材质alpha
顶点alpha是没有使用光照和材质的情况,如果对场景内的物体添加光照和材质而没有添加纹理时,顶点alpha值取决于材质属性中漫反射颜色的alpha系数和灯光颜色中的alpha系数,顶点alpha值是根据光照计算得到的。顶点光照计算是分别针对红、绿、蓝和alpha进行的,其中alpha光照计算的结果就是顶点的alpha值。有了顶点的alpha值就可根据着色模式计算出每个像素的alpha值,第一个示例程序就是材质alpha的例子。
纹理alpha
当对物体表面使用了纹理之后,像素的alpha值就是纹理alpha混合之后的值,所以这又取决于纹理的alpha混合方法,纹理alpha混合方法决定了纹理alpha混合之后的alpha值是取自材质,还是取自纹理,或者取自二者的某种运算。像素alpha值的具体计算过程是这样的,首先得到顶点alpha值,顶点alpha值可能是直接指定的,也可能是光照计算得到,然后根据着色模式对顶点alpha值进行插值,得到的结果再根据纹理alpha混合方法和纹理采样得到的alpha值进行指定的运算,得到最终每个像素的alpha值。
示例程序中将一幅纹理应用到一个矩形表面,其中纹理alpha混合的设置如下:
g_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
-
D3DTOP_MODULATE
-
Multiply the components of the arguments.
SRGBA = Arg1 x Arg2
在示例程序中将矩形4个顶点的颜色值设置为0xFFFFFFFF,其alpha成分设置为ff,即alpha值为1.0f,所以纹理alpha混合的最终结果就是取纹理的alpha值。
sCustomVertex vertices[] =
{
{ -3, -3, 0.0f, 0xffffffff, 0.0f, 1.0f},
{ -3, 3, 0.0f, 0xffffffff, 0.0f, 0.0f},
{ 3, -3, 0.0f, 0xffffffff, 1.0f, 1.0f},
{ 3, 3, 0.0f, 0xffffffff, 1.0f, 0.0f}
}
示例程序在一个矩形表面贴了一颗树的纹理,在树的纹理中,没有树叶和树枝的地方alpha值为0,即完全透明;有树叶和树枝的地方alpha值为1,即完全不透明。所以通过alpha混合后,渲染的结果就像是一棵真的树。
按下数字键"1",启用纹理alpha混合。
按下数字键"0",禁用纹理alpha混合。
将顶点alpha由ff改为88后启用纹理混合的效果,可以看出纹理的颜色变暗了。
sCustomVertex vertices[] =
{
{ -3, -3, 0.0f, 0x88ffffff, 0.0f, 1.0f},
{ -3, 3, 0.0f, 0x88ffffff, 0.0f, 0.0f},
{ 3, -3, 0.0f, 0x88ffffff, 1.0f, 1.0f},
{ 3, 3, 0.0f, 0x88ffffff, 1.0f, 0.0f}
};
源程序:
#include
<
d3dx9.h
>
#pragma warning(disable :
4127
)
//
disable warning: conditional expression is constant
#define
CLASS_NAME "GameApp"
#define
release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
typedef unsigned
char
uchar;
IDirect3D9
*
g_d3d;
IDirect3DDevice9
*
g_device;
IDirect3DVertexBuffer9
*
g_vertex_buffer;
IDirect3DTexture9
*
g_texture;
struct
sCustomVertex
{
float
x, y, z;
DWORD color;
float
u, v;
};
#define
D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
void
setup_matrices()
{
//
setup world matrix
D3DXMATRIX mat_world;
D3DXMatrixIdentity(
&
mat_world);
g_device
->
SetTransform(D3DTS_WORLD,
&
mat_world);
//
setup view matrix
D3DXVECTOR3 eye(
0.0f
,
0.0f
,
-
10.0f
);
D3DXVECTOR3 at(
0.0f
,
0.0f
,
0.0f
);
D3DXVECTOR3 up(
0.0f
,
1.0f
,
0.0f
);
D3DXMATRIX mat_view;
D3DXMatrixLookAtLH(
&
mat_view,
&
eye,
&
at,
&
up);
g_device
->
SetTransform(D3DTS_VIEW,
&
mat_view);
//
setup projection matrix
D3DXMATRIX mat_proj;
D3DXMatrixPerspectiveFovLH(
&
mat_proj, D3DX_PI
/
4
,
1.0f
,
1.0f
,
100.0f
);
g_device
->
SetTransform(D3DTS_PROJECTION,
&
mat_proj);
}
bool
init_vb()
{
if
(FAILED(D3DXCreateTextureFromFile(g_device,
"
tree.tga
"
,
&
g_texture)))
{
MessageBox(NULL,
"
Can not load texture file tree.tga!
