DirectX基础学习系列5 融合技术
7.1融合方程
1概念
融合技术将当前光栅化像素的颜色与以前已光栅化并处于同一个位置的像素颜色进行合成,即将当前要进行光栅化的三角形单元与已写入后台的像素进行融合
2需要遵循的原则:
(1)先绘制不需要融合的物体
(2)需要融合的物品按照摄像机的深度值进行排序
3融合方程
color = (RGBsrc * Ksrc) OP (RGBdst * Kdst)
Ksrc OP Kdst都为可以设置的参数
4开启融合运算
Device->SetRenderState(D3DRS_ALPHAENABLE,true);
7.2融合因子
设置融合因子
Device->SetRenderState(D3DRS_SRCBLEND,flag);
Device->SetRenderState(D3DRS_DESTBLEND,flag);
flag为D3DBLEND类型参数,可以为如下参数:
typedef enum D3DBLEND
{
D3DBLEND_ZERO = 1,
D3DBLEND_ONE = 2,
D3DBLEND_SRCCOLOR = 3,
D3DBLEND_INVSRCCOLOR = 4,
D3DBLEND_SRCALPHA = 5,
D3DBLEND_INVSRCALPHA = 6,
D3DBLEND_DESTALPHA = 7,
D3DBLEND_INVDESTALPHA = 8,
D3DBLEND_DESTCOLOR = 9,
D3DBLEND_INVDESTCOLOR = 10,
D3DBLEND_SRCALPHASAT = 11,
D3DBLEND_BOTHSRCALPHA = 12,
D3DBLEND_BOTHINVSRCALPHA = 13,
D3DBLEND_BLENDFACTOR = 14,
D3DBLEND_INVBLENDFACTOR = 15,
D3DBLEND_FORCE_DWORD = 0x7fffffff,
} D3DBLEND, *LPD3DBLEND;
半透明效果可以将SRC设置为D3DBLEND_SRCALPHA ,Dst设置为D3DBLEND_INVDESTALPHA ,可以实现透明效果
参考网页:http://www.cnblogs.com/wonderKK/archive/2011/11/07/2240372.html
7.3透明度的来源
HRESULT SetTextureStageState
DWORD Stage,
D3DTEXTURESTAGESTATETYPE Type,
DWORD Value
);
typedef enum D3DTEXTURESTAGESTATETYPE
{
D3DTSS_COLOROP = 1,
D3DTSS_COLORARG1 = 2,
D3DTSS_COLORARG2 = 3,
D3DTSS_ALPHAOP = 4,
D3DTSS_ALPHAARG1 = 5,
D3DTSS_ALPHAARG2 = 6,
D3DTSS_BUMPENVMAT00 = 7,
D3DTSS_BUMPENVMAT01 = 8,
D3DTSS_BUMPENVMAT10 = 9,
D3DTSS_BUMPENVMAT11 = 10,
D3DTSS_TEXCOORDINDEX = 11,
D3DTSS_BUMPENVLSCALE = 22,
D3DTSS_BUMPENVLOFFSET = 23,
D3DTSS_TEXTURETRANSFORMFLAGS = 24,
D3DTSS_COLORARG0 = 26,
D3DTSS_ALPHAARG0 = 27,
D3DTSS_RESULTARG = 28,
D3DTSS_CONSTANT = 32,
D3DTSS_FORCE_DWORD = 0x7fffffff,
} D3DTEXTURESTAGESTATETYPE, *LPD3DTEXTURESTAGESTATETYPE;
设置aphla收来源于alpha通道:
Device->SetTextureStageState(0,D3DTSS_ALPHARG1,D3DDA_TEXTURE);
Device->SetTextureStageState(0,D3DTSS_ALPHA_OP,D3DOP_SELECTARG1);
7.4透明效果
(1)设置融合因子 D3DRS_SRCBLEND D3DRS_DESTBLEND
(2)设置alpha数据来源
(3)启用融合状态
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
ID3DXMesh* Teapot = 0;
D3DMATERIAL9 TeapotMtrl;
IDirect3DVertexBuffer9* BkGndQuad = 0;
IDirect3DTexture9* BkGndTex = 0;
D3DMATERIAL9 BkGndMtrl;
//
// Classes and Structures
//
struct Vertex
{
Vertex(){}
Vertex(
float x, float y, float z,
float nx, float ny, float nz,
float u, float v)
{
_x = x; _y = y; _z = z;
_nx = nx; _ny = ny; _nz = nz;
_u = u; _v = v;
}
float _x, _y, _z;
float _nx, _ny, _nz;
float _u, _v; // texture coordinates
static const DWORD FVF;
};
const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
//
// Framework Functions
//
bool Setup()
{
//
// Init Materials
//
TeapotMtrl = d3d::RED_MTRL;
TeapotMtrl.Diffuse.a = 0.5f; // set alpha to 50% opacity
BkGndMtrl = d3d::WHITE_MTRL;
//
// Create the teapot.
