新书推介:《语义网技术体系》
作者:瞿裕忠,胡伟,程龚
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    发贴心情 高级纹理映射技术(2)

    发光映射

    发光映射(glowing mapping)与黑暗映射正好相反,它对于模拟那些具有独立于基础贴图的发光部分的物体很有用,比如模拟发光二极管、按钮、建筑物内的灯光、太空船上的灯光等。发光映射应仅影响基础贴图上的发光区域,而不影响其他部分。因此需要对发光效果做加法,而不是做乘法。

    pd3dDevice->SetTexture(0, g_base_texture);
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
    pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);

    pd3dDevice->SetTexture(1, g_dark_texture);
    pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
    pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
    pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD);

    运行效果:

    按此在新窗口浏览图片

    细节映射

    如果要模拟一块粗糙的石灰泥墙壁,可以通过细节映射(detail mapping)来实现。实现过程是:将基础贴图(也就是第一张纹理)的颜色未经修改便作为第二个纹理操作阶段中的第二个参数,然后通过D3DTOP_ADDSIGNED将灰色的细节纹理与基础贴图相加。这个操作本质上是做了一个加法,只是使用了有符号的颜色值来代替平时使用的无符号值。在对两张纹理的像素颜色进行D3DTOP_ADDSIGNED操作时,它将参数的每个成分相加后再减去偏移量0.5,从而使有效值域变为-0.5 ~ 0.5。对一些比较旧的显卡,当其不能支持D3DTOP_ADDSIGNED操作时,可以使用D3DTOP_MODULATE2X代替D3DTOP_ADDSIGNED操作进行模拟。

    在细节贴图中较亮的灰色纹理元素会使基础贴图变得更亮,而较暗的灰色纹理元素会使基础贴图变得更暗。由此可使物体呈现出粗糙的表面,从而使之看上去更为真实。示例代码如下:

    pd3dDevice->SetTexture(0, g_base_texture);pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,  D3DTA_TEXTURE);  pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,  D3DTOP_SELECTARG1);
    pd3dDevice->SetTexture(1, g_detail_texture);pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1,  D3DTA_TEXTURE);pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2,  D3DTA_CURRENT);
    hr = pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED);
    if(FAILED(hr)) pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
    按此在新窗口浏览图片
    物体纹理
    按此在新窗口浏览图片
    细节纹理

    运行效果:

    按此在新窗口浏览图片


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    主程序:


    #include "dxstdafx.h"
    #include "resource.h"

    #pragma warning(disable : 4127 4995 4996)

    #define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

    struct sCustomVertex
    {
        float x, y, z;
        float u, v;
    };

    #define D3DFVF_CUSTOM_VERTEX    (D3DFVF_XYZ | D3DFVF_TEX1)

    #define IDC_TOGGLE_FULLSCREEN        1
    #define IDC_TOGGLE_REF                2
    #define IDC_CHANGE_DEVICE            3

    #define BLEND_DARK                    1
    #define BLEND_DARK_ANIM                2
    #define BLEND_TEXTURE_DIFFUSE        3
    #define BLEND_DARK_DIFFUSE            4
    #define BLEND_GLOW                    5
    #define BLEND_DETAIL                6

    #define BLEND_INFO_DARK                L"Dark Blend"
    #define BLEND_INFO_DARK_ANIM        L"Dark Blend Animation"
    #define BLEND_INFO_TEXTURE_DIFFUSE    L"Blend Texture and Vertex Diffuse Color"
    #define BLEND_INFO_DARK_DIFFUSE        L"Blend Texture and Vertex Diffuse Color and Dark"
    #define BLEND_INFO_GLOW                L"Glow Mapping"
    #define BLEND_INFO_DETAIL            L"Detail Mapping"

    const D3DXCOLOR FONT_COLOR(0.85f, 0.85f, 0.85f, 1.0f);

    CDXUTDialogResourceManager    g_dlg_resource_manager;
    CD3DSettingsDlg                g_settings_dlg;
    CDXUTDialog                    g_button_dlg;

    IDirect3DVertexBuffer9*        g_vertex_buffer;
    IDirect3DTexture9*            g_base_texture;
    IDirect3DTexture9*            g_dark_texture;
    IDirect3DTexture9*            g_detail_texture;

