Vertex Alpha (Direct3D 9)
Alpha data can be supplied in the vertex data. To enable vertex alpha, set the D3DRS_DIFFUSEMATERIALSOURCE to D3DMCS_COLOR1 so that the Direct3D runtime takes the diffuse value from the diffuse color rather than the material.
m_pd3dDevice->SetRenderState( D3DRS_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,
#define D3DFVF_LVERTEX ( D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | \
D3DFVF_TEX0 )
//...
// 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.
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