"
,
"
ERROR
"
, MB_OK);
return
false
;
}
sCustomVertex vertices[]
=
{
{
-
3
,
-
3
,
0.0f
,
0xffffffff
,
0.0f
,
1.0f
},
{
-
3
,
3
,
0.0f
,
0xffffffff
,
0.0f
,
0.0f
},
{
3
,
-
3
,
0.0f
,
0xffffffff
,
1.0f
,
1.0f
},
{
3
,
3
,
0.0f
,
0xffffffff
,
1.0f
,
0.0f
}
/*
{ -3, -3, 0.0f, 0x88ffffff, 0.0f, 1.0f},
{ -3, 3, 0.0f, 0x88ffffff, 0.0f, 0.0f},
{ 3, -3, 0.0f, 0x88ffffff, 1.0f, 1.0f},
{ 3, 3, 0.0f, 0x88ffffff, 1.0f, 0.0f}
*/
};
g_device
->
CreateVertexBuffer(
sizeof
(vertices),
0
, D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT,
&
g_vertex_buffer, NULL);
void
*
ptr;
g_vertex_buffer
->
Lock(
0
,
0
,
&
ptr,
0
);
memcpy(ptr, vertices,
sizeof
(vertices));
g_vertex_buffer
->
Unlock();
return
true
;
}
bool
init_d3d(HWND hwnd)
{
g_d3d
=
Direct3DCreate9(D3D_SDK_VERSION);
if
(g_d3d
==
NULL)
return
false
;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(
&
d3dpp,
sizeof
(d3dpp));
d3dpp.Windowed
=
TRUE;
d3dpp.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat
=
D3DFMT_UNKNOWN;
if
(FAILED(g_d3d
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
d3dpp,
&
g_device)))
{
return
false
;
}
if
(
!
init_vb())
return
false
;
setup_matrices();
g_device
->
SetRenderState(D3DRS_LIGHTING, FALSE);
g_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_device
->
SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_device
->
SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_device
->
SetTextureStageState(
0
, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
g_device
->
SetTextureStageState(
0
, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_device
->
SetTextureStageState(
0
, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_device
->
SetTextureStageState(
0
, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_device
->
SetTextureStageState(
0
, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
return
true
;
}
void
cleanup()
{
release_com(g_vertex_buffer);
release_com(g_texture);
release_com(g_device);
release_com(g_d3d);
}
void
render()
{
g_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(
55
,
5
,
5
),
1.0f
,
0
);
g_device
->
BeginScene();
g_device
->
SetTexture(
0
, g_texture);
g_device
->
SetStreamSource(
0
, g_vertex_buffer,
0
,
sizeof
(sCustomVertex));
g_device
->
SetFVF(D3DFVF_CUSTOM_VERTEX);
g_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
2
);
g_device
->
EndScene();
g_device
->
Present(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch
(msg)
{
case
WM_KEYDOWN:
switch
(wParam)
{
case
VK_ESCAPE:
DestroyWindow(hwnd);
break
;
case
48
:
//
press key "0", disable alpha blend.
g_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
break
;
case
49
:
//
press key "1", enable alpha blend.
g_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
break
;
}
break
;
case
WM_DESTROY:
PostQuitMessage(
0
);
return
0
;
}
return
DefWindowProc(hwnd, msg, wParam, lParam);
}
int
WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc;
wc.cbSize
=
sizeof
(WNDCLASSEX);
wc.style
=
CS_CLASSDC;
wc.lpfnWndProc
=
WinProc;
wc.cbClsExtra
=
0
;
wc.cbWndExtra
=
0
;
wc.hInstance
=
inst;
wc.hIcon
=
NULL;
wc.hCursor
=
NULL;
wc.hbrBackground
=
NULL;
wc.lpszMenuName
=
NULL;
wc.lpszClassName
=
CLASS_NAME;
wc.hIconSm
=
NULL;
if
(
!
RegisterClassEx(
&
wc))
return
-
1
;
HWND hwnd
=
CreateWindow(CLASS_NAME,
"
Direct3D App
"
, WS_OVERLAPPEDWINDOW,
200
,
100
,
600
,
500
,
NULL, NULL, wc.hInstance, NULL);
if
(hwnd
==
NULL)
return
-
1
;
if
(init_d3d(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);
}
render();
Sleep(
10
);
}
}
cleanup();
UnregisterClass(CLASS_NAME, wc.hInstance);
return
0
;
}
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