• (转)OpenGL和D3D


    作为一个3D程序员, 我用了OpenGL两年多, 最近在搞一个项目, 从OpenGL转到D3D, 虽然工程外在的框架都封装得不错, 但想完全地从OpenGL转换到D3D, 看起来还是有难度的, 花了我两个星期的时间, 我终于转换过来了。
    D3D与OpenGL的几点比较明显不同的地方:
    (一)、正交投影时:OpenGL以屏幕左上角为(0,0), 而D3D却以屏幕中心为(0,0)
    (二)、OpenGL使用右手坐标系, 而D3D使用左手坐标系
    (三)、OpenGL使用旋转操作等转入的角度参数是 角度, 而D3D是 弧度,所以注意要PI * Angle / 180

    下面我把具体地API对照关系列出来(不是很全,以后添加中.......)


    1. 坐标变换
    pos = D3DXVECTOR3(0,2,-1.5);
    at = D3DXVECTOR3(0,0,0);
    up = D3DXVECTOR3(0,1,0);
    D3DXMatrixLookAtLH(&view,&pos,&at,&up);
    pd3dDevice->SetTransform(D3DTS_VIEW,&view);

    2. 绘制
    pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);

        DrawPrimitive()
    DrawIndexedPrimitive()

    DrawPrimitiveUP()
    DrawIndexedPrimitiveUP()
    3. 颜色


    4. 片段测试

    (1) 深度测试
    g_pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);            //glEnable(GL_DEPTH_TEST);  
    g_pDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);     //glDepthFunc(GL_LEQUAL);
    //--------------------------------------------------------------------------------------------------------
    g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);       //glEnable(GL_CULL_FACE);


    (2) Alpha测试
    //--------------------------------------------------------------------------------------------------------
    g_pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);                //glEnable(GL_ALPHA_TEST);
    g_pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);     //glAlphaFunc(GL_GREATER, 0.1f);
    g_pDevice->SetRenderState(D3DRS_ALPHAREF, 0.1 * 255); //取值范围 0 ~ 255

    (3) 剪裁测试 (平面剪切)
    //--------------------------------------------------------------------------------------------------------
    // Enable clip plane for reflection map
    CMatrix44f pWorldViewProjIT=m_pWorldViewProj;
    //pWorldViewProjIT.Transpose();
    pWorldViewProjIT.Invert();   

    // Transform plane to clip-space
    float pClipSpacePlane[4];
    float pClipPlane[]= { 0, 0, 1, 0};   

    // Check if camera is below water surface, if so invert clip plane
    CVector3f pEye=(CVector3f)m_pCamera.GetPosition();
    if(-pEye.m_fZ<0.0)
    {
       pClipPlane[2]=-pClipPlane[2];
    }

    MatrixTransformPlane(pClipSpacePlane, pClipPlane, pWorldViewProjIT);

    // enable clip plane now
    g_pDevice->SetClipPlane(0, pClipSpacePlane);  
    g_pDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 1);



    (4) 模板测试
    //--------------------------------------------------------------------------------------------------------
    g_pDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
        g_pDevice->SetRenderState(D3DRS_STENCILFUNC, 3DCMP_ALWAYS);
        g_pDevice->SetRenderState(D3DRS_STENCILREF, 0x1); //取值范围 0 ~ 255
       
        Device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);

    5. 纹理操作

    g_pDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    g_pDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    g_pDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

    g_pDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
       g_pDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    6. 缓冲区操作
      
    (1) 颜色缓冲
    //--------------------------------------------------------------------------------------------------------
    g_pDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
    g_pDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0x000000F);

    (2) 深度缓冲
    //--------------------------------------------------------------------------------------------------------
    g_pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);            //glEnable(GL_DEPTH_TEST);
    g_pDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);         //glDepthMask(GL_TRUE);

    (3) 模板缓冲
    //--------------------------------------------------------------------------------------------------------

    (4) 渲染到纹理
    //--------------------------------------------------------------------------------------------------------
    // Render targets
    IDirect3DSurface9 *m_plD3DBackbufferSurf,
       *m_plD3DDepthStencilSurfAA,
       *m_plD3DDepthStencilSurf;

    CRenderTarget *m_pRTRefraction, *m_pRTReflection; //(自定义纹理类)

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

    // Get backbuffer
    g_pDevice->GetRenderTarget(0, &m_plD3DBackbufferSurf);

    // Get depthstencil
    g_pDevice->GetDepthStencilSurface(&m_plD3DDepthStencilSurfAA);

    // Restore previous states
    g_pDevice->SetRenderTarget(0, m_plD3DBackbufferSurf);
    g_pDevice->SetDepthStencilSurface(m_plD3DDepthStencilSurfAA);

    // (1)折射图--------------------------------------------------------------------------

    //下面的语句调用了 g_pDevice->CreateRenderTarget(iWidth, iHeight, (D3DFORMAT) iFormat, (D3DMULTISAMPLE_TYPE)iAASamples, 0, 0, &m_plD3Surf, 0));
    if(FAILED(m_pRTRefraction->Create(m_fWidth>>1, m_fHeight>>1, D3DFMT_A8R8G8B8)))
    {
       return APP_ERR_INITFAIL;
    }

    // Create depthstencil withouth multisampling
    g_pDevice->CreateDepthStencilSurface(m_fWidth, m_fHeight, D3DFMT_D24X8, (D3DMULTISAMPLE_TYPE)0, 0, 0, &m_plD3DDepthStencilSurf, 0);


    g_pDevice->SetRenderTarget(0, m_pRTReflection->GetSurface());

    g_pDevice->StretchRect(m_plD3DBackbufferSurf, 0, m_pRTRefraction->GetSurface(), 0, D3DTEXF_NONE);

    // (2)反射图-----------------------------------------------------------------------------------
    m_pRTReflection=new CRenderTarget;
    if(FAILED(m_pRTReflection->Create(m_fWidth>>2, m_fHeight>>2, D3DFMT_A8R8G8B8)))
    {
       return APP_ERR_INITFAIL;
    }

    g_pDevice->SetRenderTarget(0, m_pRTReflection->GetSurface());


    //-----------------------------------------------------------------------------------
    g_pDevice->SetRenderTarget(0, m_pRTReflection->GetSurface());
    g_pDevice->SetDepthStencilSurface(m_plD3DDepthStencilSurf);
    g_pDevice->Clear(0, 0, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 128), 1.0f, 0);  
    SetViewport(m_pRTReflection->GetWidth(), m_pRTReflection->GetHeight());
    //-----------------------------------------------------------------------------------

    D3DXSaveTextureToFile("imageTex.jpg",D3DXIFF_JPG,(IDirect3DTexture9*)m_pWavesBump->GetTexture(),NULL);

    7. 混合操作
    g_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);     //glDisable(GL_BLEND);
    g_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);   //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    g_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

    8. 灯光与材质
    g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE); //glDisable(GL_LIGHTING);

    D3DMATERIAL9 mtrl;
    mtrl.Ambient = a;
    mtrl.Diffuse = d;
    mtrl.Specular = s;
    mtrl.Emissive = e;
    mtrl.Power    = p;
    Device->SetMaterial(&mtrl); //在设置纹理前设定
    //设置当前使用的纹理

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  • 原文地址:https://www.cnblogs.com/lancidie/p/1847713.html
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