透过那些透明度非常高的物体看其他物体,例如透过几乎完全透明的玻璃看其他物体,会感到玻璃好像不存在,在三维图形程序中渲染时就可以不渲染这些透明度非常高的物体,从而可以提高渲染速度,这可以通过alpha测试来实现。
alpha测试根据当前像素是否满足alpha测试条件(即是否达到一定的透明度)来控制是否绘制该像素,图形程序应用alpha测试可以有效地屏蔽某些像素颜色。与alpha混合相比,alpha测试不将当前像素的颜色与颜色缓冲区中像素的颜色混合,像素要么完全不透明,要么完全透明。由于无需进行颜色缓冲区的读操作和颜色混合,因此alpha测试在速度上要优于alpha混合。
alpha测试通过激活渲染状态D3DRS_ALPHATESTENABLE来设置,示例代码如下:
g_device->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
渲染状态D3DRS_ALPHAREF用来设置alpha测试的参考值,alpha测试函数比较当前绘制的像素的alpha值和参考值,如果返回TRUE,则通过测试并绘制像素,反之不予绘制。参考值的取值范围是0x00000000到0x000000ff。
渲染状态D3DRS_ALPHAFUNC用来设置alpha测试函数,alpha测试函数属于D3DCMPFUNC枚举类型,默认状态为D3DCMP_ALWAYS。下列代码设置alpha测试函数为D3DCMP_GREATER,表示测试点像素的alpha值大于设置的alpha参考值时则返回TRUE:
g_device->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
g_device->SetRenderState(D3DRS_ALPHAREF, 0x00000081);
g_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
已知蓝色玻璃的alpha值为浮点值0.5f,等价于两位16进制数0x80,小于程序中设置的alpha测试参考值0x81,并且alpha测试函数被设为D3DCMP_GREATER,所以蓝色玻璃的颜色不会被绘制出来。
按下数字键"1",启用alpha测试。
按下数字键"0",禁用alpha测试。
源程序:
#pragma warning(disable : 4127 )
#define CLASS_NAME "GameApp"
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
IDirect3D9 * g_d3d;
IDirect3DDevice9 * g_device;
ID3DXMesh * g_mesh;
D3DMATERIAL9 * g_mesh_materials;
IDirect3DTexture9 ** g_mesh_textures;
DWORD g_num_materials;
void setup_world_matrix()
{
D3DXMATRIX mat_world;
D3DXMatrixRotationY( & mat_world, timeGetTime() / 1000.0f );
g_device -> SetTransform(D3DTS_WORLD, & mat_world);
}
void setup_view_proj_matrices()
{
// setup view matrix
D3DXVECTOR3 eye( 0.0f , 15.0f , - 20.0f );
D3DXVECTOR3 at( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 up( 0.0f , 1.0f , 0.0f );
D3DXMATRIX mat_view;
D3DXMatrixLookAtLH( & mat_view, & eye, & at, & up);
g_device -> SetTransform(D3DTS_VIEW, & mat_view);
// setup projection matrix
D3DXMATRIX mat_proj;
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4 , 1.0f , 1.0f , 500.0f );
g_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
}
bool init_geometry()
{
ID3DXBuffer * material_buffer;
/*
D3DXLoadMeshFromXA(
LPCSTR pFilename,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppAdjacency,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pNumMaterials,
LPD3DXMESH *ppMesh);
*/
if (FAILED(D3DXLoadMeshFromX( " heli.x " , D3DXMESH_SYSTEMMEM, g_device, NULL, & material_buffer, NULL,
& g_num_materials, & g_mesh)))
{
MessageBox(NULL, " Could not find heli.x " , " ERROR " , MB_OK);
return false ;
}
D3DXMATERIAL * xmaterials = (D3DXMATERIAL * ) material_buffer -> GetBufferPointer();
g_mesh_materials = new D3DMATERIAL9[g_num_materials];
g_mesh_textures = new IDirect3DTexture9 * [g_num_materials];
for (DWORD i = 0 ; i < g_num_materials; i ++ )
{
g_mesh_materials[i] = xmaterials[i].MatD3D;
// set ambient reflected coefficient, because .x file do not set it.
g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;
g_mesh_textures[i] = NULL;
if (xmaterials[i].pTextureFilename != NULL && strlen(xmaterials[i].pTextureFilename) > 0 )
D3DXCreateTextureFromFile(g_device, xmaterials[i].pTextureFilename, & g_mesh_textures[i]);
}
material_buffer -> Release();
return true ;
}
bool init_d3d(HWND hwnd)
{
g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (g_d3d == NULL)
return false ;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( & d3dpp, sizeof (d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_device)))
{
return false ;
}
if ( ! init_geometry())
return false ;
setup_view_proj_matrices();
g_device -> SetRenderState(D3DRS_ZENABLE, TRUE);
g_device -> SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
g_device -> SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
g_device -> SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
g_device -> SetRenderState(D3DRS_ALPHAREF, 0x00000081 );
g_device -> SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
g_device -> SetRenderState(D3DRS_AMBIENT, 0xFFFFBB55 );
return true ;
}
void cleanup()
{
delete[] g_mesh_materials;
if (g_mesh_textures)
{
for (DWORD i = 0 ; i < g_num_materials; i ++ )
release_com(g_mesh_textures[i]);
delete[] g_mesh_textures;
}
release_com(g_mesh);
release_com(g_device);
release_com(g_d3d);
}
void render()
{
g_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 5 , 5 , 5 ), 1.0f , 0 );
g_device -> BeginScene();
setup_world_matrix();
// render opaque object first
for (DWORD i = 0 ; i < g_num_materials; i ++ )
{
if (g_mesh_materials[i].Diffuse.a == 1.0f )
{
g_device -> SetMaterial( & g_mesh_materials[i]);
g_device -> SetTexture( 0 , g_mesh_textures[i]);
g_mesh -> DrawSubset(i);
}
}
// render transparent object second
for (DWORD i = 0 ; i < g_num_materials; i ++ )
{
if (g_mesh_materials[i].Diffuse.a != 1.0f )
{
g_device -> SetMaterial( & g_mesh_materials[i]);
g_device -> SetTexture( 0 , g_mesh_textures[i]);
g_mesh -> DrawSubset(i);
}
}
g_device -> EndScene();
g_device -> Present(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_KEYDOWN:
switch (wParam)
{
case 48 : // press key "0", disable alpha test.
g_device -> SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
break ;
case 49 : // press key "1", enable alpha test.
g_device -> SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
break ;
case VK_ESCAPE:
DestroyWindow(hwnd);
break ;
}
break ;
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc;
wc.cbSize = sizeof (WNDCLASSEX);
wc.style = CS_CLASSDC;
wc.lpfnWndProc = WinProc;
wc.cbClsExtra = 0 ;
wc.cbWndExtra = 0 ;
wc.hInstance = inst;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = CLASS_NAME;
wc.hIconSm = NULL;
if ( ! RegisterClassEx( & wc))
return - 1 ;
HWND hwnd = CreateWindow(CLASS_NAME, " Direct3D App " , WS_OVERLAPPEDWINDOW, 200 , 100 , 640 , 480 ,
NULL, NULL, wc.hInstance, NULL);
if (hwnd == NULL)
return - 1 ;
if (init_d3d(hwnd))
{
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
MSG msg;
ZeroMemory( & msg, sizeof (msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
render();
Sleep( 10 );
}
}
cleanup();
UnregisterClass(CLASS_NAME, wc.hInstance);
return 0 ;
}