第一种方法称为画家算法(painter's algorithm)。这种方法将对象划分成不同的多边形,由后往前对这些多边形进行排序,再按照排好的顺序绘制出这些多边形。采用这种方法绘制多边形,能够确保前面的多边形总是在其后多边形之前进行绘制。
深度排序的第二种方法称为z缓冲方法(z- buffer),它是图形硬件设备使用最多的方法。这种方法依赖于像素,每个像素都有一个z值(z值是像素距离观察者的距离)。当每个像素被写入时,渲染器首先检查是否已经存在一个z值更小的像素,如果不存在,这个像素就被绘制出来;如果存在,就跳过该像素。
许多 3D图形加速卡都有一个内置的z缓冲,这也是深度排序选择z缓冲方法的原因。在应用程序中使用z缓冲,最容易的方法就是在创建设备对象以及设置显示方式的时候初始化z缓冲,如下所示:
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( & d3dpp, sizeof (d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if (FAILED(g_pD3D -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, & d3dpp, & g_pD3DDevice)))
return FALSE;
// Set the rendering states
g_pD3DDevice -> SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
ZeroMemory( & d3dpp, sizeof (d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if (FAILED(g_pD3D -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, & d3dpp, & g_pD3DDevice)))
return FALSE;
// Set the rendering states
g_pD3DDevice -> SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
同时在绘制每帧之前应该用IDirect3DDevice9::Clear来清除z缓存。
//
clear device back buffer
g_d3d_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA( 0 , 0 , 0 , 255 ), 1.0f , 0 );
g_d3d_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA( 0 , 0 , 0 , 255 ), 1.0f , 0 );
完整代码如下所示:
/*
**************************************************************************************
PURPOSE:
ZBuffer Demo
Required libraries:
WINMM.LIB, D3D9.LIB, D3DX9.LIB.
************************************************************************************** */
#include < windows.h >
#include < stdio.h >
#include " d3d9.h "
#include " d3dx9.h "
#pragma comment(lib, " winmm.lib " )
#pragma comment(lib, " d3d9.lib " )
#pragma comment(lib, " d3dx9.lib " )
#pragma warning(disable : 4305 )
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
#define Safe_Release(p) if((p)) (p)->Release();
// window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static char g_class_name[] = " ZBufferClass " ;
static char g_caption[] = " ZBuffer Demo " ;
// the Direct3D and device object
IDirect3D9 * g_d3d = NULL;
IDirect3DDevice9 * g_d3d_device = NULL;
// The 3D vertex format and descriptor
typedef struct
{
float x, y, z; // 3D coordinates
D3DCOLOR color; // diffuse color
} VERTEX;
#define VERTEX_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
IDirect3DVertexBuffer9 * g_vertex_buffer = NULL;
// --------------------------------------------------------------------------------
// Window procedure.
// --------------------------------------------------------------------------------
long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return ( long ) DefWindowProc(hwnd, msg, wParam, lParam);
}
// --------------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer; set render state for d3d;
// set perspective matrix and view matrix.
// --------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
D3DXMATRIX mat_proj, mat_view;
BYTE * vertex_ptr;
// initialize vertex data
VERTEX verts[] = {
{ - 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
{ - 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
{ 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
{ 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
};
// do a windowed mode initialization of Direct3D
if ((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
// retrieves the current display mode of the adapter
if (FAILED(g_d3d -> GetAdapterDisplayMode(D3DADAPTER_DEFAULT, & display_mode)))
return FALSE;
ZeroMemory( & present_param, sizeof (present_param));
// initialize d3d presentation parameter
present_param.Windowed = TRUE;
present_param.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat = display_mode.Format;
present_param.EnableAutoDepthStencil = TRUE;
present_param.AutoDepthStencilFormat = D3DFMT_D16;
// creates a device to represent the display adapter
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, & present_param, & g_d3d_device)))
return FALSE;
// set render state
// disable d3d lighting
g_d3d_device -> SetRenderState(D3DRS_LIGHTING, FALSE);
// enable z-buffer
g_d3d_device -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
// create and set the projection matrix
// builds a left-handed perspective projection matrix based on a field of view
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4.0 , 1.33333 , 1.0 , 1000.0 );
// sets a single device transformation-related state
g_d3d_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
// create and set the view matrix
D3DXMatrixLookAtLH( & mat_view,
& D3DXVECTOR3( 0.0 , 0.0 , - 500.0 ),
& D3DXVECTOR3( 0.0f , 0.0f , 0.0f ),
& D3DXVECTOR3( 0.0f , 1.0f , 0.0f ));
g_d3d_device -> SetTransform(D3DTS_VIEW, & mat_view);
// create the vertex buffer and set data
g_d3d_device -> CreateVertexBuffer( sizeof (verts), 0 , VERTEX_FVF, D3DPOOL_DEFAULT, & g_vertex_buffer, NULL);
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer -> Lock( 0 , 0 , ( void ** ) & vertex_ptr, 0 );
memcpy(vertex_ptr, verts, sizeof (verts));
// unlocks vertex data
g_vertex_buffer -> Unlock();
return TRUE;
}
// --------------------------------------------------------------------------------
// Release all d3d resource.
