D3D中,颜色都是由RGB三元组表示
都是32位的颜色,排列是 A R G B,一个透明度,三个原色
有两种结构来保存颜色
分别是 D3DCOLOR和D3DCOLORVALUE
D3DCOLOR 是用 0-255的值来表示每一个分量的亮度值
D3DCOLORVALUE用 0-1的值来表示每个分量的亮度
这两种定义可以互相转换,在其实现的构造函数中有相应的构造函数可以实现转换
创建D3DCOLOR值可以用宏 D3DCOLOR_ARGB和 D3DCOLOR_XRGB
前者需要所有的4个参数,后者不需要透明度,其默认为255(不透明)
在使用中,可以以宏的形式定义一系列常用的颜色
可以给顶点数据结构添加表示颜色的数据成员
相应的在数据结构中添加成员,并且灵活顶点数据格式也要添加属性(一般是D3DFVF_DIFFUSE,漫反射颜色属性)
着色
光栅化过程中需要给多边形着色,有两种着色模式
平面着色
高式着色(平滑着色)
两种着色方式的切换用SetRanderState来进行
SetRanderState(D3DSHADEMODE,D3DSHADE_FLAT);
SetRanderState(D3DSHADEMODE,D3DSHADE_GOURAUD);
平面着色各个颜色之间没有平滑过渡,会很不自然,而平滑着色像素的值由各个顶点的颜色经过线性插值得到
例程
//
//
// File: colorTriangle.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Renders two colored triangles, one shaded with flat shading and the
// other shaded with Gouraud shading. Demontrates vertex colors and,
// the shading render states.
//
//
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
D3DXMATRIX WorldMatrix;
IDirect3DVertexBuffer9* Triangle = 0;
//
// Classes and Structures
//
struct ColorVertex
{
ColorVertex(){}
ColorVertex(float x, float y, float z, D3DCOLOR c)
{
_x = x; _y = y; _z = z; _color = c;
}
float _x, _y, _z;
D3DCOLOR _color;
static const DWORD FVF;
};
const DWORD ColorVertex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
//
// Framework Functions
//
bool Setup()
{
//
// Create the vertex buffer.
//
Device->CreateVertexBuffer(
3 * sizeof(ColorVertex),
D3DUSAGE_WRITEONLY,
ColorVertex::FVF,
D3DPOOL_MANAGED,
&Triangle,
0);
//
// Fill the buffer with the triangle data.
//
ColorVertex* v;
Triangle->Lock(0, 0, (void**)&v, 0);
v[0] = ColorVertex(-1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0));
v[1] = ColorVertex( 0.0f, 1.0f, 2.0f, D3DCOLOR_XRGB( 0, 255, 0));
v[2] = ColorVertex( 1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB( 0, 0, 255));
Triangle->Unlock();
//
// Set the 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);
//
// Turn off lighting.
//
Device->SetRenderState(D3DRS_LIGHTING, false);
return true;
}
void Cleanup()
{
d3d::Release<IDirect3DVertexBuffer9*>(Triangle);
}
bool Display(float timeDelta)
{
if( Device )
{
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
Device->SetFVF(ColorVertex::FVF);
Device->SetStreamSource(0, Triangle, 0, sizeof(ColorVertex));
// draw the triangle to the left with flat shading
D3DXMatrixTranslation(&WorldMatrix, -1.25f, 0.0f, 0.0f);
Device->SetTransform(D3DTS_WORLD, &WorldMatrix);
Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
// draw the triangle to the right with gouraud shading
D3DXMatrixTranslation(&WorldMatrix, 1.25f, 0.0f, 0.0f);
Device->SetTransform(D3DTS_WORLD, &WorldMatrix);
Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
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;
}