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#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // D3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // D3D设备指针
LPD3DXMESH g_pMesh = NULL; // 多边形网格对象
D3DMATERIAL9* g_pMeshMaterials = NULL; // 保存模型的材质
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // 保存模型的纹理
DWORD g_dwNumMaterials = 0L; // 模型材质的数目
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// 创建D3D对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//建立结构创建D3Ddevice,并创建了深度缓冲区
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;//创建深度缓冲区
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// 创建D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// 开启了深度缓冲区
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
//测试点深度值小于深度缓冲区中的相应值时,返回true
g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESS );
//允许应用程序在绘制像素时更新深度缓冲区
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
// 打开环境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: 读取X文件并构造材质,纹理数组
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
LPD3DXBUFFER pD3DXMtrlBuffer;
// 读取X文件
if( FAILED( D3DXLoadMeshFromX( "glass_lamp.x", D3DXMESH_SYSTEMMEM,
g_pd3dDevice, NULL,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) ) )
{
/*
这个函数能够获得三维模型的材质,纹理信息。
第1个参数:X文件的路径和名称
第2个参数:指定生成的多边形网格属性
第3个参数 3D设备指针
第5个参数:存储模型材质的地址
第7个参数:存储模型材质数目的地址
第8个参数:生成多边形网格的地址
*/
return E_FAIL;
}
//通过LPD3DXBUFFER的继承对象,接口函数GetBufferPointer()可以获得相应的数据
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];//保存模型的材质
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];// 模型材质的数目
//读取完X文件数据以后,我们必须遍历D3DXMATERIAL数组来读取mesh中所使用的所有材质纹理:
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// 把需要的材质拷贝到我们的材质对象中
g_pMeshMaterials = d3dxMaterials.MatD3D;
// 为材质设置环境色 (D3DX它自己怎么不做,想不通为什么开发SDK时没有想到?)
g_pMeshMaterials.Ambient = g_pMeshMaterials.Diffuse;
// 创建对应的纹理
g_pMeshTextures = NULL;
if( d3dxMaterials.pTextureFilename != NULL &&
lstrlen(d3dxMaterials.pTextureFilename) > 0 )
{
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
d3dxMaterials.pTextureFilename,
&g_pMeshTextures ) ) )
{ return E_FAIL;
}
}
}
//完成后释放缓冲
pD3DXMtrlBuffer->Release();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: 释放系统资源
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;
// 释放创建的纹理,因为纹理是数组,所以要一个一个释放
if( g_pMeshTextures )
{
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
{
if( g_pMeshTextures )
g_pMeshTextures->Release();
}
delete[] g_pMeshTextures;
}
if( g_pMesh != NULL )
g_pMesh->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: 建立取景,投影,坐标转换
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// 绕Z轴旋转,转换到世界坐标
D3DXMATRIXA16 matWorld;
D3DXMatrixRotationZ( &matWorld, timeGetTime()/1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//取景
D3DXVECTOR3 vEyePt( 0.0f, 800.0f,400.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 200.0f );
D3DXVECTOR3 vUpVec( 0.0f, .0f, 1.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//投影
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 5000.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: 渲染
//-----------------------------------------------------------------------------
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupMatrices();
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
DWORD i;
//绘制不透明材质
for( i=0; i<g_dwNumMaterials; i++ )
{
// 根据材质的数量我们的模型被分了,每个材质对应一部分
// 所以渲染的时候也要分几个部分渲染
if(g_pMeshMaterials.Diffuse.a==1.f)
{ // 为这一部分设置材质
g_pd3dDevice->SetMaterial( &g_pMeshMaterials );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures );
// 渲染这一部分
g_pMesh->DrawSubset( i );
}
}
//开启D3DAlpha混合运算
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
//设置Alpha混合系数
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
//绘制半透明材质
for( i=0; i<g_dwNumMaterials; i++ )
{
// 为这一部分设置材质
if(g_pMeshMaterials.Diffuse.a!=1.f)
{
g_pd3dDevice->SetMaterial( &g_pMeshMaterials );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures );
// 渲染这一部分
g_pMesh->DrawSubset( i );
}
}
g_pd3dDevice->EndScene();
}
g_pd3dDevice-> resent( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc:
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc:
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"Lid", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "Lid", "Lid8 技巧: alpha blending",
WS_OVERLAPPEDWINDOW, 0, 0, 600, 600,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
}
UnregisterClass( "Lid", wc.hInstance );
return 0;
}
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