directx實現被遮擋後顯示效果的代碼


(該圖來自網絡,非本例效果,僅做演示說明)

//--------------------------------------------------------------------------------------

// File: ZBufferTest.cpp
//--------------------------------------------------------------------------------------
#include <d3d9.h>                   // Direct3D頭文件
#include <d3dx9.h>                  // D3D庫頭文件


#define SAFE_DELETE(p)  { if(p) delete (p); (p)=NULL; } }
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }


// 頂點結構
struct CUSTOMVERTEX 
{
FLOAT _x, _y, _z;               // 頂點的位置
FLOAT _u, _v;                   // 紋理座標
CUSTOMVERTEX(FLOAT x, FLOAT y, FLOAT z, FLOAT u, FLOAT v)
: _x(x), _y(y), _z(z), _u(u), _v(v) {}
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)


wchar_t *g_pClassName  = L"ZBufferTest";    // 窗口類名
wchar_t *g_pWindowName = L"深度測試示例";   // 窗口標題名


LPDIRECT3DDEVICE9   g_pd3dDevice    = NULL; // Direct3D設備接口
LPD3DXMESH          g_pMeshWall     = NULL; // 牆面網格對象


D3DMATERIAL9        g_Materials[3]  = {0};  // 材質
LPDIRECT3DVERTEXSHADER9 g_pVertexShader  = NULL;    // 着色器接口
LPD3DXCONSTANTTABLE     g_pConstantTable = NULL;    // 常量表接口


LPDIRECT3DVERTEXBUFFER9 g_pVertexBuf = NULL;    // 頂點緩存接口
LPDIRECT3DINDEXBUFFER9  g_pIndexBuf  = NULL;    // 索引緩存接口
LPDIRECT3DTEXTURE9      g_pTexture   = NULL;    // 紋理接口


HRESULT InitDirect3D(HWND hWnd);    // 初始化Direct3D
VOID Direct3DRender();              // 渲染圖形
VOID Direct3DCleanup();             // 清理Direct3D資源


// 窗口消息處理函數聲明
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);


//--------------------------------------------------------------------------------------
// Name: WinMain();
// Desc: Windows應用程序入口函數
//--------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine, int nShowCmd)
{
    // 初始化窗口類
    WNDCLASS wndclass;
    wndclass.cbClsExtra     = 0;
    wndclass.cbWndExtra     = 0;
    wndclass.hbrBackground  = (HBRUSH)GetStockObject(WHITE_BRUSH);  // 窗口背景
    wndclass.hCursor        = LoadCursor(NULL, IDC_ARROW);          // 光標形狀
    wndclass.hIcon          = LoadIcon(NULL, IDI_APPLICATION);      // 窗口小圖標
    wndclass.hInstance      = hInstance;
    wndclass.lpfnWndProc    = WndProc;
    wndclass.lpszClassName  = g_pClassName;
    wndclass.lpszMenuName   = NULL;
    wndclass.style          = CS_HREDRAW | CS_VREDRAW;


    // 註冊窗口類
    if (!RegisterClass(&wndclass))
        return 0;


    // 創建窗口
    HWND hWnd = CreateWindow(g_pClassName, g_pWindowName, WS_OVERLAPPEDWINDOW, 
        100, 100, 640, 480, NULL, NULL, wndclass.hInstance, NULL);


    // 初始化Direct3D
    InitDirect3D(hWnd);


    // 顯示、更新窗口
    ShowWindow(hWnd, SW_SHOWDEFAULT); 
    UpdateWindow(hWnd); 


    // 消息循環
    MSG msg;
    ZeroMemory(&msg, sizeof(msg));
    while (msg.message!=WM_QUIT)
    {
        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
            Direct3DRender();       // 繪製3D場景
        }
    }


    UnregisterClass(g_pClassName, wndclass.hInstance);
    return 0;
}


//--------------------------------------------------------------------------------------
// Name: WndProc()
// Desc: 窗口消息處理函數
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) 
{
    switch (message) 
    {
    case WM_PAINT:                  // 客戶區重繪消息
        Direct3DRender();           // 渲染圖形
        ValidateRect(hWnd, NULL);   // 更新客戶區的顯示
        break;
    case WM_KEYDOWN:                // 鍵盤按下消息
        if (wParam == VK_ESCAPE)    // ESC鍵
            DestroyWindow(hWnd);    // 銷燬窗口, 併發送一條WM_DESTROY消息
        break;
    case WM_DESTROY:                // 窗口銷燬消息
        Direct3DCleanup();          // 清理Direct3D
        PostQuitMessage(0);         // 退出程序
        break;
    }
    // 默認的消息處理
    return DefWindowProc( hWnd, message, wParam, lParam );
}


//--------------------------------------------------------------------------------------
// Name: InitDirect3D()
// Desc: 初始化Direct3D
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D(HWND hWnd) 
{
    // 創建IDirect3D接口
    LPDIRECT3D9 pD3D = NULL;                    // IDirect3D9接口
    pD3D = Direct3DCreate9(D3D_SDK_VERSION);    // 創建IDirect3D9接口對象
    if (pD3D == NULL) return E_FAIL;