// --------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return TRUE;
}
// --------------------------------------------------------------------------------
// Render a frame.
// --------------------------------------------------------------------------------
BOOL Do_Frame()
{
D3DXMATRIX mat_world;
// clear device back buffer
g_d3d_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA( 0 , 0 , 0 , 255 ), 1.0f , 0 );
// Begin scene
if (SUCCEEDED(g_d3d_device -> BeginScene()))
{
// set the vertex stream, shader.
// binds a vertex buffer to a device data stream
g_d3d_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (VERTEX));
// set the current vertex stream declation
g_d3d_device -> SetFVF(VERTEX_FVF);
// create and set the world transformation matrix
// rotate object along y-axis
D3DXMatrixRotationY( & mat_world, ( float ) (timeGetTime() / 1000.0 ));
g_d3d_device -> SetTransform(D3DTS_WORLD, & mat_world);
// renders a sequence of noindexed, geometric primitives of the specified type from the current set
// of data input stream.
g_d3d_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 4 );
// draw next four polygons, but rotate on z-axis.
D3DXMatrixRotationZ( & mat_world, - ( float )(timeGetTime() / 1000.0 ));
g_d3d_device -> SetTransform(D3DTS_WORLD, & mat_world);
g_d3d_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 6 , 2 );
// end the scene
g_d3d_device -> EndScene();
}
// present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device -> Present(NULL, NULL, NULL, NULL);
return TRUE;
}
// --------------------------------------------------------------------------------
// Main function, routine entry.
// --------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst = inst;
// create window class and register it
win_class.cbSize = sizeof (win_class);
win_class.style = CS_CLASSDC;
win_class.lpfnWndProc = Window_Proc;
win_class.cbClsExtra = 0 ;
win_class.cbWndExtra = 0 ;
win_class.hInstance = inst;
win_class.hIcon = LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor = LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground = NULL;
win_class.lpszMenuName = NULL;
win_class.lpszClassName = g_class_name;
win_class.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if ( ! RegisterClassEx( & win_class))
return FALSE;
// create the main window
g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 0 , 0 ,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if (g_hwnd == NULL)
return FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
// initialize game
if (Do_Init() == FALSE)
return FALSE;
// start message pump, waiting for signal to quit.
ZeroMemory( & msg, sizeof (MSG));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
// draw a frame
if (Do_Frame() == FALSE)
break ;
}
// run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return ( int ) msg.wParam;
}
PURPOSE:
ZBuffer Demo
Required libraries:
WINMM.LIB, D3D9.LIB, D3DX9.LIB.
************************************************************************************** */
#include < windows.h >
#include < stdio.h >
#include " d3d9.h "
#include " d3dx9.h "
#pragma comment(lib, " winmm.lib " )
#pragma comment(lib, " d3d9.lib " )
#pragma comment(lib, " d3dx9.lib " )
#pragma warning(disable : 4305 )
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
#define Safe_Release(p) if((p)) (p)->Release();
// window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static char g_class_name[] = " ZBufferClass " ;
static char g_caption[] = " ZBuffer Demo " ;
// the Direct3D and device object
IDirect3D9 * g_d3d = NULL;
IDirect3DDevice9 * g_d3d_device = NULL;
// The 3D vertex format and descriptor
typedef struct
{
float x, y, z; // 3D coordinates
D3DCOLOR color; // diffuse color
} VERTEX;
#define VERTEX_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
IDirect3DVertexBuffer9 * g_vertex_buffer = NULL;
// --------------------------------------------------------------------------------
// Window procedure.
// --------------------------------------------------------------------------------
long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return ( long ) DefWindowProc(hwnd, msg, wParam, lParam);
}
// --------------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer; set render state for d3d;
// set perspective matrix and view matrix.
