useing alpha as a color

Started by
1 comment, last by Bobboau 19 years, 11 months ago
I want to use the alpha chanel in a spec map as a modulator for an environment map. how shal this be done? this is what I have currently

bool set_stage_for_env_mapped(){
	if(current_render_state == ENV)return true;
	if(SPECMAP < 0){
	//	Error(LOCATION, "trying to set stage when there is no specmap");

		return false;
	}

//	D3DXMATRIX world;


	D3DXMATRIX world(
		Eye_matrix.vec.rvec.xyz.x, Eye_matrix.vec.rvec.xyz.y, Eye_matrix.vec.rvec.xyz.z, 0,
		Eye_matrix.vec.uvec.xyz.x, Eye_matrix.vec.uvec.xyz.y, Eye_matrix.vec.uvec.xyz.z, 0,
		Eye_matrix.vec.fvec.xyz.x, Eye_matrix.vec.fvec.xyz.y, Eye_matrix.vec.fvec.xyz.z, 0,
		0, 0, 0, 1);

	GlobalD3DVars::lpD3DDevice->SetTransform(D3DTS_TEXTURE1, &world);

	d3d_SetTextureStageState( 2, D3DTSS_RESULTARG, D3DTA_CURRENT);
	d3d_SetTextureStageState( 1, D3DTSS_RESULTARG, D3DTA_CURRENT);
	d3d_SetTextureStageState( 0, D3DTSS_RESULTARG, D3DTA_CURRENT);


//	d3d_SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_SPECULAR);

	d3d_SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	d3d_SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
//	d3d_SetTexture(0, SPECMAP);


	d3d_SetTexture(1, cube_map);
	d3d_SetTextureStageState( 1, D3DTSS_RESULTARG, D3DTA_CURRENT);
	d3d_SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);

	d3d_SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_CURRENT);
	d3d_SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
	d3d_SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
//	d3d_SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_PREMODULATE);


	d3d_SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
	d3d_SetTextureStageState( 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
//D3DTOP_BLENDTEXTUREALPHA


	current_render_state = ENV;
	return true;
}
stage 0 has a spec map that has just been used in a multipass specular lighting thingy, stage 1 has a cube map, currently it''s modulateing the cube map with the color of the spec map , and I want to use the alpha of the spec map instead (also if there is a way to use the specmap''s color * it''s alpha to modulate the cube map I''d like to know that as well) Bobboau, bringing you products that work... in theory
Bobboau, bringing you products that work... in theory
Advertisement
Take a look at D3DTA_ALPHAREPLICATE - it''s a texture argument modifier flag that copies what''s in the ALPHA channel into the R,G and B channels of COLOR.

Alternatively, when you have hardware support, there are operations such as D3DTOP_MODULATEALPHA_ADDCOLOR


Simon O''Connor
Game Programmer &
Microsoft DirectX MVP

Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site

hmm, I think that will work, thanks

Bobboau, bringing you products that work... in theory
Bobboau, bringing you products that work... in theory

This topic is closed to new replies.

Advertisement