Why DirectX9 SDK example "Matrices" with Textured alpha blending showing black screen?

423 views Asked by At

I was trying to analyse the alpha blending through various samples given in DirectX9 SDK , i Successfully analysed for vertex alpha blending but when i tried for texture alpha blending it shows black screen on building the solution.. took reference from MSDN link

This is the code for my analysis,

//-----------------------------------------------------------------------------
// File: Matrices.cpp
//
// Desc: Now that we know how to create a device and render some 2D vertices,
//       this tutorial goes the next step and renders 3D geometry. To deal with
//       3D geometry we need to introduce the use of 4x4 Matrices to transform
//       the geometry with translations, rotations, scaling, and setting up our
//       camera.
//
//       Geometry is defined in model space. We can move it (translation),
//       rotate it (rotation), or stretch it (scaling) using a world transform.
//       The geometry is then said to be in world space. Next, we need to
//       position the camera, or eye point, somewhere to look at the geometry.
//       Another transform, via the view matrix, is used, to position and
//       rotate our view. With the geometry then in view space, our last
//       transform is the projection transform, which "projects" the 3D scene
//       into our 2D viewport.
//
//       Note that in this tutorial, we are introducing the use of D3DX, which
//       is a set of helper utilities for D3D. In this case, we are using some
//       of D3DX's useful matrix initialization functions. To use D3DX, simply
//       include <d3dx9.h> and link with d3dx9.lib.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include <strsafe.h>
#pragma warning( default : 4996 )




//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices

// A structure for our custom vertex type
struct CUSTOMVERTEX
{
    FLOAT x, y, z;      // The untransformed, 3D position for the vertex
    DWORD color;        // The vertex color
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX0)

LPDIRECT3DTEXTURE9 g_pTexture;
DWORD*  m_pRGBAData;
DWORD   m_dwWidth;
DWORD   m_dwHeight;
DWORD   m_dwStage;  


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof( d3dpp ) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Turn off culling, so we see the front and back of the triangle
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    // Turn off D3D lighting, since we are providing our own vertex colors
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer


    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{

    // Initialize three vertices for rendering a triangle
    CUSTOMVERTEX g_Vertices[] =
    {       
        { -1.0f, -1.0f, 0.0f, D3DCOLOR_ARGB(128,0,0, 255), },  //first triangle
        { 1.0f, -1.0f, 0.0f, D3DCOLOR_ARGB(128,0, 0, 255), },    
        { 0.0f, 1.0f, 0.0f, D3DCOLOR_ARGB(128,0, 0, 255), },  

        { -0.5f,-0.5f, 0.5f, D3DCOLOR_ARGB(255,0, 255, 0), },  //second triangle
        {  1.0f,-1.0f, 0.5f, D3DCOLOR_ARGB(255,0, 255, 0), }, 
        {  0.0f, 0.5f, 0.5f, D3DCOLOR_ARGB(255,0, 255, 0), },

    };

    // Create the vertex buffer.
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 11 * sizeof( CUSTOMVERTEX ),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
    {
        return E_FAIL;
    }

    // Fill the vertex buffer.
    VOID* pVertices;
    if( FAILED( g_pVB->Lock( 0, sizeof( g_Vertices ), ( void** )&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, g_Vertices, sizeof( g_Vertices ) );
    g_pVB->Unlock();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pVB != NULL )
        g_pVB->Release();

    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )
        g_pD3D->Release();
}



//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform Matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // For our world matrix, we will just rotate the object about the y-axis.
    D3DXMATRIXA16 matWorld;

    // Set up the rotation matrix to generate 1 full rotation (2*PI radians) 
    // every 1000 ms. To avoid the loss of precision inherent in very high 
    // floating point numbers, the system time is modulated by the rotation 
    // period before conversion to a radian angle.
    UINT iTime = timeGetTime() % 10000;
    FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 10000.0f;
    D3DXMatrixRotationY( &matWorld, fAngle );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}



//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer to a black color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB( 255, 0, 0, 0 ), 1.0f, 0 );
    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection Matrices
        SetupMatrices();

        // Create an alpha texture
        D3DXCreateTexture(g_pd3dDevice, 128, 128, 0,D3DUSAGE_RENDERTARGET, 
                D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_pTexture);

        // Initialize the alpha channel
        int  yGrad, xGrad;
        D3DLOCKED_RECT lockedRect;

        if(SUCCEEDED(g_pTexture->LockRect(0, &lockedRect, NULL, D3DLOCK_DISCARD )))
        {
            m_pRGBAData = new DWORD[128*128];
            if( m_pRGBAData != NULL )
            {
                for( DWORD y=0; y < m_dwHeight; y++ )
                {   
                    DWORD dwOffset = y*m_dwWidth;
                    yGrad = (int)(((float)y/(float)m_dwWidth) * 255.0f);

                    for( DWORD x=0; x < m_dwWidth; x )
                    {
                        xGrad = (int)(((float)x/(float)m_dwWidth) * 255.0f);

                        DWORD b = (DWORD)(xGrad + (255 - yGrad))/2 & 0xFF;
                        DWORD g = (DWORD)((255 - xGrad) + yGrad)/2 & 0xFF;
                        DWORD r = (DWORD)(xGrad + yGrad)/2 & 0xFF;
                        DWORD a = (DWORD)(xGrad + yGrad)/2 & 0xFF;

                        //lockedRect.pBits[dwOffset+x] =(unsigned char*)(a<<24L)+(r<<16L)+(g<<8L)+(b);


                        unsigned char* pBytes = (unsigned char*)lockedRect.pBits; // lr = D3DLOCKED_RECT you get from locking the texture
                        unsigned int offset = y *lockedRect.Pitch + x * 4; // as explained in earlier post
                        pBytes[offset] = a; // alpha, red, green, blue are unsigned chars 0...255
                        pBytes[offset + 1] = r;
                        pBytes[offset + 2] = g;
                        pBytes[offset + 3] = b;
                        x++;
                    }
                }
            }
            g_pTexture->UnlockRect((UINT)&lockedRect);
        }

        //Render the vertex buffer contents
        //g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
        //g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MAX);

        // Assign texture
        g_pd3dDevice->SetTexture(0, g_pTexture);

        // Texture stage states
        g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
        g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);  

        g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);

        g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
        g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

        g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);


        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST,2 ,11 );

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
    UNREFERENCED_PARAMETER( hInst );

    // Register the window class
    WNDCLASSEX wc =
    {
        sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
        GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
        L"D3D Tutorial", NULL
    };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 03: Matrices",
                              WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
                              NULL, NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        // Create the scene geometry
        if( SUCCEEDED( InitGeometry() ) )
        {
            // Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            // Enter the message loop
            MSG msg;
            ZeroMemory( &msg, sizeof( msg ) );
            while( msg.message != WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
            }
        }
    }

    UnregisterClass( L"D3D Tutorial", wc.hInstance );
    return 0;
}

Please provide with the solution.

0

There are 0 answers