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还是D3D中的纹理混合问题!

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发表于 2007-2-2 23:49:00 | 显示全部楼层

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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