2013-07-30 109 views
3

我正在使用的DirectX 9游戏这里就是我想要做的事:的DirectX Alpha遮罩

场景渲染后,在它的上面我想渲染几个精灵:一个黑色封面在整个场景和几个精灵,这是掩模显示盖应该有洞。到目前为止,我尝试混合模式,但没有运气。我的代码设置它看起来像这样:

D3DD->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); 
D3DD->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); 
D3DD->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); 

我想最好的办法是乘每个精灵α,但根据http://msdn.microsoft.com/en-us/library/windows/desktop/bb172508%28v=vs.85%29.aspx不支持任何这样的模式。是否有另一种方法来做到这一点?

edit 

继尼科Schertler的答案,下面的代码我想出了:

LPDIRECT3DTEXTURE9  pRenderTexture; 
LPDIRECT3DSURFACE9  pRenderSurface, 
         pBackBuffer; 

// create texture 
D3DD->CreateTexture(1024, 
        1024, 
        1, 
        D3DUSAGE_RENDERTARGET, 
        D3DFMT_R5G6B5, 
        D3DPOOL_DEFAULT, 
        &pRenderTexture, 
        NULL); 

pRenderTexture->GetSurfaceLevel(0,&pRenderSurface); 

// store old render target - back buffer 
D3DD->GetRenderTarget(0,&pBackBuffer); 

// set new render target - texture 
D3DD->SetRenderTarget(0,pRenderSurface); 

//clear texture to opaque black 
D3DD->Clear(0, 
      NULL, 
      D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
      D3DCOLOR_XRGB(0,0,0), 
      32.0f, 
      0); 

// set blending 
D3DD->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); 
D3DD->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); 
D3DD->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ZERO); 
D3DD->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_SRCALPHA); 
D3DD->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); 

//// now I render hole sprites the usual way 

// restore back buffe as render target 
D3DD->SetRenderTarget(0,pBackBuffer); 

// restore blending 
D3DD->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); 
D3DD->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); 
D3DD->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA); 
D3DD->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); 
D3DD->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); 

ulong color = ulong(-1); 
Vertex2D v[4]; 

v[0] = Vertex2D(0, 0, 0); 
v[1] = Vertex2D(1023, 0, 0); 
v[3] = Vertex2D(1023, 1023, 0); 
v[2] = Vertex2D(0, 1023, 0); 

D3DD->SetTexture(0, pRenderTexture); 
D3DD->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); 
D3DD->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(Vertex2D)); 

D3DD->SetTexture(0, NULL); 

// release used resources 
pRenderTexture->Release(); 
pRenderSurface->Release(); 
pBackBuffer->Release(); 

可惜的是,恢复旧的渲染目标,当应用程序崩溃。有什么建议?

+0

你会得到什么错误?顺便说一句,你当然应该使用带有alpha通道的纹理格式。 –

+0

访问冲突读取位置0xcdcdcdcd。 pBackBuffer指针似乎是正确的,直到我渲染精灵的位置,然后在D3DD-> SetRenderTarget(0,pBackBuffer)中,它的值不同(始终为0xcdcdcdcd)。 –

+0

另外我更改了纹理格式为D3DFMT_A8R8G8B8 –

回答

1

首先,你应该首先在独立的纹理中创建遮罩。然后您可以根据需要添加孔。最后,在屏幕上画出面具:

Initialize the texture 
Clear it to opaque black 
Using the following blend states: 
    D3DRS_SRCBLEND -> D3DBLEND_ZERO (hole's color does not matter) 
    D3DRS_DESTBLEND -> D3DBLEND_ONE (preserve the black color) 
    D3DRS_SRCBLENDALPHA -> D3DBLEND_ZERO 
    D3DRS_DESTBLENDALPHA -> D3DBLEND_SRCALPHA 
    D3DRS_SEPARATEALPHABLENDENABLE -> TRUE 
Draw each hole sprite 
Restore default blending (src_alpha/inv_src_alpha) 
Render the texture as a sprite to the back buffer 

上面的混合状态假定在应该有孔的地方孔是不透明的。然后,颜色计算公式如下:

blended color = 0 * hole sprite color + 1 * background color 

它应该总是黑色的。

和α通道由下式计算:

blended alpha = 0 * hole sprite alpha + (1 - hole sprite alpha) * background alpha 

那么,该孔精灵是不透明的,混合的α变为0哪里它是透明的,混合alpha是以前的值。两者之间的值被混合。