本文整理汇总了C++中D3DXCOLOR函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXCOLOR函数的具体用法?C++ D3DXCOLOR怎么用?C++ D3DXCOLOR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D3DXCOLOR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: GetApp
void CommandSystem::Draw() {
if (!mCommandMode) return;
int nHeight = GetApp()->getHeight() * 0.7f;
GetApp()->text_->SetInsertionPos(50, nHeight);
GetApp()->text_->SetForegroundColor(D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));
GetApp()->text_->DrawFormattedTextLine(mStatusLine.c_str());
idStr displayString = "edit";
GetApp()->text_->SetInsertionPos(50, nHeight+10);
displayString += "> ";
displayString += mCommand.c_str();
if (timeGetTime() & 0x200)
{
displayString += "_";
}
GetApp()->text_->DrawFormattedTextLine(displayString.c_str());
}
示例2: tObject
GameObject::GameObject(int textureIndex, float scale, float posX, float posY, float posZ, float dur, PositionType tPos) :
// myMesh(NULL),
//position(&v.Position),
//color(&v.Color),
tObject(SPRITE),
tPosition(tPos),
velocity(0,0,0),
lookDirection(1,0,0),
mMeshOirentation(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),
duration(dur),
parent(NULL)
{
myVertex.TextureIndex = textureIndex;
myVertex.AnimationSize = 0;
myVertex.AnimationProgress = 0;
myVertex.Opacity = 1.f;
SetColor(D3DXCOLOR(0,0,0,0));
ScaleTo(scale);
TranslateTo(posX,posY,posZ);
RotateTo(0,0,0);
}
示例3: createTex
Sprite::Sprite(ID3D10Device* p_d3dDevice, float p_x, float p_y, float p_width, float p_height, char* p_fileName, D3D10_VIEWPORT* p_viewPort)
{
m_d3dDevice = p_d3dDevice;
m_viewPort = p_viewPort;
// Set the sprite's shader resource view
m_imageSprite.pTexture = createTex(p_fileName);
m_x = p_x;
m_y = p_y;
m_posX = m_x;
m_posY = m_y;
m_height = p_height;
m_width = p_width;
// top-left location in U,V coords
m_imageSprite.TexCoord.x = 0;
m_imageSprite.TexCoord.y = 0;
// Determine the texture size in U,V coords
m_imageSprite.TexSize.x = 1.0f;
m_imageSprite.TexSize.y = 1.0f;
// Set the texture index. Single textures will use 0
m_imageSprite.TextureIndex = 0;
m_imageSprite.ColorModulate = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
D3DXMatrixIdentity(&m_matTranslate);
D3DXMatrixIdentity(&m_matScale);
D3DXMatrixScaling(&m_matScale, m_width, m_height, 1.0f);
m_anchorPoint = NORMAL;
m_centerX = false;
}
示例4: ASSERT
KG3DSFXBillboard::KG3DSFXBillboard(KG3DSFX *pSFX)
{
ASSERT(pSFX);
m_pSFX = pSFX;
m_pTexture = NULL;
m_dwCuttingNum = 1;
m_pTexture2 = NULL;
m_dwCuttingNum2 = 1;
m_fCurrentFrame = -1;
//m_bLockAxis = FALSE;
//m_bRotation = FALSE;
m_bBindToBone = FALSE;
m_strBoneName = "";
m_vPositionLine.InsertKeyFrame(0, D3DXVECTOR3(0, 0, 0));
m_fWidthTimeLine.InsertKeyFrame(0, 50);
m_fHeightTimeLine.InsertKeyFrame(0, 50);
m_DiffuseTimeLine.InsertKeyFrame(0, D3DXCOLOR(1, 1, 1, 1));
m_nTextureFrameIndex.InsertKeyFrame(0, 0);
m_nTexture2FrameIndex.InsertKeyFrame(0, 0);
m_vUVTimeLine.InsertKeyFrame(0, D3DXVECTOR2(0, 0));
m_fRotationTimeLine.InsertKeyFrame(0, 0.f);
m_dwBindTrackIndex = SFX_NOT_BIND_TO_TRACK;
m_Rotation = 0.f;
m_Translation = D3DXVECTOR3(0, 0, 0);
m_eBlendMode = SFX_BM_SRCALPHA_INVSRCALPHA;
m_dwRenderTargetTexFlag = 0;
m_dwBillBoradType = BILLBOARE_TYPE_NORMAL;
m_pVB = NULL;
m_fHeight = 0.f;
m_fWidth = 0.f;
}
示例5: D3DXCOLOR
void MakeStackIcon::onRender(uint flags)
{
if (!enabled)
return;
#ifdef DXRENDER
