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C++ D3DCOLOR_ARGB函数代码示例

本文整理汇总了C++中D3DCOLOR_ARGB函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DCOLOR_ARGB函数的具体用法?C++ D3DCOLOR_ARGB怎么用?C++ D3DCOLOR_ARGB使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了D3DCOLOR_ARGB函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: D3DCOLOR_ARGB

void CStarField::Init()
{
	StarVertex_t StarVertex;
	m_nWidth = m_pGameEngine->GetViewportWidth();
	m_nHeight = m_pGameEngine->GetViewportHeight();

	m_VecStars.clear();
	
	// Generate star field data
	for( int i=0; i < STARFIELD_STAR_COUNT; ++i )
	{
		int32 nRand = (rand()%(255-50))+50; //value between 50 and 255 for shades of gray
		StarVertex.color = D3DCOLOR_ARGB( 255, nRand, nRand, nRand );
		
		StarVertex.x = (float)(rand()%m_nWidth);
		StarVertex.y = (float)(rand()%m_nHeight);
		
		m_VecStars.push_back( StarVertex );
		
		// bugbug jmccaskey - sometimes make "big stars" which are 4 points right next to each other?
	}
}
开发者ID:BigBOSSo,项目名称:blastfurnace,代码行数:22,代码来源:StarField.cpp

示例2: menu_display_d3d9_clear_color

static void menu_display_d3d9_clear_color(
      menu_display_ctx_clearcolor_t *clearcolor, video_frame_info_t *video_info)
{
   LPDIRECT3DDEVICE9 dev;
   DWORD    clear_color = 0;
   d3d9_video_t     *d3d = video_info ?
      (d3d9_video_t*)video_info->userdata : NULL;

   if (!d3d || !clearcolor)
      return;

   dev                  = (LPDIRECT3DDEVICE9)d3d->dev;

   clear_color = D3DCOLOR_ARGB(
         BYTE_CLAMP(clearcolor->a * 255.0f), /* A */
         BYTE_CLAMP(clearcolor->r * 255.0f), /* R */
         BYTE_CLAMP(clearcolor->g * 255.0f), /* G */
         BYTE_CLAMP(clearcolor->b * 255.0f)  /* B */
         );

   d3d9_clear(dev, 0, NULL, D3D_COMM_CLEAR_TARGET, clear_color, 0, 0);
}
开发者ID:DSkywalk,项目名称:RetroArch,代码行数:22,代码来源:menu_display_d3d9.c

示例3: UpdateScreenResolution

void CGraphics::Initialize(IDirect3D9* pDirect3D, IDirect3DDevice9* pDevice)
{
	m_pDevice = pDevice;
	m_pDirect3D = pDirect3D;
	m_bCursorEnabled = false;
	UpdateScreenResolution();

	CLog::Write("CGraphics::Initialize");

	int width = GetSystemMetrics(SM_CXSCREEN);
	int height = GetSystemMetrics(SM_CYSCREEN);

	logo = new Sprite((float)width / 2, (float)height / 2);

	CLog::Write("Width: %d Height: %d", width, height);

	if (!logo->Init(pDevice, IDB_PNG1, 311, 152))
	{
		CLog::Write("Couldn't load the SA-MP+ logo");
	}
	else
	{
		//logo->Resize(311, 152);
		//logo->Rotate(50);
		CLog::Write("Loaded the SA-MP+ logo successfully");
	}

	box = new Box();

	if (!box->Init(pDevice, 100, 100, width / 2, height / 2, D3DCOLOR_ARGB(55, 255, 255, 255)))
	{
		CLog::Write("Couldn't load 'box'");
	}
	else
	{
		CLog::Write("Loaded 'box'");
	}

}
开发者ID:Abagail,项目名称:SA-MP-Plus,代码行数:39,代码来源:CGraphics.cpp

示例4: Direct3DSetupVertices

static void Direct3DSetupVertices(CUSTOMVERTEX *vertices,
                                  const RECT src_full,
                                  const RECT src_crop,
                                  const RECT dst,
                                  int alpha)
{
    const float src_full_width  = src_full.right  - src_full.left;
    const float src_full_height = src_full.bottom - src_full.top;
    vertices[0].x  = dst.left;
    vertices[0].y  = dst.top;
    vertices[0].tu = src_crop.left / src_full_width;
    vertices[0].tv = src_crop.top  / src_full_height;

    vertices[1].x  = dst.right;
    vertices[1].y  = dst.top;
    vertices[1].tu = src_crop.right / src_full_width;
    vertices[1].tv = src_crop.top   / src_full_height;

    vertices[2].x  = dst.right;
    vertices[2].y  = dst.bottom;
    vertices[2].tu = src_crop.right  / src_full_width;
    vertices[2].tv = src_crop.bottom / src_full_height;