//
D3DXCreateTeapot(Device, &Teapot, 0);
//
// Create the background quad.
//
Device->CreateVertexBuffer(
6 * sizeof(Vertex),
D3DUSAGE_WRITEONLY,
Vertex::FVF,
D3DPOOL_MANAGED,
&BkGndQuad,
0);
Vertex* v;
BkGndQuad->Lock(0, 0, (void**)&v, 0);
v[0] = Vertex(-10.0f, -10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[1] = Vertex(-10.0f, 10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
v[2] = Vertex( 10.0f, 10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
v[3] = Vertex(-10.0f, -10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[4] = Vertex( 10.0f, 10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
v[5] = Vertex( 10.0f, -10.0f, 5.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
BkGndQuad->Unlock();
//
// Setup a directional light.
//
D3DLIGHT9 dir;
::ZeroMemory(&dir, sizeof(dir));
dir.Type = D3DLIGHT_DIRECTIONAL;
dir.Diffuse = d3d::WHITE;
dir.Specular = d3d::WHITE * 0.2f;
dir.Ambient = d3d::WHITE * 0.6f;
dir.Direction = D3DXVECTOR3(0.707f, 0.0f, 0.707f);
Device->SetLight(0, &dir);
Device->LightEnable(0, true);
Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
Device->SetRenderState(D3DRS_SPECULARENABLE, true);
//
// Create texture and set texture filters.
//
D3DXCreateTextureFromFile(
Device,
"crate.jpg",
&BkGndTex);
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
//
// Set alpha blending states.
//
// use alpha in material's diffuse component for alpha
Device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
Device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
// set blending factors so that alpha component determines transparency
Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
//
// Set camera.
//
D3DXVECTOR3 pos(0.0f, 0.0f, -3.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &pos, &target, &up);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Set projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.5f, // 90 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
d3d::Release<IDirect3DVertexBuffer9*>(BkGndQuad);
d3d::Release<ID3DXMesh*>(Teapot);
d3d::Release<IDirect3DTexture9*>(BkGndTex);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update
//
// increase/decrease alpha via keyboard input
if( ::GetAsyncKeyState('A') & 0x8000f )
TeapotMtrl.Diffuse.a += 0.01f;
if( ::GetAsyncKeyState('S') & 0x8000f )
TeapotMtrl.Diffuse.a -= 0.01f;
// force alpha to [0, 1] interval
if(TeapotMtrl.Diffuse.a > 1.0f)
TeapotMtrl.Diffuse.a = 1.0f;
if(TeapotMtrl.Diffuse.a < 0.0f)
TeapotMtrl.Diffuse.a = 0.0f;
//
// Render
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
// Draw the background
D3DXMATRIX W;
D3DXMatrixIdentity(&W);
Device->SetTransform(D3DTS_WORLD, &W);
Device->SetFVF(Vertex::FVF);
Device->SetStreamSource(0, BkGndQuad, 0, sizeof(Vertex));
Device->SetMaterial(&BkGndMtrl);
Device->SetTexture(0, BkGndTex);
Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
// Draw the teapot
Device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
D3DXMatrixScaling(&W, 1.5f, 1.5f, 1.5f);
Device->SetTransform(D3DTS_WORLD, &W);
Device->SetMaterial(&TeapotMtrl);
Device->SetTexture(0, 0);
Teapot->DrawSubset(0);
Device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
DirectX基础学习系列5 融合技术的更多相关文章
- DirectX 基础学习系列5 纹理映射
1 纹理坐标 类似BMP图像坐标系,左上为原点 纹理坐标为了规范化,范围限定在[0,1]之间,使用纹理的时候,需要修改顶点结构 struct ColorVetex { float x, y,z; fl ...
