8 融合技术

     融合技术应用在当前光栅化的像素与已经光栅化的像素处于同一位置时

就是正在处理的图元和已经在后台缓冲中的像素进行融合。

以此获得一些色彩上的特效

融合的前提是画在前面的物体是有一定透明度的,然后透过它看它后面的东西,体现出那种“透着看”的感觉的技术

就是融合技术


融合方程

融合的前提是融合方程,由融合公式得出最后屏幕上融合位置的像素值,从而呈现出融合效果

OutputPixel = SourcePixel  ⊙  SourceBlendFactor +  DestPixel  ⊙ DestBlendFactor

公式中比较重要的是两个融合因子,它们决定给融合后的效果


每个像素都由4个分量组成,分别是颜色值RGB和透明度alpha


*性能因素:融合的开销不低,所以只在需要融合操作的时候打开alpha融合,融合完立即绘制出来,再关闭融合。

除此之外,最好把需要融合的图元批量操作,避免每一帧都开关融合。



融合因子

D3D提供的所有融合因子都在以下的枚举中

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_SRCCOLOR2         = 16,
  D3DBLEND_INVSRCCOLOR2      = 17,
  D3DBLEND_FORCE_DWORD       = 0x7fffffff 
} D3DBLEND, *LPD3DBLEND;

具体的数值以及效果见SDK的文档

通过设备的SetRenderState对融合因子进行设置

分别设置源融合因子:D3DRS_SRCBLEND

目标融合因子:D3DRS_DESTBLEND

  例如 SetRenderState(D3DRS_SRCBLEND,source)



透明度

透明度表示某个像素的透明程度,ARGB颜色中有8位来表示

透明度值 0-255 表示透明度  0-100%

值为0表示完全看不到,255表示不透明


在实际应用中,ALPHA值来自顶点颜色的alpha分量或者材质的alpha通道

如果美术给材质设置了alpha通道,alpha就取自这个通道,若没有则取自顶点颜色分量


可以用SDK中的工具DirectX Texture Tool 为图片创建alpha通道

不过通常这些会由美术直接在画的时候就添加好


这篇颜色混合的文章不错:http://blog.csdn.net/housisong/article/details/1741924



 DX书上的例程

 创建了个茶壶模型,带透明度

打开alpha混合,剩下的就交给DX了


//
// 
// File: mtrlAlpha.cpp
// 
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 
//
// Desc: Renders a semi transparent teapot using alpha blending.  In this 
//       sample, the alpha is taken from the material's diffuse alpha value.
//       You can increase the opaqueness with the 'A' key and can descrease
//       it with the 'S' key.  
//          
//

#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;
}



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