(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;
}