    vertices[3].x  = dst.left;
    vertices[3].y  = dst.bottom;
    vertices[3].tu = src_crop.left   / src_full_width;
    vertices[3].tv = src_crop.bottom / src_full_height;

    for (int i = 0; i < 4; i++) {
        /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
        /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
        vertices[i].x -= 0.5;
        vertices[i].y -= 0.5;

        vertices[i].z       = 0.0f;
        vertices[i].rhw     = 1.0f;
        vertices[i].diffuse = D3DCOLOR_ARGB(alpha, 255, 255, 255);
    }
}
开发者ID:Flameeyes,项目名称:vlc,代码行数:39,代码来源:direct3d.c

示例5: __Vector3

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CN3Camera::CN3Camera()
{
	m_dwType |= OBJ_CAMERA;

	m_Data.Release();
	m_Data.vEye = m_vPos = __Vector3(15,5,-15);
	m_Data.vAt = m_vAt = __Vector3(0,0,0);
	m_Data.vUp = m_vScale = __Vector3(0,1,0);

	m_Data.fFOV = D3DXToRadian(55.0f); // 기본값 55 도
	m_Data.fNP = 0.7f;
	m_Data.fFP = 512.0f;

	m_bFogUse = TRUE;
	m_FogColor = D3DCOLOR_ARGB(255,255,255,255);
//	m_fFogDensity = 1.0 / m_Data.fFP;
//	m_fFogStart = m_Data.fFP * 0.75f;
//	m_fFogEnd = m_Data.fFP;

	m_fRadianX = 0.0f;
	m_bOrtho = false;
}
开发者ID:sailei1,项目名称:knightonline,代码行数:25,代码来源:N3Camera.cpp

示例6: getCorner

void CAxisAlgnBB::render(int argb)
{
    SVertex verts[kNumCorners];
    WORD indexList[kMaxIndices] = {	0, 2, 3,
                                    3, 1, 0,
                                    7, 6, 4,
                                    4, 5, 7,
                                    4, 6, 2,
                                    2, 0, 4,
                                    1, 3, 7,
                                    7, 5, 1,
                                    4, 0, 1,
                                    1, 5, 4,
                                    2, 6, 7,
                                    7, 3, 2
                                  };

    // Fill in the 8 vertices
    for(int i = 0; i < kNumCorners; ++i)
    {
        CPos pos = getCorner(i);

        verts[i].x = pos.x;
        verts[i].y = pos.y;
        verts[i].z = pos.z;
        verts[i].color = argb;
    }

    // Render the AABB
    g3D->render(verts, kNumCorners, indexList, kMaxIndices);

    // Render lines on the top and bottom of the the front and
    // back sides of the box.  This allow us to see the full dimensions
    // of the AABB better.
    for(int i = 0; i < kNumCorners; ++i)
        verts[i].color = D3DCOLOR_ARGB(255, 255, 255, 255);

    g3D->renderLine(verts, kNumCorners);
}
开发者ID:jiangguang5201314,项目名称:ZNginx,代码行数:39,代码来源:aabb.cpp

示例7: _CreateFont

/// <summary>Draws a rectangle to the screen at the specified coordinates
/// with the given width, height and color.</summary>
/// <param name="pDevice">LPDIRECT3DDEVICE9 to render to.</param>
/// <param name="x">Screen X coordinate to draw to.</param>
/// <param name="y">Screen Y coordinate to draw to.</param>
/// <param name="width">Width of the rectangle.</param>
/// <param name="height">Height of the rectangle.</param>
/// <param name="alpha">Alpha level for the rectangle (transparency).</param>
/// <param name="r">Red color component for the colour of the rectangle.</param>
/// <param name="g">Green color component for the colour of the rectangle.</param>
/// <param name="b">Blue color component for the colour of the rectangle.</param>
bool D3DDisplayManager::DrawRectToScreen(LPDIRECT3DDEVICE9 pDevice, float x,
		float y, float width, float height, int alpha, int r, int g, int b) {

	_CreateFont(pDevice);

	D3DCOLOR rectColor = D3DCOLOR_ARGB(alpha, r, g, b);

	pLine->SetWidth(width);

	// Draw a line with the thickness of width / 2 to get the desired width
	D3DXVECTOR2 vLine[2];
	vLine[0].x = x + width / 2;
	vLine[0].y = y;
	vLine[1].x = x + width / 2;
	vLine[1].y = y + height;

	pLine->Begin();
	pLine->Draw(vLine, 2, rectColor);
	pLine->End();

	return true;
}
开发者ID:rivenz,项目名称:LoL-Ability-Timers,代码行数:33,代码来源:D3DDisplayManager.cpp

