struct vertexFormat
{
FLOAT x, y, z;
DWORD color;
FLOAT u1, v1, s1, t1;
FLOAT u2, v2, s2;
};
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX2|D3DFVF_TEXCOORDSIZE4(0)|D3DFVF_TEXCOORDSIZE3(1))
从上面的结构体vertexFormat可知,声明了顶点位置坐标x,y,z; 和顶点颜色color;还有两套纹理坐标系,分别是 u1,v1,s1,t1和u2,v2,s2.
所以对顶点格式的定义就是:
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX2|D3DFVF_TEXCOORDSIZE4(0)|D3DFVF_TEXCOORDSIZE3(1))
这里我解释一下,首先D3DFVF_XYZ , D3DFVF_DIFFUSE分别表示顶点位置和顶点漫反射颜色.接下来D3DFVF_TEX2表示该顶点格式定义了两套纹理坐标系,分别是随后的D3DFVF_TEXCOORDSIZE4(0), D3DFVF_TEXCOORDSIZE3(1) .而D3DFVF_TEXCOORDSIZE4(0)表示第一套纹理坐标系,用(0)表示,并且是4维纹理坐标,用D3DFVF_TEXCOORDSIZE4表示.而随后的D3DFVF_TEXCOORDSIZE3(1)表示第二套纹理坐标系,用(1)表示,并且是3维纹理坐标.
下面是我摘录的对话,源之: http://topic.csdn.net/t/20020412/21/642939.html
D3DFVF_Tex2是一个拥有两个纹理坐标的顶点格式。首先应该清楚,在Direct3D里有8个TextureStage,就是说,理论上可以声明一个有8个纹理坐标的顶点格式。比如:
TYPE MYFVF_Tex8
Position as D3DVECTOR
Normal as D3DVECTOR
TU1 as single
TV1 as single
TU2 as single
Tv2 as single
....
END TYPE
使用时,先要给相应的TextureStage设置贴图,然后再用这条语句:
Call .SetTextureStageState(StageIndex, D3DTSS_TEXCOORDINDEX, 0)
D3DTSS_TEXCOORDINDEX就是用来设置用哪一套纹理坐标的,取值范围是(0,8)
StageIndex是指设置哪一个Stage。
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTexture(0, m_pTexture1);
pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT );
pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED );
pd3dDevice->SetTexture(1, m_pTexture2);
我本来的目的是实现两层纹理移动的效果上下的效果:
我之前使用两个vertex buffer在同一个位置,
使用不同纹理,再作alphablend,可以达到预期效果。
为提高效率我想将两个vertex buffer合并成一个,
用不同而用两套纹理坐标,目前合并目的已达到,
但是同一个vertex buffer使用两层纹理时,前面一层和后面一层进行alphablend
请问这时如何设置alphablend操作?
答:
SetTextureStageState(2, D3DTOP_BLENDFACTORALPHA);
SetRenderState(D3DRS_TEXTUREFACTOR, your_blending_factor);
如果你会VertexShader,可以用那个做,否则的话,就用Blend_Factor做吧。
下面介绍多层纹理混合,源之: http://www.cnblogs.com/phinecos/articles/1222677.html
//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //ID3DXFont字体对象
ID3DXSprite* g_pTextSprite = NULL; //ID3DXSprite文本精灵对象
bool g_bShowHelp = true; //标识是否显示简单说明文本
CDXUTDialogResourceManager g_DialogResourceManager; //对话框资源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D设备设置对话框
CDXUTDialog g_HUD; //
CDXUTDialog g_SampleUI; //
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区
LPDIRECT3DTEXTURE9 g_pTexture1 = NULL; //第一层纹理
LPDIRECT3DTEXTURE9 g_pTexture2 = NULL; //第二层纹理
// 定义顶点结构和灵活顶点格式
struct CUSTOMVERTEX
{
FLOAT x, y, z; // 未经过坐标转换的顶点坐标
DWORD color; // 顶点漫反射颜色值
FLOAT u,v ; // 顶点纹理坐标
FLOAT u1,v1 ; // 顶点纹理坐标
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ| D3DFVF_DIFFUSE| D3DFVF_TEX2)
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
//-----------------------------------------------------------------------------
// Desc: 函数声明
//------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
void CALLBACK OnLostDevice( void* pUserContext );
void CALLBACK OnDestroyDevice( void* pUserContext );
void InitApp();
void RenderText();
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
//为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
//设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
//应用程序相关的初始化
InitApp();
//初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"MultiTexture" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//进入消息循环和场景渲染
DXUTMainLoop();
//在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
//初始化对话框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );
}
//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )
{
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9* pD3D = DXUTGetD3DObject();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
//检查当前渲染设备是否支持多层纹理混合
if( pCaps->MaxTextureBlendStages <= 1)
return false;
return true;
}
//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,
const D3DCAPS9* pCaps, void* pUserContext )
{
//如果不支持硬件顶点处理则使用软件顶点处理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
//创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
//创建第一层纹理对象
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Wall.bmp", &g_pTexture1 ) );
//创建第二层纹理对象
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"light.jpg", &g_pTexture2 ) );
//设置顶点数据
CUSTOMVERTEX g_Vertices[] =
{
{ -3.0f, -3.0f, 0.0f, 0xffffffff, 0.0f, 1.0f, 0.0f, 1.0f},
{ -3.0f, 3.0f, 0.0f, 0xffffffff, 0.0f, 0.0f, 0.0f, 0.0f},
{ 3.0f, -3.0f, 0.0f, 0xffffffff, 1.0f, 1.0f, 1.0f, 1.0f},
{ 3.0f, 3.0f, 0.0f, 0xffffffff, 1.0f, 0.0f, 1.0f, 0.0f}
};
//创建顶点缓冲区
V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &g_pVB,NULL ) );
//填充顶点数据
VOID* pVertices;
V_RETURN( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) );
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
//设置对话框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170,
pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
//恢复字体
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -8 );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//设置投影矩阵
D3DXMATRIXA16 matProj;
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//设置第层纹理、纹理阶段状态和纹理坐标索引
pd3dDevice->SetTexture( 0, g_pTexture1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//设置第层纹理、纹理阶段状态和纹理坐标索引
pd3dDevice->SetTexture( 1, g_pTexture2 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD);
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//关闭光照计算
pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
//渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"多层纹理混合" );
//显示简单帮助文本
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
if( g_bShowHelp )
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
txtHelper.DrawTextLine( L"Quit: ESC" );
}
else
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
}
}