alpha源混合系数通常设置为D3DBLEND_SRCALPHA,即当前绘制像素的alpha值。目标混合系数设置为D3DBLEND_INVSRCALPHA,即1减去当前绘制像素的alpha值。那么当前绘制像素的alpha值又是如何得到的呢?如果没有使用材质和纹理,当前绘制像素的alpha值来自每个顶点颜色设置的alpha值;如果使用光照和材质,则当前像素的alpha值来自物体表面材质;如果为物体表面使用了纹理,则alpha值还与纹理有关。
顶点alpha
如果在程序中直接指定每个顶点的颜色,则可以直接给出每个顶点颜色的 alpha值,可以在定义顶点时直接声明该顶点的alpha值,也可以在程序运行时动态地修改顶点的alpha值。有了顶点的alpha值,渲染对象中每个像素的alpha值由该对象的alpha值和着色模式决定。当着色模式为FLAT着色模式时,构成对象的各个多边形中所有像素的alpha都等于该多边形的第一个顶点的alpha值。当着色模式为GOURAUD着色模式时,每个多边形面上的像素的alpha值由它的各个顶点的alpha值进行线性插值得到的。
示例程序:
圆筒在不断的绕x, y, z轴旋转。
按下数字键"1",启用alpha顶点混合
按下数字键"0",禁用alpha顶点混合
源程序:
#include
<
d3dx9.h
>
#pragma warning(disable : 4127 ) // disable warning: conditional expression is constant
#define CLASS_NAME "GameApp"
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
typedef unsigned char uchar;
IDirect3D9 * g_d3d;
IDirect3DDevice9 * g_device;
IDirect3DVertexBuffer9 * g_vertex_buffer;
struct sCustomVertex
{
float x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
void setup_world_matrix()
{
D3DXMATRIX mat_world;
D3DXMatrixIdentity( & mat_world);
float angle = (timeGetTime() % 1000 ) * ( 2 * D3DX_PI) / 1000.0f ;
D3DXQUATERNION quat;
D3DXMATRIX mat_rotation;
D3DXQuaternionRotationYawPitchRoll( & quat, angle, angle, angle);
D3DXMatrixRotationQuaternion( & mat_rotation, & quat);
D3DXMatrixMultiply( & mat_world, & mat_rotation, & mat_world);
g_device -> SetTransform(D3DTS_WORLD, & mat_world);
}
void setup_view_proj_matrices()
{
// setup view matrix
D3DXVECTOR3 eye( 0.0f , 3.0f , - 5.0f );
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 , 100.0f );
g_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
}
void init_vb()
{
g_device -> CreateVertexBuffer( 50 * 2 * sizeof (sCustomVertex), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT,
& g_vertex_buffer, NULL);
sCustomVertex * vertices;
g_vertex_buffer -> Lock( 0 , 0 , ( void ** ) & vertices, 0 );
for ( int i = 0 ; i < 50 ; i ++ )
{
float theta = ( 2 * D3DX_PI * i) / ( 50 - 1 );
vertices[ 2 * i + 0 ].x = sin(theta);
vertices[ 2 * i + 0 ].y = - 1.0f ;
vertices[ 2 * i + 0 ].z = cos(theta);
vertices[ 2 * i + 0 ].color = 0x88FF0000 ;
vertices[ 2 * i + 1 ].x = sin(theta);
vertices[ 2 * i + 1 ].y = 1.0f ;
vertices[ 2 * i + 1 ].z = cos(theta);
vertices[ 2 * i + 1 ].color = 0x8844FF00 ;
}
g_vertex_buffer -> Unlock();
}
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;
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_device)))
{
return false ;
}
init_vb();
setup_view_proj_matrices();
g_device -> SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_device -> SetRenderState(D3DRS_LIGHTING, FALSE);
g_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_device -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_device -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
return true ;
}
void cleanup()
{
release_com(g_vertex_buffer);
release_com(g_device);
release_com(g_d3d);
}
inline void extract_argb(D3DCOLOR color, uchar * alpha, uchar * red, uchar * green, uchar * blue)
{
// Extract alpha, red, green, blue from D3D color value.
if (alpha != NULL) * alpha = uchar((color >> 24 ) & 0xff );
if (red != NULL) * red = uchar((color >> 16 ) & 0xff );
if (green != NULL) * green = uchar((color >> 8 ) & 0xff );
if (blue != NULL) * blue = uchar(color & 0xff );
}
void render()
{
g_device -> Clear( 0 , NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 5 , 5 , 5 ), 1.0f , 0 );
g_device -> BeginScene();
setup_world_matrix();
g_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
g_device -> SetFVF(D3DFVF_CUSTOM_VERTEX);
g_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 * 50 - 2 );
// change all vertices's color and alpha
sCustomVertex * vertex;
g_vertex_buffer -> Lock( 0 , 50 * 2 * sizeof (sCustomVertex), ( void ** ) & vertex, 0 );
for ( int i = 0 ; i < 50 * 2 ; i ++ )
{
uchar alpha, red, green, blue;
extract_argb(vertex -> color, & alpha, & red, & green, & blue);
if ( ++ alpha > 255 ) alpha = 0 ;
if ( ++ red > 255 ) red = 0 ;
if ( ++ green > 255 ) green = 0 ;
if ( ++ blue > 255 ) blue = 0 ;
vertex -> color = D3DCOLOR_RGBA(red, green, blue, alpha);
vertex ++ ;
}
g_vertex_buffer -> Unlock();
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 VK_ESCAPE:
DestroyWindow(hwnd);
break ;
case 48 : // press key "0", disable alpha blend.
g_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
break ;
case 49 : // press key "1", enable alpha blend.
g_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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 , 600 , 500 ,
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 ;
}
#pragma warning(disable : 4127 ) // disable warning: conditional expression is constant
#define CLASS_NAME "GameApp"
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
typedef unsigned char uchar;
IDirect3D9 * g_d3d;
IDirect3DDevice9 * g_device;
IDirect3DVertexBuffer9 * g_vertex_buffer;
struct sCustomVertex
{
float x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
void setup_world_matrix()
{
D3DXMATRIX mat_world;
D3DXMatrixIdentity( & mat_world);
float angle = (timeGetTime() % 1000 ) * ( 2 * D3DX_PI) / 1000.0f ;
D3DXQUATERNION quat;
D3DXMATRIX mat_rotation;
D3DXQuaternionRotationYawPitchRoll( & quat, angle, angle, angle);
D3DXMatrixRotationQuaternion( & mat_rotation, & quat);
D3DXMatrixMultiply( & mat_world, & mat_rotation, & mat_world);
g_device -> SetTransform(D3DTS_WORLD, & mat_world);
}
void setup_view_proj_matrices()
{
// setup view matrix
D3DXVECTOR3 eye( 0.0f , 3.0f , - 5.0f );
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 , 100.0f );
g_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
}
void init_vb()
{
g_device -> CreateVertexBuffer( 50 * 2 * sizeof (sCustomVertex), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT,
& g_vertex_buffer, NULL);
sCustomVertex * vertices;
g_vertex_buffer -> Lock( 0 , 0 , ( void ** ) & vertices, 0 );
for ( int i = 0 ; i < 50 ; i ++ )
{
float theta = ( 2 * D3DX_PI * i) / ( 50 - 1 );
vertices[ 2 * i + 0 ].x = sin(theta);
vertices[ 2 * i + 0 ].y = - 1.0f ;
vertices[ 2 * i + 0 ].z = cos(theta);
vertices[ 2 * i + 0 ].color = 0x88FF0000 ;
vertices[ 2 * i + 1 ].x = sin(theta);
vertices[ 2 * i + 1 ].y = 1.0f ;
vertices[ 2 * i + 1 ].z = cos(theta);
vertices[ 2 * i + 1 ].color = 0x8844FF00 ;
}
g_vertex_buffer -> Unlock();
}
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;
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_device)))
{
return false ;
}
init_vb();
setup_view_proj_matrices();
g_device -> SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_device -> SetRenderState(D3DRS_LIGHTING, FALSE);
g_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_device -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_device -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
return true ;
}
void cleanup()
{
release_com(g_vertex_buffer);
release_com(g_device);
release_com(g_d3d);
}
inline void extract_argb(D3DCOLOR color, uchar * alpha, uchar * red, uchar * green, uchar * blue)
{
// Extract alpha, red, green, blue from D3D color value.
if (alpha != NULL) * alpha = uchar((color >> 24 ) & 0xff );
if (red != NULL) * red = uchar((color >> 16 ) & 0xff );
if (green != NULL) * green = uchar((color >> 8 ) & 0xff );
if (blue != NULL) * blue = uchar(color & 0xff );
}
void render()
{
g_device -> Clear( 0 , NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 5 , 5 , 5 ), 1.0f , 0 );
g_device -> BeginScene();
setup_world_matrix();
g_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
g_device -> SetFVF(D3DFVF_CUSTOM_VERTEX);
g_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 * 50 - 2 );
// change all vertices's color and alpha
sCustomVertex * vertex;
g_vertex_buffer -> Lock( 0 , 50 * 2 * sizeof (sCustomVertex), ( void ** ) & vertex, 0 );
for ( int i = 0 ; i < 50 * 2 ; i ++ )
{
uchar alpha, red, green, blue;
extract_argb(vertex -> color, & alpha, & red, & green, & blue);
if ( ++ alpha > 255 ) alpha = 0 ;
if ( ++ red > 255 ) red = 0 ;
if ( ++ green > 255 ) green = 0 ;
if ( ++ blue > 255 ) blue = 0 ;
vertex -> color = D3DCOLOR_RGBA(red, green, blue, alpha);
vertex ++ ;
}
g_vertex_buffer -> Unlock();
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 VK_ESCAPE:
DestroyWindow(hwnd);
break ;
case 48 : // press key "0", disable alpha blend.
g_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
break ;
case 49 : // press key "1", enable alpha blend.
g_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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 , 600 , 500 ,
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 ;
}