📄 ch17p1_alphablendfade.cpp
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
}
// Output statistics
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255, 255, 255, 0), m_strFrameStats );
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255, 255, 255, 0), m_strDeviceStats );
m_pFont->DrawText( 2, 60, D3DCOLOR_ARGB(255, 255, 0, 0), "R = Fade to Red");
m_pFont->DrawText( 2, 80, D3DCOLOR_ARGB(255, 255, 0, 0), "G = Fade to Green");
m_pFont->DrawText( 2, 100, D3DCOLOR_ARGB(255, 255, 0, 0), "B = Fade to Blue");
m_pFont->DrawText( 2, 120, D3DCOLOR_ARGB(255, 255, 0, 0), "W = Fade to White");
m_pFont->DrawText( 2, 140, D3DCOLOR_ARGB(255, 255, 0, 0), "A = Fade to Black");
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
m_pFont->InitDeviceObjects( m_pd3dDevice );
m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
D3DXVECTOR3 vEye = D3DXVECTOR3( 0.0f, -0.0f, -1.0f );
D3DXVECTOR3 vAt = D3DXVECTOR3( 0.0f, -0.0f, 0.0f );
D3DXVECTOR3 vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &m_matView, &vEye, &vAt, &vUp );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
m_pFont->RestoreDeviceObjects();
m_pFontSmall->RestoreDeviceObjects();
// Setup render states
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Create vertex buffer
{
CUSTOMVERTEX* pVertices;
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &m_pVB ) ) )
return hr;
if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(CUSTOMVERTEX), (BYTE**)&pVertices, 0 ) ) )
return hr;
// first triangle
pVertices[0].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
pVertices[0].color = D3DCOLOR_ARGB(200,0,0,0);
pVertices[0].tu = 0.0f;
pVertices[0].tv = 0.0f;
pVertices[1].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
pVertices[1].color = D3DCOLOR_ARGB(200,0,0,0);
pVertices[1].tu = 1.0f;
pVertices[1].tv = 0.0f;
pVertices[2].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
pVertices[2].color = D3DCOLOR_ARGB(200,0,0,0);
pVertices[2].tu = 1.0f;
pVertices[2].tv = 1.0f;
// second triangle
pVertices[3].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
pVertices[3].color = D3DCOLOR_ARGB(200,0,0,0);
pVertices[3].tu = 0.0f;
pVertices[3].tv = 0.0f;
pVertices[4].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
pVertices[4].color = D3DCOLOR_ARGB(200,0,0,0);
pVertices[4].tu = 1.0f;
pVertices[4].tv = 1.0f;
pVertices[5].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f);
pVertices[5].color = D3DCOLOR_ARGB(200,0,0,0);
pVertices[5].tu = 0.0f;
pVertices[5].tv = 1.0f;
if( FAILED( hr = m_pVB->Unlock() ) )
return hr;
}
// create original image texture. This must be created as a render target.
if (FAILED(hr = D3DXCreateTextureFromFileEx(m_pd3dDevice, "Ch17p1_Island.png",
0, 0, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT,
0, NULL, NULL, &m_pOrigTexture))) {
return(hr);
}
m_fFadeTime = 0.0f;
D3DSURFACE_DESC desc;
m_pOrigTexture->GetLevelDesc(0, &desc);
m_iTextureWidth = desc.Width;
m_iTextureHeight = desc.Height;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pFontSmall->InvalidateDeviceObjects();
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pOrigTexture );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pFontSmall->DeleteDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
SAFE_DELETE( m_pFontSmall );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
switch(uMsg) {
case WM_KEYDOWN:
{
switch(toupper(wParam)) {
case 'R':
m_fFadeTime = 0.0001f;
m_FadeToColor = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);
break;
case 'G':
m_fFadeTime = 0.0001f;
m_FadeToColor = D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f);
break;
case 'B':
m_fFadeTime = 0.0001f;
m_FadeToColor = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
break;
case 'W':
m_fFadeTime = 0.0001f;
m_FadeToColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
break;
case 'A':
m_fFadeTime = 0.0001f;
m_FadeToColor = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
break;
}
}
break;
}
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}
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