示例8: OnD3D9FrameRender

//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr = S_OK;

    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    D3DXMATRIX mWorld = *g_Camera.GetWorldMatrix();
    D3DXMATRIX mView = *g_Camera.GetViewMatrix();
    D3DXMATRIX mProj = *g_Camera.GetProjMatrix();
    D3DXMATRIX mWorldViewProjection = mWorld * mView * mProj;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 160, 160, 250 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        g_pEffect9->SetMatrix( g_hmWorld, &mWorld );
        g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection );
        g_pEffect9->SetTexture( g_htxDiffuse, g_pTexture9 );

        pd3dDevice->SetVertexDeclaration( g_pDecl9 );

        g_Mesh.Render( pd3dDevice, g_pEffect9, g_hRenderScene );

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:42,代码来源:DDSWithoutD3DX9.cpp

示例9: D3DCOLOR_ARGB

//-------------------------------------------------------------
// Name: RenderText()
// Desc: 상태와 도움말을 화면에 출력
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RenderText()
{
    D3DCOLOR fontColor        = D3DCOLOR_ARGB(255,255,255,0);
    TCHAR szMsg[MAX_PATH] = TEXT("");

    FLOAT fNextLine = 40.0f; // 출력높이

    // 화면상태
    fNextLine = (FLOAT) m_d3dsdBackBuffer.Height; 
    lstrcpy( szMsg, TEXT("Press 'F2' to configure display") );
    fNextLine -= 20.0f;
    m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );

    lstrcpy( szMsg, m_strDeviceStats );
    fNextLine -= 20.0f;
    m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
    lstrcpy( szMsg, m_strFrameStats );
    fNextLine -= 20.0f;
    m_pFont->DrawText( 2, fNextLine, fontColor, szMsg );
	
	return S_OK;
}
开发者ID:jjuiddong,项目名称:Dx9-Shader,代码行数:26,代码来源:main.cpp

示例10: spriter

GameScene::GameScene() : spriter(NULL), balloonTexture(NULL), backGroundTexture(NULL),
	life(200), currentScore(0), currentEnemyNum(0), currentStage(1), prevTimer(0)
{ 
	//배경위치 초기화
	//position.x=0;
	//position.y=0;
	//position.z=0;
	//vecPosBG.x = 0;
	//vecPosBG.y = 0;
	//vecPosBG.z = 0;
	//vecPosition.x = SCREEN_WIDTH/2;
	//vecPosition.y = SCREEN_HEIGHT/8;
	//vecPosition.z = 0;

	color = D3DCOLOR_ARGB(255,255,255,255);
	background = _T("..\\Resource\\bird_test\\background.png");
	SetSceneNumber(GAME_SCENE);
	//ZeroMemory(&om, sizeof(ObjectManager));
	//om = new ObjectManager;
	//startTime = 0;
	//goalTime = 0;
}
开发者ID:JueSungMun,项目名称:FireBalloon,代码行数:22,代码来源:GameScene.cpp

示例11: D3DCOLOR_ARGB

CEffAttack001::CEffAttack001( CResBattle *game, CShanaProt *target ):CSprite( game )
{
	// 資源調達
	m_Anime.m_AnimeSpec	= game->m_AnimationManager->GetAnimation( ANIME_NO_EFF_ATTACK_001 );
	m_Tex					= game->m_TextureManager->GetTextureGroup( TEXTURE_NO_EFF_SHA408 );
	m_DispObjGroup			= m_Game->m_DispObjGroup;
	m_DispObj				= m_DispObjGroup->GetDispObj();

/*	m_Anime.m_AnimeSpec->CreateAction( 0, 10 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 0, 0, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 1, 1, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 2, 2, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 3, 3, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 4, 4, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 5, 5, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 6, 6, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 7, 7, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 8, 8, 4, 320, 240 );
	m_Anime.m_AnimeSpec->GetActionData( 0 )->SetMotionData( 9, 9, 0, 320, 240 );
*/
	//	game->m_AnimationManager->SetupAnimation( m_Anime, 0 );
//	game->m_TextureManager->SetupTextureGroup( m_Tex, 0 );

	// 初期状態
	target->GetPosition( &m_X, &m_Y );
	m_Dir = target->getDir();
	m_X -= m_Dir * 118;
	m_Y -= 70;
	m_Flame = 0;

	// ブレンド方法指定
	m_DispObj->SetDestBlend(D3DBLEND_ONE);
	m_DispObj->SetSrcBlend(D3DBLEND_ONE);
	m_DispObj->SetBlendColor( D3DCOLOR_ARGB(255,255,255,255) );

