【Direct3D】使用深度检测画两个平面
来源:互联网 发布:360家庭网络管理没了 编辑:程序博客网 时间:2024/04/28 22:14
本文系 学习 DirectX tutorial 笔记 ,原文参考 directxtutorial.com/Lesson.aspx?lessonid=9-4-6
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
画两个三角形,大三角形在前,小三角形在后面。当大三角形被渲染时,小三角形写入后台缓存。由于后台缓存的图形总是被画在最前面,
所以通常我们看到图片下面图片中的左图。而不是我们想看到的右图
Direct3D提供了深度检测(Z-buffer )来解决此类问题。
Z-Buffer,通常也称为深度缓存,是用来记录屏幕中模型到摄像机的距离的的缓存,如下图所示,当绘制一个像素的时候,总是选取距离
摄像机最近的pixel到后台缓存,同时,存储起来当前像素的深度值,这样下一个模型绘制时到这个位置时可以比较深度,决定画那个模型
关于Z-Buffer 有3个关键点:
1. 设置合适的 显示参数;
D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = FALSE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; d3dpp.EnableAutoDepthStencil = TRUE; // tells Direct3D to automaticlly create the z_buffer d3dpp.AutoDepthStencilFormat = D3DFMT_D16; //each pixels is 16-bit
2. 打开z_buffer;
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
3. z_buffer 设为1
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
全部代码如下:
// include the basic windows header files and the Direct3D header file#include <windows.h>#include <windowsx.h>#include <d3d9.h>#include <d3dx9.h>// define the screen resolution#define SCREEN_WIDTH 800#define SCREEN_HEIGHT 600// include the Direct3D Library files#pragma comment (lib, "d3d9.lib")#pragma comment (lib, "d3dx9.lib")// global declarationsLPDIRECT3D9 d3d; // the pointer to our Direct3D interfaceLPDIRECT3DDEVICE9 d3ddev; // the pointer to the device classLPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer// function prototypesvoid initD3D(HWND hWnd); // sets up and initializes Direct3Dvoid render_frame(void); // renders a single framevoid cleanD3D(void); // closes Direct3D and releases memoryvoid init_graphics(void); // 3D declarationsstruct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)// the WindowProc function prototypeLRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);// the entry point for any Windows programint WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){ HWND hWnd; WNDCLASSEX wc; ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = L"WindowClass"; RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program", WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); // set up and initialize Direct3D initD3D(hWnd); // enter the main loop: MSG msg; while(TRUE) { while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } if(msg.message == WM_QUIT) break; render_frame(); } // clean up DirectX and COM cleanD3D(); return msg.wParam;}// this is the main message handler for the programLRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){ switch(message) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break; } return DefWindowProc (hWnd, message, wParam, lParam);}// this function initializes and prepares Direct3D for usevoid initD3D(HWND hWnd){ d3d = Direct3DCreate9(D3D_SDK_VERSION); D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; d3dpp.EnableAutoDepthStencil = TRUE; // automatically run the z-buffer for us d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit pixel format for the z-buffer // create a device class using this information and the info from the d3dpp stuct d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); init_graphics(); // call the function to initialize the triangle d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // both sides of the triangles<span style="white-space:pre"></span>d3ddev->SetRenderState(D3DRS_ZENABLE, true); // turn on the z-buffer}// this is the function used to render a single framevoid render_frame(void){ d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->BeginScene(); // select which vertex format we are using d3ddev->SetFVF(CUSTOMFVF); // set the view transform D3DXMATRIX matView; // the view transform matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (0.0f, 0.0f, 15.0f), // the camera position &D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView // set the projection transform D3DXMATRIX matProjection; // the projection transform matrix D3DXMatrixPerspectiveFovLH(&matProjection, D3DXToRadian(45), // the horizontal field of view (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio 1.0f, // the near view-plane 100.0f); // the far view-plane d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection // select the vertex buffer to display d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX)); D3DXMATRIX matTranslateA; // a matrix to store the translation for triangle A D3DXMATRIX matTranslateB; // a matrix to store the translation for triangle B D3DXMATRIX matRotateY; // a matrix to store the rotation for each triangle static float index = 0.0f; index+=0.05f; // an ever-increasing float value // build MULTIPLE matrices to translate the model and one to rotate D3DXMatrixTranslation(&matTranslateA, 0.0f, 0.0f, 2.0f); D3DXMatrixTranslation(&matTranslateB, 0.0f, 0.0f, -2.0f); D3DXMatrixRotationY(&matRotateY, index); // the front side // tell Direct3D about each world transform, and then draw another triangle d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateA * matRotateY)); d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateB * matRotateY)); d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); d3ddev->EndScene(); d3ddev->Present(NULL, NULL, NULL, NULL);}// this is the function that cleans up Direct3D and COMvoid cleanD3D(void){ v_buffer->Release(); // close and release the vertex buffer d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D}// this is the function that puts the 3D models into video RAMvoid init_graphics(void){ // create the vertices using the CUSTOMVERTEX struct CUSTOMVERTEX vertices[] = { { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), }, { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), }, { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), }, }; // create a vertex buffer interface called v_buffer d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL); VOID* pVoid; // a void pointer // lock v_buffer and load the vertices into it v_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, vertices, sizeof(vertices)); v_buffer->Unlock();}
0 0
- 【Direct3D】使用深度检测画两个平面
- PCL中RANSAC使用,点云平面检测,显示,存储
- Direct3D学习手记六:深度
- 平面物体检测
- 平面物体检测
- 平面物体碰撞检测
- Direct3D中使用纹理
- Direct3D 纹理使用
- 第一次使用Direct3D
- Qt中使用Direct3D
- Direct3D---深度测试和Z缓存
- 在Direct3D程序中运用碰撞检测
- 在Direct3D程序中运用碰撞检测
- 在Direct3D程序中运用碰撞检测
- 在Direct3D程序中运用碰撞检测
- 在Direct3D程序中运用碰撞检测
- Direct3D的Adapter显卡性能检测类
- Direct3D
- Python中文注释
- UVALive 7043 International Collegiate Routing Contest 字典树
- UVa1152 - 4 Values whose Sum is 0
- 使用javabean类用户注册
- 设想你有一个20GB的文件,每一行一个字符串。请说明将如何对这个文件进行排序。
- 【Direct3D】使用深度检测画两个平面
- uva 11300 Spreading the Wealth 数学方法(函数思想)
- Hadoop文件写入(详细剖析)
- Andrew Ng ML -week4 Neural Networks-Representation
- poj 2155 Matrix(二维树状数组)
- Manifest属性之sharedUserId、sharedUserLabel
- LeetCode database 之 Duplicate Emails(重复的电子邮件)
- 编写一个方法,找出给定字符串的位置。
- 用PHP输出对称菱形的简易办法