    // 獲取硬件設備信息
    D3DCAPS9 caps; int vp = 0;
    pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps );
    if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
        vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    else
        vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;


    // 創建Direct3D設備接口
    D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.BackBufferWidth            = 640;
    d3dpp.BackBufferHeight           = 480;
    d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
    d3dpp.BackBufferCount            = 1;
    d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
    d3dpp.MultiSampleQuality         = 0;
    d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
    d3dpp.hDeviceWindow              = hWnd;
    d3dpp.Windowed                   = true;
    d3dpp.EnableAutoDepthStencil     = true; 
    d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
    d3dpp.Flags                      = 0;
    d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
    d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;


    pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 
        hWnd, vp, &d3dpp, &g_pd3dDevice);
    pD3D->Release();


    // 長方體
    D3DXCreateBox(g_pd3dDevice, 5.0f, 4.0f, 0.2f, &g_pMeshWall, NULL);
    g_Materials[0].Ambient  = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f);
    g_Materials[0].Diffuse  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
    g_Materials[0].Specular = D3DXCOLOR(0.1f, 0.1f, 0.1f, 1.0f);    




// 設置環境光
g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));




    // 設置取景變換矩陣
    D3DXMATRIX  matView;
    D3DXVECTOR3 vEye(0.0f, 1.0, -10.0f);
    D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
    D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp);
    g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);


    // 設置投影變換矩陣
    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f, 1.0f, 1.0f, 1000.0f);
    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
    


// 編譯着色器程序
LPD3DXBUFFER pShader = NULL;
D3DXCompileShaderFromFile( L"Transform.txt", NULL, NULL, "vs_main", "vs_2_0", 
D3DXSHADER_SKIPOPTIMIZATION | D3DXSHADER_DEBUG, &pShader, NULL, &g_pConstantTable);


// 創建着色器對象
g_pd3dDevice->CreateVertexShader((DWORD*)pShader->GetBufferPointer(), &g_pVertexShader);
pShader->Release();




// 創建紋理
D3DXCreateTextureFromFile(g_pd3dDevice, L"crate.jpg", &g_pTexture);


// 創建頂點緩存
g_pd3dDevice->CreateVertexBuffer(24 * sizeof(CUSTOMVERTEX), 0, 
D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVertexBuf, NULL); 


// 填充頂點數據
CUSTOMVERTEX *pVertices = NULL;
g_pVertexBuf->Lock(0, 0, (void**)&pVertices, 0);


// 正面頂點數據
pVertices[0] = CUSTOMVERTEX(-1.0f,  1.0f, -1.0f, 0.0f, 0.0f);
pVertices[1] = CUSTOMVERTEX( 1.0f,  1.0f, -1.0f, 1.0f, 0.0f);
pVertices[2] = CUSTOMVERTEX( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f);
pVertices[3] = CUSTOMVERTEX(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f);


// 背面頂點數據
pVertices[4] = CUSTOMVERTEX( 1.0f,  1.0f, 1.0f, 0.0f, 0.0f);
pVertices[5] = CUSTOMVERTEX(-1.0f,  1.0f, 1.0f, 1.0f, 0.0f);
pVertices[6] = CUSTOMVERTEX(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f);
pVertices[7] = CUSTOMVERTEX( 1.0f, -1.0f, 1.0f, 0.0f, 1.0f);


// 頂面頂點數據
pVertices[8]  = CUSTOMVERTEX(-1.0f, 1.0f,  1.0f, 0.0f, 0.0f);
pVertices[9]  = CUSTOMVERTEX( 1.0f, 1.0f,  1.0f, 1.0f, 0.0f);
pVertices[10] = CUSTOMVERTEX( 1.0f, 1.0f, -1.0f, 1.0f, 1.0f);
pVertices[11] = CUSTOMVERTEX(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f);


// 底面頂點數據
pVertices[12] = CUSTOMVERTEX(-1.0f, -1.0f, -1.0f, 0.0f, 0.0f);
pVertices[13] = CUSTOMVERTEX( 1.0f, -1.0f, -1.0f, 1.0f, 0.0f);
pVertices[14] = CUSTOMVERTEX( 1.0f, -1.0f,  1.0f, 1.0f, 1.0f);
pVertices[15] = CUSTOMVERTEX(-1.0f, -1.0f,  1.0f, 0.0f, 1.0f);


// 左側面頂點數據
pVertices[16] = CUSTOMVERTEX(-1.0f,  1.0f,  1.0f, 0.0f, 0.0f);
pVertices[17] = CUSTOMVERTEX(-1.0f,  1.0f, -1.0f, 1.0f, 0.0f);
pVertices[18] = CUSTOMVERTEX(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f);
pVertices[19] = CUSTOMVERTEX(-1.0f, -1.0f,  1.0f, 0.0f, 1.0f);


