?/TD> |
Microsoft DirectX 9.0 |
Alpha data can be supplied in the vertex data. To enable vertex alpha, set the D3DRENDERSTATE_DIFFUSEMATERIALSOURCE to D3DMCS_COLOR1 so that the Microsoft?Direct3D?runtime takes the diffuse value from the diffuse color rather than the material.
m_pd3dDevice->SetRenderState( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1 );
Then, provide alpha values in the diffuse color. The AddAlphaToASphere function, adds alpha to the vertices of a sphere. Here's an example of how to provide the alpha information to the function.
AddAlphaToASphere( m_pObstacleVertices, 12, D3DRGBA(light.dcvDiffuse.r, light.dcvDiffuse.g, light.dcvDiffuse.b, vAlpha ));
This is what the function looks like.
void AddAlphaToASphere(D3DLVERTEX* pVertices, DWORD dwNumRings, D3DCOLOR lightcolor) { WORD x, y; // rings around for( y=0; y < dwNumRings; y++ ) for( x=0; x < (dwNumRings*2)+1; x++ ) (pVertices++)->color = lightcolor; // top and bottom (pVertices++)->color = lightcolor; (pVertices++)->color = lightcolor; }
AddAlphaToASphere simply modifies the color member of each vertex, which are of type D3DLVERTEX, to include the alpha information.
D3DLVERTEX looks like this.
// Lit vertex typedef struct { D3DVALUE x, y, z; DWORD dwReserved; D3DCOLOR color, specular; D3DVALUE tu, tv; } D3DLVERTEX, *LPD3DLVERTEX;
Drawing the sphere,
// Draw the lit sphere m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, D3DFVF_LVERTEX, m_pObstacleVertices, m_dwNumObstacleVertices, m_pObstacleIndices, m_dwNumObstacleIndices, 0 );
results in a transparent sphere using vertex alpha.