    ID3DXFont*        g_font;
    ID3DXSprite*    g_text_sprite;
    bool            g_show_help = true;
    D3DLIGHT9        g_light;
    D3DMATERIAL9    g_material;
    int                g_blend_flag = BLEND_DARK;
    WCHAR            g_blend_info[128] = BLEND_INFO_DARK;

    //--------------------------------------------------------------------------------------
    // Rejects any devices that aren't acceptable by returning false
    //--------------------------------------------------------------------------------------
    bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
                                      D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
    {
        // Typically want to skip backbuffer formats that don't support alpha blending

        IDirect3D9* pD3D = DXUTGetD3DObject();

        if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat,
                        D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
            return false;

        // check whether device support multi textures render
        if(pCaps->MaxTextureBlendStages <= 1)
            return false;

        return true;
    }


    //--------------------------------------------------------------------------------------
    // Before a device is created, modify the device settings as needed.
    //--------------------------------------------------------------------------------------
    bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
    {
        // If video card does not support hardware vertex processing, then uses sofaware vertex processing.
        if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
            pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

        static bool is_first_time = true;

        if(is_first_time)
        {
            is_first_time = false;

            // if using reference device, then pop a warning message box.
            if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
                DXUTDisplaySwitchingToREFWarning();
        }

        return true;
    }


    //--------------------------------------------------------------------------------------
    // Create any D3DPOOL_MANAGED resources here
    //--------------------------------------------------------------------------------------
    HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
                                     const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                     void* pUserContext )
    {
        HRESULT    hr;

        V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
        V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

        D3DXCreateFont(pd3dDevice, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                       DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);

        V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L"wall.bmp",    &g_base_texture));
        V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L"dark.bmp",    &g_dark_texture));
        V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L"detail.bmp",  &g_detail_texture));

        // create vertex buffer and fill data

        sCustomVertex vertices[] =     
        {
            { -3.0f, -3.0f,  0.0f,  0.0f, 1.0f},
            { -3.0f,  3.0f,  0.0f,  0.0f, 0.0f},
            {  3.0f, -3.0f,  0.0f,  1.0f, 1.0f},
            {  3.0f,  3.0f,  0.0f,  1.0f, 0.0f}
        };

        pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);

        void* ptr;
        g_vertex_buffer->Lock(0, sizeof(vertices), (void**)&ptr, 0);
        memcpy(ptr, vertices, sizeof(vertices));
        g_vertex_buffer->Unlock();

        return S_OK;
    }


    //--------------------------------------------------------------------------------------
    // Create any D3DPOOL_DEFAULT resources here
    //--------------------------------------------------------------------------------------
    HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                    const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                    void* pUserContext )
    {
        HRESULT hr;

        V_RETURN(g_dlg_resource_manager.OnResetDevice());
        V_RETURN(g_settings_dlg.OnResetDevice());
        V_RETURN(g_font->OnResetDevice());
        V_RETURN(D3DXCreateSprite(pd3dDevice, &g_text_sprite));

        // set dialog position and size

        g_button_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
        g_button_dlg.SetSize(170, 170);

        // setup view matrix

        D3DXMATRIX mat_view;
        D3DXVECTOR3 eye(0.0f, 0.0f, -10.0f);
        D3DXVECTOR3  at(0.0f, 0.0f,  0.0f);
        D3DXVECTOR3  up(0.0f, 1.0f,  0.0f);

        D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up);
        pd3dDevice->SetTransform(D3DTS_VIEW, &mat_view);

        // set projection matrix
        D3DXMATRIX mat_proj;
        float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
        D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, aspect, 1.0f, 100.0f);
        pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj);

        // setup light

        ZeroMemory(&g_light, sizeof(D3DLIGHT9));

        g_light.Type      = D3DLIGHT_DIRECTIONAL;
        g_light.Diffuse.r = 0.5f;
        g_light.Diffuse.g = 0.5f;
        g_light.Diffuse.b = 0.5f;

        D3DXVECTOR3 light_dir(0, 0, 10);
        D3DXVec3Normalize((D3DXVECTOR3*) &g_light.Direction, &light_dir);

