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我正在使用 DirectX 9 开发游戏。这是我正在尝试做的事情:

渲染场景后,在它之上我想渲染一些精灵:整个场景上的黑色封面和一些精灵,它们是显示封面应该有洞的地方的面具。到目前为止,我尝试弄乱混合模式,但没有运气。我设置它的代码如下所示:

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

我想最好的方法是将每个精灵 alpha 相乘,但根据http://msdn.microsoft.com/en-us/library/windows/desktop/bb172508%28v=vs.85%29.aspx没有这种模式支持。还有另一种方法可以做到这一点吗?

edit

按照 Nico Schertler 的回答,这是我想出的代码:

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();

不幸的是,应用程序在恢复旧的渲染目标时崩溃。有什么建议吗?

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1 回答 1

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首先,您应该首先在单独的纹理中创建蒙版。然后,您可以根据需要添加孔。最后,在屏幕上绘制遮罩:

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

上述混合状态假定孔在应该有孔的地方是不透明的。然后,颜色计算如下:

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

应该始终是黑色的。

Alpha 通道的计算公式为:

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

因此,在孔精灵不透明的地方,混合 alpha 变为 0。在透明的地方,混合 alpha 是之前的值。两者之间的值是混合的。

于 2013-07-30T17:50:59.350 回答