- DirectX基础学习系列8 渐进网格以及外接体
1 IUnknown--> ID3DXBUFFER D3D泛型接口: GetBufferPointer Retrieves a pointer to the data in the buffer ...
- DirectX基础学习系列1
1.3 基础 1.3.1表面 表面接口: IDirect3DSurface9 获得表面信息:GetDesc(D3DSURFACE_DESC) 获得表面接口指针 :LockRect( D3DLO ...
- directX基础学习系列7 网格(自己创建)
D3DXMesh 以及 D3DXPMesh都是从ID3DXBaseMesh类中集成,mesh基本是对三角单元进行操作 ID3DXBaseMesh主要函数: HRESULT DrawSubset( DW ...
- DirectX 基础学习系列6 字体
DIRECTX9自带ID3DXFONT类 内部调用GDI的接口,效率一般,但能够处理一些复杂的字体 HRESULT D3DXCreateFontIndirect( LPDIRECT3DDEVICE9 ...
- DirectX基础学习系列4 颜色和光照
4.1颜色表示 RGB颜色:D3DCOLOR 可以用宏D3DCOLOR_ARGB(a,r,g,b) D3DCOLOR_XRGB(255,r,g,b) 另外一种浮点表示:D3DCOLORVALUE, ...
- DirectX基础学习系列2
补充第一章矩阵内容 向量 1 3D空间向量,包含浮点数类型坐标 D3DXVECTOR-->D3DXVECTOR3 2向量的长度 D3DXVector3Length(const D3DXVECTO ...
- Linux基础学习系列目录导航
Linux基础学习-通过VM安装RHEL7.4 Linux基础学习-命令行与图形界面切换 Linux基础学习-基本命令 Linux基础学习-RHEL7.4之YUM更换CentOS源 Linux基础学习 ...
- Bootstrap基础学习 ---- 系列文章
[Bootstrap基础学习]05 Bootstrap学习总结 [Bootstrap基础学习]04 Bootstrap的HTML和CSS编码规范 [Bootstrap基础学习]03 Bootstrap ...
随机推荐
- Web Service 其他服务器检测不到查询测试按钮
1.Web Service 其他服务器检测不到查询测试按钮,config需要修改地方: <system.web> <webServices> <protocols> ...
- C# 读取本地图片 转存到其他盘符
UpFileContent upfile = new UpFileContent(); upfile.StationImageName = "123.png"; FileStrea ...
- ServletContext与ServletConfig的详解及区别
转自http://hi.baidu.com/huaxuelili/item/1704a03dbb5cd7f22784f4c6 一.ServletContext详解ServletContext是serv ...
- Z.XML第二次迭代分数分配
这是一篇简介的日志. 它关于二轮迭代Z-XML团队7名成员的分数分配. 每名成员的工作内容与之前的任务分工相同,即,大家都非常好的完成了计划的工作. 按照最初设定的分数分配原则,在今晚大家吃全家桶之前 ...
- 【JUnit 报错】java.lang.NoClassDefFoundError: org/apache/logging/log4j/message/Message
使用JUnit的时候,报错:java.lang.NoClassDefFoundError: org/apache/logging/log4j/message/Message 原因是因为项目中导入的架包 ...
- java连接hiveserver2
public class App { private static String driverName = "org.apache.hive.jdbc.HiveDriver"; p ...
- DP(01背包) UESTC 1218 Pick The Sticks (15CCPC C)
题目传送门 题意:长度为L的金条,将n根金棍尽可能放上去,要求重心在L上,使得价值最大,最多有两条可以长度折半的放上去. 分析:首先长度可能为奇数,先*2.然后除了两条特殊的金棍就是01背包,所以dp ...
- ural 1157. Young Tiler
1157. Young Tiler Time limit: 1.0 secondMemory limit: 64 MB One young boy had many-many identical sq ...
- 【Linux程序设计】之环境系统函数综合实验
这个系列的博客贴的都是我大二的时候学习Linux系统高级编程时的一些实验程序,都挺简单的.贴出来纯粹是聊胜于无. 实验题目:Linux环境下系统函数综合实验 实验目的:熟悉并掌握Linux环境下数学函 ...
- BZOJ3829 : [Poi2014]FarmCraft
d[x]表示走完x的子树并回到x所需的时间 f[x]表示从走到x开始计时,x子树中最晚的点安装完的最早时间 d[x]=sum(d[i]+2),i是x的孩子 f[x]的计算比较复杂: 考虑将x的各棵子树 ...