        // setup material

        ZeroMemory(&g_material, sizeof(D3DMATERIAL9));

        g_material.Ambient.r = 1.0f;
        g_material.Ambient.g = 1.0f;
        g_material.Ambient.b = 1.0f;
        g_material.Ambient.a = 1.0f;
        g_material.Diffuse.r = 0.7f;
        g_material.Diffuse.g = 0.7f;
        g_material.Diffuse.b = 0.7f;
        g_material.Diffuse.a = 0.5f;

        // set texture sample method
        pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
        pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
        pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
        pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

        return S_OK;
    }

    //--------------------------------------------------------------------------------------
    // Release resources created in the OnResetDevice callback here
    //--------------------------------------------------------------------------------------
    void CALLBACK OnLostDevice( void* pUserContext )
    {
        g_dlg_resource_manager.OnLostDevice();
        g_settings_dlg.OnLostDevice();
        g_font->OnLostDevice();

        release_com(g_text_sprite);
    }


    //--------------------------------------------------------------------------------------
    // Release resources created in the OnCreateDevice callback here
    //--------------------------------------------------------------------------------------
    void CALLBACK OnDestroyDevice( void* pUserContext )
    {
        g_dlg_resource_manager.OnDestroyDevice();
        g_settings_dlg.OnDestroyDevice();    

        release_com(g_font);
        release_com(g_vertex_buffer);
        release_com(g_base_texture);
        release_com(g_dark_texture);
        release_com(g_detail_texture);
    }

    //--------------------------------------------------------------------------------------
    // Handle updates to the scene
    //--------------------------------------------------------------------------------------
    void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
    {
        HRESULT hr = S_OK;

        if(g_blend_flag == BLEND_DARK)
        {
            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);

            pd3dDevice->SetTexture(1, g_dark_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2,        D3DTA_CURRENT);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP,            D3DTOP_MODULATE);

            wcscpy(g_blend_info, BLEND_INFO_DARK);
        }
        else if(g_blend_flag == BLEND_DARK_ANIM)
        {
            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);

            pd3dDevice->SetTexture(1, g_dark_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2,        D3DTA_CURRENT);

            static double last_time = 0.0f;
            double interval = fTime - last_time;

            if(interval < 0.5f)
                pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
            else if(interval > 0.5f && interval < 1.0f)
                pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
            else if(interval > 1.0f && interval < 1.5f)
                pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE4X);
            else if(interval > 1.5f)
                last_time = fTime;

            wcscpy(g_blend_info, BLEND_INFO_DARK_ANIM);
        }
        else if(g_blend_flag == BLEND_TEXTURE_DIFFUSE)
        {
            pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
            pd3dDevice->SetRenderState(D3DRS_AMBIENT,  0x00808080);
            pd3dDevice->SetLight(0, &g_light);
            pd3dDevice->LightEnable(0, TRUE);
            pd3dDevice->SetMaterial(&g_material);

            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2,        D3DTA_DIFFUSE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_ADD);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP,            D3DTOP_DISABLE);
            
            wcscpy(g_blend_info, BLEND_INFO_TEXTURE_DIFFUSE);
        }
        else if(g_blend_flag == BLEND_DARK_DIFFUSE)
        {
            pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
            pd3dDevice->SetRenderState(D3DRS_AMBIENT,  0x0080FFFF);
            pd3dDevice->SetLight(0, &g_light);
            pd3dDevice->LightEnable(0, TRUE);
            pd3dDevice->SetMaterial(&g_material);

            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2,        D3DTA_DIFFUSE);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_MODULATE);
            
            pd3dDevice->SetTexture(1, g_dark_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2,        D3DTA_CURRENT);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP,            D3DTOP_MODULATE);

            wcscpy(g_blend_info, BLEND_INFO_DARK_DIFFUSE);
        }
        else if(g_blend_flag == BLEND_GLOW)
        {
            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);        
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);

            pd3dDevice->SetTexture(1, g_dark_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2,        D3DTA_CURRENT);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP,            D3DTOP_ADD);

            wcscpy(g_blend_info, BLEND_INFO_GLOW);        
        }
        else if(g_blend_flag == BLEND_DETAIL)
        {
            pd3dDevice->SetTexture(0, g_base_texture);
            pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);        
            pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);

            pd3dDevice->SetTexture(1, g_detail_texture);
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX,    0);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2,        D3DTA_CURRENT);

            hr = pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED);

            if(FAILED(hr))
                pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);

            wcscpy(g_blend_info, BLEND_INFO_DETAIL);
        }
    }

    //--------------------------------------------------------------------------------------
    // Render the helper information
    //--------------------------------------------------------------------------------------
    void RenderText()
    {
        CDXUTTextHelper text_helper(g_font, g_text_sprite, 20);
        
        text_helper.Begin();

        // show frame and device states
        text_helper.SetInsertionPos(5, 5);
        text_helper.SetForegroundColor(FONT_COLOR);
        text_helper.DrawTextLine( DXUTGetFrameStats(true) );
        text_helper.DrawTextLine( DXUTGetDeviceStats() );

        // show other simple information
        text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
        text_helper.DrawTextLine(g_blend_info);

        // show helper information
        
        const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

        if(g_show_help)
        {
            text_helper.SetInsertionPos(10, surface_desc->Height - 18 * 10);
            text_helper.SetForegroundColor(FONT_COLOR);
            text_helper.DrawTextLine(L"Controls (F1 to hide):");
            
            text_helper.SetInsertionPos(40, surface_desc->Height - 18 * 9);
            text_helper.DrawTextLine(L"Quit: ESC");

            text_helper.DrawTextLine(L"");
            text_helper.DrawTextLine(L"1: Dark Blend");
            text_helper.DrawTextLine(L"2: Dark Blend Animation");
            text_helper.DrawTextLine(L"3: Blend Texture and Vertex Diffuse Color");
            text_helper.DrawTextLine(L"4: Blend Texture and Vertex Diffuse Color and Dark");
            text_helper.DrawTextLine(L"5: Glow Mapping");
            text_helper.DrawTextLine(L"6: Detail Mapping");        
        }
        else
        {
            text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 4);
            text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
            text_helper.DrawTextLine(L"Press F1 for help");
        }

        text_helper.End();
    }

    //--------------------------------------------------------------------------------------
    // Render the scene
    //--------------------------------------------------------------------------------------
    void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
    {
        HRESULT hr;

        if(g_settings_dlg.IsActive())
        {
            g_settings_dlg.OnRender(fElapsedTime);
            return;
        }

        // Clear the render target and the zbuffer
        V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 32, 64, 80), 1.0f, 0) );

        // Render the scene
        if( SUCCEEDED( pd3dDevice->BeginScene() ) )
        {
            pd3dDevice->SetStreamSource(0, g_vertex_buffer, 0, sizeof(sCustomVertex));
            pd3dDevice->SetFVF(D3DFVF_CUSTOM_VERTEX);
            pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

            RenderText();

            V(g_button_dlg.OnRender(fElapsedTime));

            V( pd3dDevice->EndScene() );
        }
    }


    //--------------------------------------------------------------------------------------
    // Handle messages to the application
    //--------------------------------------------------------------------------------------
    LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
                              bool* pbNoFurtherProcessing, void* pUserContext )
    {
        *pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
        if(*pbNoFurtherProcessing)
            return 0;

        if(g_settings_dlg.IsActive())
        {
            g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
            return 0;
        }

        *pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        if(*pbNoFurtherProcessing)
            return 0;

        return 0;
    }


    //--------------------------------------------------------------------------------------
    // Handle keybaord event
    //--------------------------------------------------------------------------------------
    void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
    {
        if(is_key_down)
        {
            switch(charater)
            {
            case VK_F1:
                g_show_help = !g_show_help;
                break;
            case 49:    // press key "1"
                g_blend_flag = BLEND_DARK;
                break;
            case 50:    // press key "2"
                g_blend_flag = BLEND_DARK_ANIM;
                break;
            case 51:    // press key "3"
                g_blend_flag = BLEND_TEXTURE_DIFFUSE;
                break;
            case 52:    // press key "4"
                g_blend_flag = BLEND_DARK_DIFFUSE;
                break;
            case 53:    // press key "5"
                g_blend_flag = BLEND_GLOW;
                break;
            case 54:    // press key "6"
                g_blend_flag = BLEND_DETAIL;
                break;
            }
        }
    }

