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发表于 2007-2-2 23:49:00
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Re:还是D3D中的纹理混合问题!
我试过了哦,我这代码没有出现你那问题哦:
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"dxguid")
#include <windows.h>
#include "d3d9.h"
#include "d3dx9.h"
struct CUSTOMVERTEX
{
float x,y,z,rhw; //顶点坐标
DWORD color; //顶点颜色
float tu,tv; //纹理坐标
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
LPDIRECT3D9 g_pD3D=NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice=NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB=NULL;
LPDIRECT3DTEXTURE9 g_pTexture=NULL;
int BmpWidth,BmpHeight;
HRESULT InitTexture(LPCTSTR Path_of_file)
{
D3DXIMAGE_INFO BmpInfo;
if( FAILED( D3DXCreateTextureFromFileEx( g_pd3dDevice,Path_of_file,D3DX_DEFAULT,D3DX_DEFAULT,
0,0,D3DFMT_UNKNOWN,D3DPOOL_MANAGED,D3DX_DEFAULT,D3DX_DEFAULT,0,&BmpInfo,NULL,&g_pTexture ) ) )
return E_FAIL;
BmpWidth=BmpInfo.Width;
BmpHeight=BmpInfo.Height;
return S_OK;
}
HRESULT d3dbitblt(float x,float y)
{
CUSTOMVERTEX vertices[]=
{
{x ,y ,0.0f,1.0f,D3DCOLOR_XRGB(255,255,255),0.0f,0.0f},
{x+BmpWidth,y ,0.0f,1.0f,D3DCOLOR_XRGB(255,255,255),1.0f,0.0f},
{x+BmpWidth,y+BmpHeight,0.0f,1.0f,D3DCOLOR_XRGB(255,255,255),1.0f,1.0f},
{x ,y+BmpHeight,0.0f,1.0f,D3DCOLOR_XRGB(255,255,255),0.0f,1.0f}
};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0 /*Usage*/, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
return E_FAIL;
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
g_pd3dDevice->SetTexture(0,g_pTexture);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetStreamSource(0,g_pVB,0,sizeof(CUSTOMVERTEX));
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,0,2);
return S_OK;
}
VOID ClearUp()
{
if(g_pD3D!=NULL)
g_pD3D->Release();
if(g_pd3dDevice!=NULL)
g_pd3dDevice->Release();
}
HRESULT InitD3D(HWND hWnd)
{
if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed=TRUE;
d3dpp.BackBufferFormat=D3DFMT_UNKNOWN;
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,&g_pd3dDevice)))
return E_FAIL;
return S_OK;
}
HRESULT Render()
{
g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,255,255),1.0f,0.0);
g_pd3dDevice->BeginScene();
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE , D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE , D3DZB_FALSE );
g_pd3dDevice->SetRenderState( D3DRS_SHADEMODE , D3DSHADE_FLAT );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
InitTexture("绿色.bmp");
d3dbitblt(100.0,350.0);
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
InitTexture("红色.bmp");
d3dbitblt(150.0,300.0);
g_pd3dDevice->EndScene();
g_pd3dDevice->Present(NULL,NULL,NULL,NULL);
return S_OK;
}
LRESULT WINAPI MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
ClearUp();
PostQuitMessage(0);
return 0;
case WM_PAINT:
ValidateRect(hWnd,NULL);
return 0;
}
return DefWindowProc(hWnd,msg,wParam,lParam);
}
INT WINAPI WinMain(HINSTANCE hInst,HINSTANCE,LPSTR,INT)
{
WNDCLASSEX wc={ sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"Direct3D Tutorial", NULL };
RegisterClassEx(&wc);
HWND hWnd=CreateWindow( "Direct3D Tutorial", "Direct3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 800, 600,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if(SUCCEEDED(InitD3D(hWnd)))
{
ShowWindow(hWnd,SW_SHOWDEFAULT);
UpdateWindow(hWnd);
MSG msg;
ZeroMemory(&msg,sizeof(msg));
while(msg.message!=WM_QUIT)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
}
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