// --------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
D3DXMATRIX mat_proj, mat_view;
BYTE * vertex_ptr;
// initialize vertex data
VERTEX verts[] = {
{ - 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 255 , 0 , 0 , 255 ) },
{ - 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
{ - 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
{ 100.0f , - 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
{ 100.0f , 100.0f , 0.0f , D3DCOLOR_RGBA( 0 , 0 , 255 , 255 ) },
};
// do a windowed mode initialization of Direct3D
if ((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
// retrieves the current display mode of the adapter
if (FAILED(g_d3d -> GetAdapterDisplayMode(D3DADAPTER_DEFAULT, & display_mode)))
return FALSE;
ZeroMemory( & present_param, sizeof (present_param));
// initialize d3d presentation parameter
present_param.Windowed = TRUE;
present_param.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat = display_mode.Format;
present_param.EnableAutoDepthStencil = TRUE;
present_param.AutoDepthStencilFormat = D3DFMT_D16;
// creates a device to represent the display adapter
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, & present_param, & g_d3d_device)))
return FALSE;
// set render state
// disable d3d lighting
g_d3d_device -> SetRenderState(D3DRS_LIGHTING, FALSE);
// enable z-buffer
g_d3d_device -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
// create and set the projection matrix
// builds a left-handed perspective projection matrix based on a field of view
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4.0 , 1.33333 , 1.0 , 1000.0 );
// sets a single device transformation-related state
g_d3d_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
// create and set the view matrix
D3DXMatrixLookAtLH( & mat_view,
& D3DXVECTOR3( 0.0 , 0.0 , - 500.0 ),
& D3DXVECTOR3( 0.0f , 0.0f , 0.0f ),
& D3DXVECTOR3( 0.0f , 1.0f , 0.0f ));
g_d3d_device -> SetTransform(D3DTS_VIEW, & mat_view);
// create the vertex buffer and set data
g_d3d_device -> CreateVertexBuffer( sizeof (verts), 0 , VERTEX_FVF, D3DPOOL_DEFAULT, & g_vertex_buffer, NULL);
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer -> Lock( 0 , 0 , ( void ** ) & vertex_ptr, 0 );
memcpy(vertex_ptr, verts, sizeof (verts));
// unlocks vertex data
g_vertex_buffer -> Unlock();
return TRUE;
}
// --------------------------------------------------------------------------------
// Release all d3d resource.
// --------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return TRUE;
}
// --------------------------------------------------------------------------------
// Render a frame.
// --------------------------------------------------------------------------------
BOOL Do_Frame()
{
D3DXMATRIX mat_world;
// clear device back buffer
g_d3d_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA( 0 , 0 , 0 , 255 ), 1.0f , 0 );
// Begin scene
if (SUCCEEDED(g_d3d_device -> BeginScene()))
{
// set the vertex stream, shader.
// binds a vertex buffer to a device data stream
g_d3d_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (VERTEX));
// set the current vertex stream declation
g_d3d_device -> SetFVF(VERTEX_FVF);
// create and set the world transformation matrix
// rotate object along y-axis
D3DXMatrixRotationY( & mat_world, ( float ) (timeGetTime() / 1000.0 ));
g_d3d_device -> SetTransform(D3DTS_WORLD, & mat_world);
// renders a sequence of noindexed, geometric primitives of the specified type from the current set
// of data input stream.
g_d3d_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 4 );
// draw next four polygons, but rotate on z-axis.
D3DXMatrixRotationZ( & mat_world, - ( float )(timeGetTime() / 1000.0 ));
g_d3d_device -> SetTransform(D3DTS_WORLD, & mat_world);
g_d3d_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 6 , 2 );
// end the scene
g_d3d_device -> EndScene();
}
// present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device -> Present(NULL, NULL, NULL, NULL);
return TRUE;
}
// --------------------------------------------------------------------------------
// Main function, routine entry.
// --------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst = inst;
// create window class and register it
win_class.cbSize = sizeof (win_class);
win_class.style = CS_CLASSDC;
win_class.lpfnWndProc = Window_Proc;
win_class.cbClsExtra = 0 ;
win_class.cbWndExtra = 0 ;
win_class.hInstance = inst;
win_class.hIcon = LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor = LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground = NULL;
win_class.lpszMenuName = NULL;
win_class.lpszClassName = g_class_name;
win_class.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if ( ! RegisterClassEx( & win_class))
return FALSE;
// create the main window
g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 0 , 0 ,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if (g_hwnd == NULL)
return FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
// initialize game
if (Do_Init() == FALSE)
return FALSE;
// start message pump, waiting for signal to quit.
ZeroMemory( & msg, sizeof (MSG));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
// draw a frame
if (Do_Frame() == FALSE)
break ;
}
// run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return ( int ) msg.wParam;
}
效果图: