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深度测试与alpha混合(5)

2011-11-28 22:24 411 查看
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:

#include <d3dx9.h>

#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;
}

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