📄 texalpha.cpp
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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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