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发表于 2008-5-1 00:56:00
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Re:D3D光照模型与色彩来源全分析
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
mtrl.Specular.r = 1.0f;
mtrl.Specular.g = 1.0f;
mtrl.Specular.b = 1.0f;
mtrl.Specular.a = 0.5f;
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_SPECULAR );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_SPECULAR );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR1 );
light 的 specular 我就不贴出来了,因为无论怎么设置它的 alpha 值都不起作用,但是 material specular 的 alpha 是有效的。 |
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