	// Create the BackDrop quad.
	//

	Device->CreateVertexBuffer(
		6 * sizeof(Vertex), 
		D3DUSAGE_WRITEONLY,
		FVF_VERTEX,
		D3DPOOL_MANAGED,
		&BackDropVB,
		0);

	Vertex* v;
	BackDropVB->Lock(0, 0, (void**)&v, 0);

	// quad built from two triangles, note texture coordinates:
	v[0] = Vertex(-10.0f, -10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
	v[1] = Vertex(-10.0f,  10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
	v[2] = Vertex( 10.0f,  10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);

	v[3] = Vertex(-10.0f, -10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
	v[4] = Vertex( 10.0f,  10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
	v[5] = Vertex( 10.0f, -10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);

	BackDropVB->Unlock();

	//
	// Create the cube.
	//

	Box = new Cube(Device);

	//
	// Load the textures and set filters.
	//

	D3DXCreateTextureFromFile(
		Device,
		"cratewalpha.dds",
		&CrateTex);

	D3DXCreateTextureFromFile(
		Device,
		"lobbyxpos.jpg",
		&BackDropTex);

	Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

	//
	// set alpha blending stuff
	//

	// use alpha channel in texture for alpha
	Device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	Device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

	// set blending factors so that alpha component determines transparency
	Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	// 
	// disable lighting
	//
	Device->SetRenderState(D3DRS_LIGHTING, false);

	//
	// set camera
	//
	D3DXVECTOR3 pos(0.0f, 0.f, -2.5f);
	D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);

	D3DXMATRIX V;
	D3DXMatrixLookAtLH(
		&V,
		&pos,
		&target,
		&up);

	Device->SetTransform(D3DTS_VIEW, &V);

	//
	// Set projection matrix
	//
	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
			&proj,
			D3DX_PI * 0.5f, // 90 - degree
			(float)Width / (float)Height,
			1.0f,
			1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	return true;
}

void Cleanup()
{
	d3d::Release<IDirect3DTexture9*>(CrateTex);
	d3d::Delete<Cube*>(Box);

	d3d::Release<IDirect3DVertexBuffer9*>(BackDropVB);
	d3d::Release<IDirect3DTexture9*>(BackDropTex);
}

bool Display(float timeDelta)
{
	if( Device )
	{
		//
		// Update: Rotate the cube.
		//

		D3DXMATRIX xRot;
		D3DXMatrixRotationX(&xRot, D3DX_PI * 0.2f);

		static float y = 0.0f;
		D3DXMATRIX yRot;
		D3DXMatrixRotationY(&yRot, y);
		y += timeDelta;

		if( y >= 6.28f )
			y = 0.0f;

		CubeWorldMatrix = xRot * yRot;

		//
		// Render
		//

		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
		Device->BeginScene();

		// draw back drop
		D3DXMATRIX I;
		D3DXMatrixIdentity(&I);
		Device->SetStreamSource(0, BackDropVB, 0, sizeof(Vertex));
		Device->SetFVF(FVF_VERTEX);
		Device->SetTexture(0, BackDropTex);
		Device->SetTransform(D3DTS_WORLD, &I);
		Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);

		// draw cube
		Device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
		if(Box)
			Box->draw(&CubeWorldMatrix, 0, CrateTex);
		Device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);

		Device->EndScene();
		Device->Present(0, 0, 0, 0);
	}
	return true;
}


//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch( msg )
	{
	case WM_DESTROY:
		::PostQuitMessage(0);
		break;
		
	case WM_KEYDOWN:
		if( wParam == VK_ESCAPE )
			::DestroyWindow(hwnd);
		break;
	}
	return ::DefWindowProc(hwnd, msg, wParam, lParam);
}

//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
				   HINSTANCE prevInstance, 
				   PSTR cmdLine,
				   int showCmd)
{
	if(!d3d::InitD3D(hinstance,
		Width, Height, true, D3DDEVTYPE_HAL, &Device))
	{
		::MessageBox(0, "InitD3D() - FAILED", 0, 0);
		return 0;
	}
		
	if(!Setup())
	{
		::MessageBox(0, "Setup() - FAILED", 0, 0);
		return 0;
	}

	d3d::EnterMsgLoop( Display );

	Cleanup();

	Device->Release();

	return 0;
}

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