// 右側面頂點數據
pVertices[20] = CUSTOMVERTEX( 1.0f,  1.0f, -1.0f, 0.0f, 0.0f);
pVertices[21] = CUSTOMVERTEX( 1.0f,  1.0f,  1.0f, 1.0f, 0.0f);
pVertices[22] = CUSTOMVERTEX( 1.0f, -1.0f,  1.0f, 1.0f, 1.0f);
pVertices[23] = CUSTOMVERTEX( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f);
g_pVertexBuf->Unlock();


// 創建索引緩存
g_pd3dDevice->CreateIndexBuffer(36 * sizeof(WORD), 0, 
D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIndexBuf, NULL);


// 填充索引數據
WORD *pIndices = NULL;
g_pIndexBuf->Lock(0, 0, (void**)&pIndices, 0);


// 正面索引數據
pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;


// 背面索引數據
pIndices[6] = 4; pIndices[7]  = 5; pIndices[8]  = 6;
pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;


// 頂面索引數據
pIndices[12] = 8; pIndices[13] =  9; pIndices[14] = 10;
pIndices[15] = 8; pIndices[16] = 10; pIndices[17] = 11;


// 底面索引數據
pIndices[18] = 12; pIndices[19] = 13; pIndices[20] = 14;
pIndices[21] = 12; pIndices[22] = 14; pIndices[23] = 15;


// 左側面索引數據
pIndices[24] = 16; pIndices[25] = 17; pIndices[26] = 18;
pIndices[27] = 16; pIndices[28] = 18; pIndices[29] = 19;


// 右側面索引數據
pIndices[30] = 20; pIndices[31] = 21; pIndices[32] = 22;
pIndices[33] = 20; pIndices[34] = 22; pIndices[35] = 23;
g_pIndexBuf->Unlock();


// 設置材質
D3DMATERIAL9 mtrl;
::ZeroMemory(&mtrl, sizeof(mtrl));
mtrl.Ambient  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mtrl.Diffuse  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mtrl.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
g_pd3dDevice->SetMaterial(&mtrl);


    return S_OK;
}


//--------------------------------------------------------------------------------------
// Name: Direct3DRender()
// Desc: 繪製3D場景
//--------------------------------------------------------------------------------------
VOID Direct3DRender() 
{
    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    g_pd3dDevice->BeginScene();                     // 開始繪製
    


    // 設置世界變換矩陣
    D3DXMATRIX matWorld, R;
    D3DXMatrixRotationY(&R, ::timeGetTime() / 1000.0f);




g_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);






D3DXMATRIX  matView, matProj;
g_pd3dDevice->GetTransform(D3DTS_VIEW, &matView);
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &matProj);


D3DXMATRIX matWorldViewProj = matWorld * matView * matProj;
g_pConstantTable->SetMatrix(g_pd3dDevice, "matWorldViewProj", &matWorldViewProj);

    // 繪製牆面
    D3DXMatrixRotationY(&matWorld, D3DX_PI / -6.0f);
    g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
    g_pd3dDevice->SetMaterial(&g_Materials[0]);
    g_pMeshWall->DrawSubset(0);




//第一次繪製茶壺,開啓逆深度測試並關閉zwriteenable
g_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, false);
g_pd3dDevice->SetVertexShader(g_pVertexShader); // 設置着色器
D3DXMatrixTranslation(&matWorld, 0.0f, 0.0f, 2.0f);
D3DXMatrixMultiply(&matWorld, &matWorld, &R);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
g_pd3dDevice->SetStreamSource(0, g_pVertexBuf, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetIndices(g_pIndexBuf);
g_pd3dDevice->SetTexture(0, g_pTexture);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);




//第一次繪製茶壺,開啓深度測試並開啓zwriteenable
g_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
g_pd3dDevice->SetVertexShader(NULL); // 設置着色器
D3DXMatrixTranslation(&matWorld, 0.0f, 0.0f, 2.0f);
D3DXMatrixMultiply(&matWorld, &matWorld, &R);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
g_pd3dDevice->SetStreamSource(0, g_pVertexBuf, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetIndices(g_pIndexBuf);
g_pd3dDevice->SetTexture(0, g_pTexture);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);




    g_pd3dDevice->EndScene();                       // 結束繪製
    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);  // 翻轉
}


//--------------------------------------------------------------------------------------
// Name: Direct3DCleanup()
// Desc: 清理Direct3D, 並釋放COM接口
//--------------------------------------------------------------------------------------
VOID Direct3DCleanup() 
{
    SAFE_RELEASE(g_pMeshWall);
    SAFE_RELEASE(g_pd3dDevice);

}


/*********************************************************************************文件分割線******************************************************************************************/

//==============================================================
// File: Transform.txt
// Desc: 矩陣變換
//==============================================================


// 全局變量
float4x4 matWorldViewProj;


// 輸出結構
struct VS_OUTPUT
{
    float4 Position : POSITION;
    float4 Diffuse  : COLOR;
};


// 入口函數
VS_OUTPUT vs_main(float4 Position: POSITION)
{
    VS_OUTPUT Out = (VS_OUTPUT) 0; 
    Out.Position  = mul(Position, matWorldViewProj);
    Out.Diffuse   = float4(0.3f, 0.8f, 0.8f, 0.1f);
    return Out;
}


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