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sambsp

Why this plane disappeared?

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In my program, I can see my red plane for alpha test if I don't let a ball in the program run (I comment the code to draw this ball), but if I let the program draw this ball, I will lose that red alpha plane. I attached the main code below (I don't know how to attach files). the ball drawing code is 'g_pBallMesh->DrawSubset (0);'.
struct D3DVERTEX
{
    D3DXVECTOR3 p;
    FLOAT       tu, tv;

    static const DWORD FVF;
};

const DWORD D3DVERTEX::FVF = D3DFVF_XYZ | D3DFVF_TEX1;

VOID InitBall ()
{
	D3DXLoadMeshFromX ("ball.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL,
		               &g_pBallMeshBuffer, &g_pBallEffectInstance,
					   &g_dwBallMaterials, &g_pBallMesh);

	posBall.x = 0.0;
	posBall.y = 0.0;
	posBall.z = 0.0;

	velBall.x = 5.0;
	velBall.y = 10.0;
	velBall.z = -8.0;
}

VOID  InitRacket ()
{
	D3DVERTEX* v;

	mousePos.x = 320.0;
	mousePos.y = 240.0;

	// create the texture ( alpha channel used here )
	D3DXCreateTextureFromFile (g_pd3dDevice, "racket.dds", &g_pRacketTextures);

	// create the vertex buffer
	g_pd3dDevice->CreateVertexBuffer (4 * sizeof (D3DVERTEX),
		                              D3DUSAGE_WRITEONLY, 
									  D3DVERTEX::FVF,
                                      D3DPOOL_MANAGED, 
									  &g_pRacketVertexBuf,
									  NULL);

	g_pRacketVertexBuf->Lock (0, 0, (void**)&v, 0);

	v->p.x = -100.0;
	v->p.y = 100.0;
	v->p.z = 400.0;
	v->tu = 0.0;
	v->tv = 0.0;

	v += 1;

	v->p.x = -100.0;
	v->p.y = -100.0;
	v->p.z = 400.0;
	v->tu = 0.0;
	v->tv = 1.0;

	v += 1;

	v->p.x = 100.0;
	v->p.y = 100.0;
	v->p.z = 400.0;
	v->tu = 1.0;
	v->tv = 0.0;

	v += 1;

	v->p.x = 100.0;
	v->p.y = -100.0;
	v->p.z = 400.0;
	v->tu = 1.0;
	v->tv = 1.0;

    g_pRacketVertexBuf->Unlock ();
}

VOID InitWall ()
{
	D3DVERTEX* v;

	// load the texture
	D3DXCreateTextureFromFile (g_pd3dDevice, "wall.jpg", &g_pWallTextures);
	D3DXCreateTextureFromFile (g_pd3dDevice, "floor.jpg", &g_pFloorTextures);
	D3DXCreateTextureFromFile (g_pd3dDevice, "ball.jpg", &g_pBallTextures);

	// create the vertex buffer
	g_pd3dDevice->CreateVertexBuffer (20 * sizeof (D3DVERTEX),
		                              D3DUSAGE_WRITEONLY, 
									  D3DVERTEX::FVF,
                                      D3DPOOL_MANAGED, 
									  &g_pVertextBuf,
									  NULL);

	
	g_pVertextBuf->Lock (0, 0, (void**)&v, 0);

	v->p.x = -300.0;
	v->p.y = 300.0;
	v->p.z = -300.0;
	v->tu  = 0.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = -300.0;
	v->p.y = -300.0;
	v->p.z = -300.0;
	v->tu  = 0.0;
	v->tv  = 1.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = 300.0;
	v->p.z = -300.0;
	v->tu  = 1.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = -300.0;
	v->p.z = -300.0;
	v->tu  = 1.0;
	v->tv  = 1.0;

	// east wall
	v += 1;

	v->p.x = -300.0;
	v->p.y = 300.0;
	v->p.z = 300.0;
	v->tu  = 0.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = -300.0;
	v->p.y = -300.0;
	v->p.z = 300.0;
	v->tu  = 0.0;
	v->tv  = 1.0;

	v += 1;

	v->p.x = -300.0;
	v->p.y = 300.0;
	v->p.z = -300.0;
	v->tu  = 1.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = -300.0;
	v->p.y = -300.0;
	v->p.z = -300.0;
	v->tu  = 0.0;
	v->tv  = 1.0;


	// west wall
	v += 1;

	v->p.x = 300.0;
	v->p.y = 300.0;
	v->p.z = -300.0;
	v->tu  = 0.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = -300.0;
	v->p.z = -300.0;
	v->tu  = 0.0;
	v->tv  = 1.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = 300.0;
	v->p.z = 300.0;
	v->tu  = 1.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = -300.0;
	v->p.z = 300.0;
	v->tu  = 0.0;
	v->tv  = 1.0;

	// ceiling
	v += 1;

	v->p.x = -300.0;
	v->p.y = 300.0;
	v->p.z = -300.0;
	v->tu  = 0.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = -300.0;
	v->p.y = 300.0;
	v->p.z = 300.0;
	v->tu  = 0.0;
	v->tv  = 1.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = 300.0;
	v->p.z = -300.0;
	v->tu  = 1.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = 300.0;
	v->p.z = 300.0;
	v->tu  = 1.0;
	v->tv  = 1.0;