    //--------------------------------------------------------------------------------------
    // Handle events for controls
    //--------------------------------------------------------------------------------------
    void CALLBACK OnGUIEvent(UINT event, int control_id, CDXUTControl* control, void* user_context)
    {
        switch(control_id)
        {
        case IDC_TOGGLE_FULLSCREEN:
            DXUTToggleFullScreen();
            break;

        case IDC_TOGGLE_REF:
            DXUTToggleREF();
            break;

        case IDC_CHANGE_DEVICE:
            g_settings_dlg.SetActive(true);
            break;
        }
    }

    //--------------------------------------------------------------------------------------
    // Initialize dialogs
    //--------------------------------------------------------------------------------------
    void InitDialogs()
    {
        g_settings_dlg.Init(&g_dlg_resource_manager);
        g_button_dlg.Init(&g_dlg_resource_manager);

        g_button_dlg.SetCallback(OnGUIEvent);

        int x = 35, y = 10, width = 125, height = 22;

        g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L"Toggle full screen", x, y,         width, height);
        g_button_dlg.AddButton(IDC_TOGGLE_REF,          L"Toggle REF (F3)",     x, y += 24, width, height);
        g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L"Change device (F2)", x, y += 24, width, height, VK_F2);    
    }

    //--------------------------------------------------------------------------------------
    // Initialize everything and go into a render loop
    //--------------------------------------------------------------------------------------
    INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
    {
        // Enable run-time memory check for debug builds.
    #if defined(DEBUG) | defined(_DEBUG)
        _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
    #endif

        // Set the callback functions
        DXUTSetCallbackDeviceCreated( OnCreateDevice );
        DXUTSetCallbackDeviceReset( OnResetDevice );
        DXUTSetCallbackDeviceLost( OnLostDevice );
        DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
        DXUTSetCallbackMsgProc( MsgProc );
        DXUTSetCallbackFrameRender( OnFrameRender );
        DXUTSetCallbackFrameMove( OnFrameMove );
        DXUTSetCallbackKeyboard(OnKeyboardProc);
       
        // TODO: Perform any application-level initialization here
        InitDialogs();

        // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
        DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
        DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
        DXUTCreateWindow( L"Texture Color Blend" );
        DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );

        // Start the render loop
        DXUTMainLoop();

        // TODO: Perform any application-level cleanup here

        return DXUTGetExitCode();
    }

    [B][URL=http://www.cppblog.com/Files/changingnow/TextureColorBlend.rar]下载示例工程[/URL][/B]

    ----------------------------------------------
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    高级纹理映射技术(5)
    Alpha混合操作

    设置alpha操作的语句大致如下:

    // i为纹理层序号
    pd3dDevice->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
    pd3dDevice->SetTextureStageState(i, D3DTSS_ALPHAARG2, arg2);
    pd3dDevice->SetTextureStageState(i, D3DTSS_ALPHAOP, op);

    参数op是属于枚举类型D3DTEXTUREOP的常量。和纹理颜色混合操作相同,纹理Alpha操作最多可接受三个颜色参数:D3DTSS_ALPHAARG0、D3DTSS_ALPHAARG1、D3DTSS_ALPHAARG2。

    Direct3D在渲染一个场景时,它可以结合几种来源的颜色信息:顶点、当前材质、纹理贴图、先前写入渲染目标的颜色信息,然后将其中的一些颜色混合起来。同时也可以使用Alpha来指定Direct3D该以怎样的权重混合这些颜色,Alpha信息可以存储在顶点中、材质中、纹理贴图中。Alpha值为0表示完全透明,Alpha值为1表示不透明,其余0~1之间的值表示不同程度的透明。

    如果要从一张纹理中获取Alpha值,应将D3DTA_TEXTURE作为Alpha参数。

    如果要使用来自顶点中的Alpha值,应将D3DTA_DIFFUSE作为Alpha参数,并确保渲染状态D3DRS_DIFFUSEMATERIALSOURCE被设置为D3DMCS_COLOR1(这也是默认状态)。

    如果要使用来自材质中的Alpha值,应将D3DTA_DIFFUSE作为Alpha参数,并确保渲染状态D3DRS_DIFFUSEMATERIALSOURCE被设置为D3DMCS_MATERIAL。

    如果未用SetRenderState()设置D3DRS_DIFFUSEMATERIALSOURCE参数,则从默认来源(即顶点)获取漫反射颜色。

    示例程序中将纹理颜色和Alpha混合的代码如下所示:

    // set texture color and alpha blend method

    pd3dDevice->SetTexture(0, g_texture);
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
    pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
    pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);

    pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

    pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

    Alpha操作从纹理中获取Alpha值,因为用到了Alpha混合,所以在上面的代码中还需要启用Alpha混合并设置Alpha混合系数。

    运行效果:

    按此在新窗口浏览图片

    ----------------------------------------------
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    主程序:


    #include "dxstdafx.h"
    #include "resource.h"

    #pragma warning(disable : 4127 4995 4996)

    #define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

    #define IDC_TOGGLE_FULLSCREEN        1
    #define IDC_TOGGLE_REF                2
    #define IDC_CHANGE_DEVICE            3

    struct sCustomVertex
    {
        float x, y, z;
        float u, v;
    };

    #define D3DFVF_CUSTOM_VERTEX    (D3DFVF_XYZ | D3DFVF_TEX1)

    const D3DXCOLOR FONT_COLOR(0.85f, 0.85f, 0.85f, 1.0f);

    CDXUTDialogResourceManager    g_dlg_resource_manager;
    CD3DSettingsDlg                g_settings_dlg;
    CDXUTDialog                    g_button_dlg;

    IDirect3DVertexBuffer9*        g_vertex_buffer;
    IDirect3DTexture9*            g_texture;

    ID3DXFont*        g_font;
    ID3DXSprite*    g_text_sprite;
    bool            g_show_help = true;

    //--------------------------------------------------------------------------------------
    // Rejects any devices that aren't acceptable by returning false
    //--------------------------------------------------------------------------------------
    bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
                                      D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
    {
        // Typically want to skip backbuffer formats that don't support alpha blending

        IDirect3D9* pD3D = DXUTGetD3DObject();

        if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat,
                        D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
            return false;

        return true;
    }


    //--------------------------------------------------------------------------------------
    // Before a device is created, modify the device settings as needed.
    //--------------------------------------------------------------------------------------
    bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
    {
        // If video card does not support hardware vertex processing, then uses sofaware vertex processing.
        if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
            pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

        static bool is_first_time = true;

        if(is_first_time)
        {
            is_first_time = false;

            // if using reference device, then pop a warning message box.
            if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
                DXUTDisplaySwitchingToREFWarning();
        }

        return true;
    }


    //--------------------------------------------------------------------------------------
    // Create any D3DPOOL_MANAGED resources here
    //--------------------------------------------------------------------------------------
    HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
                                     const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                     void* pUserContext )
    {
        HRESULT    hr;

        V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
        V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

        D3DXCreateFont(pd3dDevice, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                       DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);

        V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L"tree.tga",    &g_texture));
        
        // create vertex buffer and fill data

        sCustomVertex vertices[] =     
        {
            { -3.0f, -3.0f,  0.0f,  0.0f, 1.0f},
            { -3.0f,  3.0f,  0.0f,  0.0f, 0.0f},
            {  3.0f, -3.0f,  0.0f,  1.0f, 1.0f},
            {  3.0f,  3.0f,  0.0f,  1.0f, 0.0f}
        };

        pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);

        void* ptr;
        g_vertex_buffer->Lock(0, sizeof(vertices), (void**)&ptr, 0);
        memcpy(ptr, vertices, sizeof(vertices));
        g_vertex_buffer->Unlock();

        return S_OK;
    }


    //--------------------------------------------------------------------------------------
    // Create any D3DPOOL_DEFAULT resources here
    //--------------------------------------------------------------------------------------
    HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                    const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                    void* pUserContext )
    {
        HRESULT hr;

