📄 ch17p2_staticdissolvetransition.cpp
字号:
#include "Ch17p2_StaticDissolveTransition.h"
CStaticDissolveTransition::CStaticDissolveTransition(LPDIRECT3DDEVICE8 pDev, LPDIRECT3DTEXTURE8 pOrigTexture,
LPDIRECT3DTEXTURE8 texImage, int iStaticSize, int iStaticTile)
{
m_texImage = texImage;
m_pd3dDevice = pDev;
m_fFadeTime = 0;
m_pOrigImage = pOrigTexture;
m_iStaticSize = GetLowestPowerOf2(iStaticSize);
m_iStaticTile = iStaticTile;
// create vertex buffer for one quad
if (FAILED(CreateQuad(&m_pVB, D3DPOOL_MANAGED, 2, 0, pDev))) {
throw("Error creating vertex buffer!");
}
if (FAILED(CreateQuad(&m_pVBStatic, D3DPOOL_MANAGED, 2, 0, pDev, m_iStaticTile, m_iStaticTile))) {
throw("Error creating static vertex buffer!");
}
if (FAILED(D3DXCreateTexture(m_pd3dDevice, m_iStaticSize, m_iStaticSize,
1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_texStatic))) throw("Can't create texture!");
}
CStaticDissolveTransition::~CStaticDissolveTransition()
{
SAFE_RELEASE(m_texStatic);
SAFE_RELEASE(m_pVB);
SAFE_RELEASE(m_pVBStatic);
}
void CStaticDissolveTransition::DoTransition(float fTransTime)
{
m_fFadeTime += fTransTime;
// lock texture
D3DLOCKED_RECT lockedrect;
::ZeroMemory(&lockedrect, sizeof(lockedrect));
if (FAILED(m_texStatic->LockRect(0, &lockedrect, NULL, 0))) return;
// our texture surface is now locked, and we can use the pitch to traverse it.
unsigned char *pSurfBits = static_cast<unsigned char *>(lockedrect.pBits);
for (int y=0; y < m_iStaticSize; y++) {
for (int x=0; x < m_iStaticSize; x++) {
// the fire value at this position determines the color of this texel
unsigned char s = RandomNumber(0,255);
*(pSurfBits++) = s; // blue
*(pSurfBits++) = s; // green
*(pSurfBits++) = s; // red
*(pSurfBits++) = 255; // alpha
}
// next line
pSurfBits += lockedrect.Pitch - (m_iStaticSize*4);
}
// unlock texture surface
if (FAILED(m_texStatic->UnlockRect(0))) return;
}
void CStaticDissolveTransition::FadeQuadVerts()
{
HRESULT hr;
VERTEX_XYZ_DIFFUSE_TEX1* pVertices;
D3DXCOLOR FadeToColor(0.0f, 0.0f, 0.0f, 1.0f);
// calculate the new color value
if (m_fFadeTime > m_fDuration/2.0f) {
FadeToColor.a = FadeToColor.a * ((m_fDuration-m_fFadeTime) / (m_fDuration/2.0f));
}
else {
FadeToColor.a = FadeToColor.a * (m_fFadeTime / (m_fDuration/2.0f));
}
if (FadeToColor.a > 1.0f) FadeToColor.a = 1.0f;
if (FadeToColor.a < 0.0f) FadeToColor.a = 0.0f;
if( FAILED( hr = m_pVB->Lock( 0, 6*sizeof(VERTEX_XYZ_DIFFUSE_TEX1), (BYTE**)&pVertices, 0 ) ) )
return;
pVertices[0].color = (DWORD)FadeToColor;
pVertices[1].color = (DWORD)FadeToColor;
pVertices[2].color = (DWORD)FadeToColor;
pVertices[3].color = (DWORD)FadeToColor;
pVertices[4].color = (DWORD)FadeToColor;
pVertices[5].color = (DWORD)FadeToColor;
if( FAILED( hr = m_pVB->Unlock() ) ) return;
}
void CStaticDissolveTransition::DoRender(D3DXMATRIX mFinalScale)
{
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
// set our texture active...
m_pd3dDevice->SetTexture( 0, (m_fFadeTime < m_fDuration/2.0f) ? m_pOrigImage : m_texImage);
// set up our texture stages for a simple texture copy...
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
// texture wrapping ON (for tiled static)
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
// draw our quad
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(VERTEX_XYZ_DIFFUSE_TEX1) );
m_pd3dDevice->SetVertexShader( D3DFVF_XYZ_DIFFUSE_TEX1 );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
if (m_fFadeTime > 0.0f) {
// set up texture stage states for blending the 2nd quad on top
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
// put the correct colors into the quad's verts
FadeQuadVerts();
m_pd3dDevice->SetTexture( 0, m_texStatic );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetStreamSource(0, m_pVB, sizeof(VERTEX_XYZ_DIFFUSE_TEX1));
m_pd3dDevice->SetVertexShader(D3DFVF_XYZ_DIFFUSE_TEX1);
m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
}
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -