【Direct3D】使用深度检测画两个平面

本文系 学习 DirectX tutorial 笔记  ,原文参考     directxtutorial.com/Lesson.aspx?lessonid=9-4-6

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画两个三角形,大三角形在前,小三角形在后面。当大三角形被渲染时,小三角形写入后台缓存。由于后台缓存的图形总是被画在最前面,

所以通常我们看到图片下面图片中的左图。而不是我们想看到的右图

                                           imageimage

 

Direct3D提供了深度检测(Z-buffer )来解决此类问题。

Z-Buffer,通常也称为深度缓存,是用来记录屏幕中模型到摄像机的距离的的缓存,如下图所示,当绘制一个像素的时候,总是选取距离

摄像机最近的pixel到后台缓存,同时,存储起来当前像素的深度值,这样下一个模型绘制时到这个位置时可以比较深度,决定画那个模型

 

                                      image

关于Z-Buffer 有3个关键点:

1. 设置合适的 显示参数;

D3DPRESENT_PARAMETERS d3dpp; 
ZeroMemory(&d3dpp, sizeof(d3dpp)); 
d3dpp.Windowed = FALSE; 
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; 
d3dpp.hDeviceWindow = hWnd; 
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; 
d3dpp.BackBufferWidth = SCREEN_WIDTH; 
d3dpp.BackBufferHeight = SCREEN_HEIGHT; 
d3dpp.EnableAutoDepthStencil = TRUE;          // tells Direct3D to automaticlly create the z_buffer 
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;  //each pixels is 16-bit


2. 打开z_buffer;

d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting 
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer

3.  z_buffer 设为1 

d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); 
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);



全部代码如下:

	// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>


// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600


// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")


// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer


// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory
void init_graphics(void);    // 3D declarations


struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)


// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);




// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;


    ZeroMemory(&wc, sizeof(WNDCLASSEX));


    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = L"WindowClass";


    RegisterClassEx(&wc);


    hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);


    ShowWindow(hWnd, nCmdShow);


    // set up and initialize Direct3D
    initD3D(hWnd);


    // enter the main loop:


    MSG msg;


    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }


        if(msg.message == WM_QUIT)
            break;


        render_frame();
    }


    // clean up DirectX and COM
    cleanD3D();


    return msg.wParam;
}




// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }


    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);


    D3DPRESENT_PARAMETERS d3dpp;


    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;    // automatically run the z-buffer for us
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;    // 16-bit pixel format for the z-buffer


    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);


    init_graphics();    // call the function to initialize the triangle


    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    // both sides of the triangles
<span style="white-space:pre">	</span>d3ddev->SetRenderState(D3DRS_ZENABLE, true);    // turn on the z-buffer
}




// this is the function used to render a single frame
void render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);


    d3ddev->BeginScene();


    // select which vertex format we are using
    d3ddev->SetFVF(CUSTOMFVF);


    // set the view transform
    D3DXMATRIX matView;    // the view transform matrix
    D3DXMatrixLookAtLH(&matView,
                       &D3DXVECTOR3 (0.0f, 0.0f, 15.0f),   // the camera position
                       &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),    // the look-at position
                       &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction
    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView


    // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                               1.0f,    // the near view-plane
                               100.0f);    // the far view-plane
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);     // set the projection




    // select the vertex buffer to display
    d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));


    D3DXMATRIX matTranslateA;    // a matrix to store the translation for triangle A
    D3DXMATRIX matTranslateB;    // a matrix to store the translation for triangle B
    D3DXMATRIX matRotateY;    // a matrix to store the rotation for each triangle
    static float index = 0.0f; index+=0.05f; // an ever-increasing float value


    // build MULTIPLE matrices to translate the model and one to rotate
    D3DXMatrixTranslation(&matTranslateA, 0.0f, 0.0f, 2.0f);
    D3DXMatrixTranslation(&matTranslateB, 0.0f, 0.0f, -2.0f);
    D3DXMatrixRotationY(&matRotateY, index);    // the front side


    // tell Direct3D about each world transform, and then draw another triangle
    d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateA * matRotateY));
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);


    d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateB * matRotateY));
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);


    d3ddev->EndScene(); 


    d3ddev->Present(NULL, NULL, NULL, NULL);
}




// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    v_buffer->Release();    // close and release the vertex buffer
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}




// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX struct
    CUSTOMVERTEX vertices[] = 
    {
        { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
    };


    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &v_buffer,
                               NULL);


    VOID* pVoid;    // a void pointer


    // lock v_buffer and load the vertices into it
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();
}




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