        V_RETURN(g_dlg_resource_manager.OnResetDevice());
        V_RETURN(g_settings_dlg.OnResetDevice());
        V_RETURN(g_font->OnResetDevice());
        V_RETURN(D3DXCreateSprite(pd3dDevice, &g_text_sprite));

        // set dialog position and size

        g_button_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
        g_button_dlg.SetSize(170, 170);

        // setup world matrix
        D3DXMATRIX mat_world;
        D3DXMatrixIdentity(&mat_world);
        pd3dDevice->SetTransform(D3DTS_WORLD, &mat_world);

        // setup view matrix

        D3DXMATRIX mat_view;
        D3DXVECTOR3 eye(0.0f, 0.0f, -10.0f);
        D3DXVECTOR3  at(0.0f, 0.0f,  0.0f);
        D3DXVECTOR3  up(0.0f, 1.0f,  0.0f);

        D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up);
        pd3dDevice->SetTransform(D3DTS_VIEW, &mat_view);

        // set projection matrix
        D3DXMATRIX mat_proj;
        float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
        D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, aspect, 1.0f, 100.0f);
        pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj);

        // setup material

        D3DMATERIAL9 material;
        ZeroMemory(&material, sizeof(D3DMATERIAL9));

        material.Ambient.r = 1.0f;
        material.Ambient.g = 1.0f;
        material.Ambient.b = 1.0f;
        material.Ambient.a = 1.0f;

        pd3dDevice->SetMaterial(&material);

        pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xFF00FF00);

        // set texture color and alpha blend method

        pd3dDevice->SetTexture(0, g_texture);
        pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,    0);
        pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
        pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2,        D3DTA_DIFFUSE);
        pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_MODULATE);

        pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1,        D3DTA_TEXTURE);
        pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,            D3DTOP_SELECTARG1);

        pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,    TRUE);
        pd3dDevice->SetRenderState(D3DRS_SRCBLEND,            D3DBLEND_SRCALPHA);
        pd3dDevice->SetRenderState(D3DRS_DESTBLEND,            D3DBLEND_INVSRCALPHA);

        return S_OK;
    }

    //--------------------------------------------------------------------------------------
    // Release resources created in the OnResetDevice callback here
    //--------------------------------------------------------------------------------------
    void CALLBACK OnLostDevice( void* pUserContext )
    {
        g_dlg_resource_manager.OnLostDevice();
        g_settings_dlg.OnLostDevice();
        g_font->OnLostDevice();

        release_com(g_text_sprite);
    }


    //--------------------------------------------------------------------------------------
    // Release resources created in the OnCreateDevice callback here
    //--------------------------------------------------------------------------------------
    void CALLBACK OnDestroyDevice( void* pUserContext )
    {
        g_dlg_resource_manager.OnDestroyDevice();
        g_settings_dlg.OnDestroyDevice();    

        release_com(g_font);
        release_com(g_vertex_buffer);
        release_com(g_texture);
    }

    //--------------------------------------------------------------------------------------
    // Handle updates to the scene
    //--------------------------------------------------------------------------------------
    void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
    {
    }

    //--------------------------------------------------------------------------------------
    // Render the helper information
    //--------------------------------------------------------------------------------------
    void RenderText()
    {
        CDXUTTextHelper text_helper(g_font, g_text_sprite, 20);
        
        text_helper.Begin();

        // show frame and device states
        text_helper.SetInsertionPos(5, 5);
        text_helper.SetForegroundColor(FONT_COLOR);
        text_helper.DrawTextLine( DXUTGetFrameStats(true) );
        text_helper.DrawTextLine( DXUTGetDeviceStats() );

        // show other simple information
        text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
        text_helper.DrawTextLine(L"Texture Alpha Blend");

        // show helper information
        
        const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

        if(g_show_help)
        {
            text_helper.SetInsertionPos(10, surface_desc->Height - 18 * 5);
            text_helper.SetForegroundColor(FONT_COLOR);
            text_helper.DrawTextLine(L"Controls (F1 to hide):");
            
            text_helper.SetInsertionPos(40, surface_desc->Height - 18 * 4);
            text_helper.DrawTextLine(L"Quit: ESC");
        }
        else
        {
            text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 4);
            text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
            text_helper.DrawTextLine(L"Press F1 for help");
        }

        text_helper.End();
    }

    //--------------------------------------------------------------------------------------
    // Render the scene
    //--------------------------------------------------------------------------------------
    void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
    {
        HRESULT hr;

        if(g_settings_dlg.IsActive())
        {
            g_settings_dlg.OnRender(fElapsedTime);
            return;
        }