	// ランダム回転
//	m_DispObj->SetRotation( 0,0,0,0, 1, ( rand()%360 ));
}
开发者ID:childs-heart,项目名称:ChiruhaSyana,代码行数:38,代码来源:EffAttack001.cpp

示例12: m_pDevice

C3DVertex::C3DVertex(LPDIRECT3DDEVICE9 _pDevice, float z) : m_pDevice(_pDevice),m_alpha(255)
{
	m_color = D3DCOLOR_ARGB(m_alpha,255,255,255);

	// 板ポリゴン作成
	if ( FAILED( m_pDevice->CreateVertexBuffer( sizeof( CUSTOMVERTEX ) * 4, 0, D3DFVF_CUSTOM3DVERTEX, D3DPOOL_MANAGED, &m_vertex, 0 ) ) ) {
		return ;
	}

	CUSTOMVERTEX billboard[ 4 ] = {
		{ D3DXVECTOR3( -0.5f, -0.5f, z ), 0.0f, 1.0f },
		{ D3DXVECTOR3( -0.5f,  0.5f, z ), 0.0f, 0.0f },
		{ D3DXVECTOR3(  0.5f, -0.5f, z ), 1.0f, 1.0f },
		{ D3DXVECTOR3(  0.5f,  0.5f, z ), 1.0f, 0.0f }
	};

	CUSTOMVERTEX* p;
	m_vertex->Lock( 0, 0, (void**)&p, 0 );
	{
		memcpy( p, billboard, sizeof( CUSTOMVERTEX ) * 4 );
		m_vertex->Unlock();
	}
}
开发者ID:DragonKingdom,项目名称:Drakin,代码行数:23,代码来源:3DVertex.cpp

示例13: D3DCOLOR_ARGB

////////////////////////////////////////////////////////////////
//
// CRenderItemManager::SaveReadableDepthBuffer
//
// Ensure our readable depth buffer is no longer being used
//
////////////////////////////////////////////////////////////////
void CRenderItemManager::SaveReadableDepthBuffer( void )
{
    if ( m_bUsingReadableDepthBuffer )
    {
        m_bUsingReadableDepthBuffer = false;

        if ( m_pNonAADepthSurface2 )
        {
            // If using AA hacks, change to the other depth buffer we created
            m_pDevice->SetDepthStencilSurface ( m_pNonAADepthSurface2 );
            m_pDevice->Clear ( 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_ARGB(0,0,0,0), 1, 0 );
        }
        else
        {
            // If not using AA hacks, just change back to the GTA depth buffer
            if ( m_pSavedSceneDepthSurface )
            {
                m_pDevice->SetDepthStencilSurface ( m_pSavedSceneDepthSurface );
                SAFE_RELEASE( m_pSavedSceneDepthSurface );
            }
        }
    }
}
开发者ID:tousuke,项目名称:mtasa-blue,代码行数:30,代码来源:CRenderItemManager.cpp

示例14: OnFrameRender

void CALLBACK OnFrameRender(IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext)
{
    HRESULT hr;

    V(pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 33, 64, 145), 1.0f, 0));

    if(SUCCEEDED(pd3dDevice->BeginScene()))
    {
        g_BackgroundQuad.Render();
        g_Board.Render(pd3dDevice);
        RenderArrows(fElapsedTime);
		RenderWinner(fElapsedTime);


        DXUT_BeginPerfEvent(DXUT_PERFEVENTCOLOR, L"HUD / Stats");
        //RenderText();
        V(g_HUD.OnRender(fElapsedTime));
        V(g_SampleUI.OnRender(fElapsedTime));
        DXUT_EndPerfEvent();

        V(pd3dDevice->EndScene());
    }
}
开发者ID:Bastila,项目名称:c-plus-plus-examples,代码行数:23,代码来源:NsRenju.cpp

示例15: menu_iterate_xui

bool menu_iterate_xui(void)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
   LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device;

   app.RunFrame(); /* Update XUI */

   XuiRenderBegin( app.GetDC(), D3DCOLOR_ARGB( 255, 0, 0, 0 ) );

   D3DXMATRIX matOrigView;
   XuiRenderGetViewTransform( app.GetDC(), &matOrigView );

   XUIMessage msg;
   XUIMessageRender msgRender;
   XuiMessageRender( &msg, &msgRender, app.GetDC(), 0xffffffff, XUI_BLEND_NORMAL );
   XuiSendMessage( app.GetRootObj(), &msg );

   XuiRenderSetViewTransform( app.GetDC(), &matOrigView );

   XuiRenderEnd( app.GetDC() );
   XuiTimersRun();
   return true;
}
开发者ID:AbelFlos,项目名称:RetroArch,代码行数:23,代码来源:rmenu_xui.cpp


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