	// floor
	v += 1;

	v->p.x = -300.0;
	v->p.y = -300.0;
	v->p.z = -300.0;
	v->tu  = 0.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = -300.0;
	v->p.y = -300.0;
	v->p.z = 300.0;
	v->tu  = 0.0;
	v->tv  = 1.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = -300.0;
	v->p.z = -300.0;
	v->tu  = 1.0;
	v->tv  = 0.0;

	v += 1;

	v->p.x = 300.0;
	v->p.y = -300.0;
	v->p.z = 300.0;
	v->tu  = 1.0;
	v->tv  = 1.0;

	g_pVertextBuf->Unlock();

	eastPlane.normal.x = 1.0;
	eastPlane.normal.y = 0.0;
	eastPlane.normal.z = 0.0;
	eastPlane.position.x = -300.0;
	eastPlane.position.y = 0.0;
	eastPlane.position.z = 0.0;

	westPlane.normal.x = -1.0;
	westPlane.normal.y = 0.0;
	westPlane.normal.z = 0.0;
	westPlane.position.x = 300.0;
	westPlane.position.y = 0.0;
	westPlane.position.z = 0.0;

	southPlane.normal.x = 0.0;
	southPlane.normal.y = 0.0;
	southPlane.normal.z = 1.0;
	southPlane.position.x = 0.0;
	southPlane.position.y = 0.0;
	southPlane.position.z = -300.0;

	northPlane.normal.x = 0.0;
	northPlane.normal.y = 0.0;
	northPlane.normal.z = -1.0;
	northPlane.position.x = 0.0;
	northPlane.position.y = 0.0;
	northPlane.position.z = 300.0;

	ceilingPlane.normal.x = 0.0;
	ceilingPlane.normal.y = -1.0;
	ceilingPlane.normal.z = 0.0;
	ceilingPlane.position.x = 0.0;
	ceilingPlane.position.y = 300.0;
	ceilingPlane.position.z = 0.0;

	floorPlane.normal.x = 0.0;
	floorPlane.normal.y = 1.0;
	floorPlane.normal.z = 0.0;
	floorPlane.position.x = 0.0;
	floorPlane.position.y = -300.0;
	floorPlane.position.z = 0.0;
}

VOID MoveCamera()
{
    D3DXMatrixLookAtRH( &g_hMatView, &D3DXVECTOR3( 0.0, 0.0, 1000.0),
                                  &D3DXVECTOR3( 0.0, 0.0, 0.0 ),
                                  &D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &g_hMatView );

    D3DXMatrixPerspectiveFovRH( &g_hMatProj, D3DX_PI/2, 480.0/640.0f, 400.0f, -400.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &g_hMatProj );
}


VOID Render()
{
    D3DXMATRIX matNow;
	
	if (NULL == g_pd3dDevice)
        return;

    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
    
    // we'll render the scene now
	g_pd3dDevice->BeginScene();

	MoveCamera ();

	// vertex buffer
	g_pd3dDevice->SetStreamSource (0, g_pVertextBuf, 0, sizeof (D3DVERTEX));
	g_pd3dDevice->SetFVF (D3DVERTEX::FVF);

	// wall
	g_pd3dDevice->SetTexture( 0, g_pWallTextures );

	// matrix for the house
	D3DXMatrixIdentity (&matNow);
	g_pd3dDevice->SetTransform (D3DTS_WORLDMATRIX(0), &matNow);

	g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLESTRIP, 0, 2);
	g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLESTRIP, 4, 2);
	g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLESTRIP, 8, 2);

	// ceiling
	g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLESTRIP, 12, 2);

	// floor
	g_pd3dDevice->SetTexture( 0, g_pFloorTextures );
	g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLESTRIP, 16, 2);

	// ball
	g_pd3dDevice->SetTexture( 0, g_pBallTextures );
	D3DXMatrixTranslation (&matNow, posBall.x, posBall.y, posBall.z);
	g_pd3dDevice->SetTransform (D3DTS_WORLDMATRIX(0), &matNow);
	g_pBallMesh->DrawSubset (0);

	// racket
	g_pd3dDevice->SetRenderState (D3DRS_ALPHABLENDENABLE, TRUE);
	g_pd3dDevice->SetRenderState (D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    g_pd3dDevice->SetRenderState (D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);


	// use alpha channel in texture for alpha
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

	D3DXMatrixIdentity (&matNow);
	g_pd3dDevice->SetTransform (D3DTS_WORLDMATRIX(0), &matNow);
	g_pd3dDevice->SetTexture (0, g_pRacketTextures);
	g_pd3dDevice->SetStreamSource (0, g_pRacketVertexBuf, 0, sizeof (D3DVERTEX));

	g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLESTRIP, 0, 2);

	g_pd3dDevice->SetRenderState (D3DRS_ALPHABLENDENABLE, FALSE);

    g_pd3dDevice->EndScene();
	// end of the scene rendering
    
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

[Edited by - Coder on August 26, 2004 12:39:52 PM]

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Guest Anonymous Poster
Quote:
Original post by Coder
Please use [source][/source] tags for formatting your code. Check GDNet Forums FAQ.


I'm just wondering why those people can put their code elegantly, now I get it. Thanks.

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