        // Clear the render target and the zbuffer
        V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 32, 64, 80), 1.0f, 0) );

        // Render the scene
        if( SUCCEEDED( pd3dDevice->BeginScene() ) )
        {
            pd3dDevice->SetStreamSource(0, g_vertex_buffer, 0, sizeof(sCustomVertex));
            pd3dDevice->SetFVF(D3DFVF_CUSTOM_VERTEX);
            pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

            RenderText();

            V(g_button_dlg.OnRender(fElapsedTime));

            V( pd3dDevice->EndScene() );
        }
    }


    //--------------------------------------------------------------------------------------
    // Handle messages to the application
    //--------------------------------------------------------------------------------------
    LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
                              bool* pbNoFurtherProcessing, void* pUserContext )
    {
        *pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
        if(*pbNoFurtherProcessing)
            return 0;

        if(g_settings_dlg.IsActive())
        {
            g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
            return 0;
        }

        *pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        if(*pbNoFurtherProcessing)
            return 0;

        return 0;
    }


    //--------------------------------------------------------------------------------------
    // Handle keybaord event
    //--------------------------------------------------------------------------------------
    void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
    {
        if(is_key_down)
        {
            switch(charater)
            {
            case VK_F1:
                g_show_help = !g_show_help;
                break;
            }
        }
    }

    //--------------------------------------------------------------------------------------
    // Handle events for controls
    //--------------------------------------------------------------------------------------
    void CALLBACK OnGUIEvent(UINT event, int control_id, CDXUTControl* control, void* user_context)
    {
        switch(control_id)
        {
        case IDC_TOGGLE_FULLSCREEN:
            DXUTToggleFullScreen();
            break;

        case IDC_TOGGLE_REF:
            DXUTToggleREF();
            break;

        case IDC_CHANGE_DEVICE:
            g_settings_dlg.SetActive(true);
            break;
        }
    }

    //--------------------------------------------------------------------------------------
    // Initialize dialogs
    //--------------------------------------------------------------------------------------
    void InitDialogs()
    {
        g_settings_dlg.Init(&g_dlg_resource_manager);
        g_button_dlg.Init(&g_dlg_resource_manager);

        g_button_dlg.SetCallback(OnGUIEvent);

        int x = 35, y = 10, width = 125, height = 22;

        g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L"Toggle full screen", x, y,         width, height);
        g_button_dlg.AddButton(IDC_TOGGLE_REF,          L"Toggle REF (F3)",     x, y += 24, width, height);
        g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L"Change device (F2)", x, y += 24, width, height, VK_F2);    
    }

    //--------------------------------------------------------------------------------------
    // Initialize everything and go into a render loop
    //--------------------------------------------------------------------------------------
    INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
    {
        // Enable run-time memory check for debug builds.
    #if defined(DEBUG) | defined(_DEBUG)
        _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
    #endif

        // Set the callback functions
        DXUTSetCallbackDeviceCreated( OnCreateDevice );
        DXUTSetCallbackDeviceReset( OnResetDevice );
        DXUTSetCallbackDeviceLost( OnLostDevice );
        DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
        DXUTSetCallbackMsgProc( MsgProc );
        DXUTSetCallbackFrameRender( OnFrameRender );
        DXUTSetCallbackFrameMove( OnFrameMove );
        DXUTSetCallbackKeyboard(OnKeyboardProc);
       
        // TODO: Perform any application-level initialization here
        InitDialogs();

        // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
        DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
        DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
        DXUTCreateWindow( L"Texture Color And Alpha Blend" );
        DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );

        // Start the render loop
        DXUTMainLoop();

        // TODO: Perform any application-level cleanup here

        return DXUTGetExitCode();
    }


    [B][URL=http://www.cppblog.com/Files/changingnow/TextureAlphaBlend.rar]下载示例工程[/URL][/B]

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