D3DMATERIAL9 stackIconMaterial = dxr->textureMaterial;
stackIconMaterial.Diffuse = D3DXCOLOR(1, 1, 1, ease(alpha));
dxr->device->SetMaterial(&stackIconMaterial);
Mat33 orientation(NxQuat(90, Vec3(1,0,0)));
dxr->renderSideLessBox(Vec3(position.x, 10, position.z), orientation, Vec3(size / 2.0f, -size / 2.0f, 1), texMgr->getGLTextureId("widget.vertStack"));
dxr->device->SetMaterial(&dxr->textureMaterial);
#else
glPushAttribToken token(GL_ENABLE_BIT);
//glColor4f(72.0f/255., 149.0f/255., 234.0f/255., 1.0);
if (alpha == 1.0)
glColor4d(1, 1, 1, 1);
else glColor4d(1, 1, 1, ease(alpha));
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texMgr->getGLTextureId("widget.vertStack"));
glEnable(GL_BLEND);
glPushMatrix();
glTranslated(position.x, 0, position.z);
glScalef(size / 2.0f, 0.2f, size / 2.0f);
glBegin(GL_TRIANGLE_FAN);
{
glNormal3f(0,1,0);
glTexCoord2f(1,1); glVertex3f(-1,1,1);
glTexCoord2f(0,1); glVertex3f(1,1,1);
glTexCoord2f(0,0); glVertex3f(1,1,-1);
glTexCoord2f(1,0); glVertex3f(-1,1,-1);
}
glEnd();
glPopMatrix();
#endif
}
示例6: textTailAttachTitle
PyObject * textTailAttachTitle(PyObject * poSelf, PyObject * poArgs)
{
int iVirtualID;
if (!PyTuple_GetInteger(poArgs, 0, &iVirtualID))
return Py_BuildException();
char * szName;
if (!PyTuple_GetString(poArgs, 1, &szName))
return Py_BuildException();
float fr;
if (!PyTuple_GetFloat(poArgs, 2, &fr))
return Py_BuildException();
float fg;
if (!PyTuple_GetFloat(poArgs, 3, &fg))
return Py_BuildException();
float fb;
if (!PyTuple_GetFloat(poArgs, 4, &fb))
return Py_BuildException();
CPythonTextTail::Instance().AttachTitle(iVirtualID, szName, D3DXCOLOR(fr, fg, fb, 1.0f));
return Py_BuildNone();
}
示例7: OnFrameRender
static void CALLBACK OnFrameRender(IDirect3DDevice9* pDev,
double time,
float elapsedTime,
void* userContext)
{
pDev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DXCOLOR(0.1f, 0.3f, 0.6f, 0.0f), 1.0f, 0);
if (SUCCEEDED(pDev->BeginScene())) {
#if 0
pDev->SetTransform(D3DTS_WORLD, &g_matrixWorld);
pDev->SetTransform(D3DTS_VIEW, &g_matrixView);
pDev->SetTransform(D3DTS_PROJECTION, &g_matrixProjection);
pDev->SetLight(0, &g_light);
pDev->LightEnable(0, TRUE);
pDev->SetMaterial(&g_material);
//pDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDev->SetRenderState(D3DRS_SPECULARENABLE,TRUE);
#else
cgD3D9BindProgram(g_cgVertexProgram);
checkForCgError("binding vertex program");
#endif
cgSetParameterValuefc(g_cgWorldMatrix, 16, g_matrixWorld.m[0]);
cgSetParameterValuefc(g_cgWorldViewProjMatrix, 16, g_matrixWorldViewProj.m[0]);
cgSetParameterValuefc(g_cgAmbient, 3, (float*)&g_light.Ambient);
cgSetParameterValuefc(g_cgLightColor, 3, (float*)&g_light.Diffuse);
cgSetParameterValuefc(g_cgLightPos, 3, (float*)&g_light.Position);
cgSetParameterValuefc(g_cgEyePos, 3, (float*)&g_eyePos);
cgSetParameterValuefc(g_cgKe, 3, (float*)&g_material.Emissive);
cgSetParameterValuefc(g_cgKa, 3, (float*)&g_material.Ambient);
cgSetParameterValuefc(g_cgKd, 3, (float*)&g_material.Diffuse);
cgSetParameterValuefc(g_cgKs, 3, (float*)&g_material.Specular);
cgSetParameterValuefc(g_cgShininess, 3, &g_material.Power);
g_pMeshSphere->DrawSubset(0);
pDev->EndScene();
}
}
示例8: OnD3D11FrameRender
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext,
double fTime, float fElapsedTime, void* pUserContext )
{
// Clear render target and the depth stencil
float ClearColor[4] = { 0.176f, 0.196f, 0.667f, 0.0f };
ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor );
pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
vegetationRendering->draw(pd3dDevice, GameTime(fElapsedTime, fTime));
std::wstringstream ws;
ws << DXUTGetFPS();
textHelper.Begin();
textHelper.SetInsertionPos(5, 5);
textHelper.SetForegroundColor(vegetationRendering->isInCaptureMode() ? D3DXCOLOR(1,0,0,1) : D3DXCOLOR(1, 1, 0, 1));
textHelper.DrawTextLine(ws.str().c_str());
textHelper.End();
}
示例9: EFFECT
EFFECT_LENSFLARE::EFFECT_LENSFLARE(IDirect3DDevice9 *Dev, int _type, D3DXVECTOR3 _position) : EFFECT(Dev)
{
m_position = _position;
m_type = _type;
m_mainAlpha = 0.0f;
m_inScreen = false;
//Add Flares
if(m_type == 0) //Standard flare
{
m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), 0.5f, 0.7f, 0));
m_flares.push_back(FLARE(D3DXCOLOR(0.0f, 1.0f, 0.5f, 1.0f), 1.0f, 1.0f, 1));
m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 0.5f, 0.5f, 1.0f), 1.5f, 1.3f, 2));
m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), -0.5f, 0.8f, 3));
m_flares.push_back(FLARE(D3DXCOLOR(0.0f, 1.0f, 0.5f, 1.0f), 0.4f, 1.0f, 4));
m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), 0.75f, 1.0f, 5));
m_flares.push_back(FLARE(D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f), 1.8f, 1.2f, 6));
m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), 2.1f, 0.5f, 4));
}
else if(m_type == 1) //Some other flare etc...
{
//setup your own flare here...
}
}
示例10: D3DXMatrixIdentity
void HippoUI_RenderD3D9::DrawSprite(HippoUI_Rect& rect,HippoUI_TextureProxy* pTexProxy,HippoUi_Color& color)
{
//return;
IDirect3DTexture9* pTex=(IDirect3DTexture9*)(pTexProxy->GetHardwareTexturePtr());
//calc scale
D3DXMATRIXA16 matTransform;
D3DXMatrixIdentity(&matTransform);
float scale_x=( float )rect.GetWidth()/pTexProxy->GetRect().GetWidth();
float scale_y=( float )rect.GetHeight()/pTexProxy->GetRect().GetHeight();
D3DXMatrixScaling( &matTransform, scale_x, scale_y, 1.0f );
m_pSprite->SetTransform(&matTransform);
D3DXVECTOR3 vPos( ( float )rect.left, ( float )rect.top, 0.0f );
vPos.x /= scale_x;
vPos.y /= scale_y;
HRESULT res=m_pSprite->Draw(pTex,pTexProxy->GetRect().GetRECT(),0,&vPos,D3DXCOLOR( color.r, color.g, color.b, color.a ));
if(FAILED(res))
{
ReportErr("sprite draw failed");
}
}
示例11: render_frame
// render a single frame
void render_frame(void)
{
// clear the render target (this should be the back buffer) to a deep blue
g_dev_context_ptr->ClearRenderTargetView(g_render_target_ptr, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
// do 3D render to the render target (this should be the back buffer)
// select which vertex buffer to display (we only have one, so this is simple)
UINT stride = sizeof(MY_VERTEX);
UINT offset = 0;
g_dev_context_ptr->IASetVertexBuffers(0, 1, &g_vertex_buffer_ptr, &stride, &offset);
// select the drawing routine for the primitives that will be drawn
g_dev_context_ptr->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// draw the vertex buffer to the render target
g_dev_context_ptr->Draw(3, 0);
// switch the back buffer and the front buffer
g_swap_chain_ptr->Present(0, 0);
}
示例12: D3DXVECTOR2
GameSprite::GameSprite(int width, int height)
{
originalSize.x = (float)width;
originalSize.y = (float)height;
frameSize.x = (float)Stats::getTilesize();
frameSize.y = (float)Stats::getTilesize();
position.x = 0;
position.y = 0;
position.z = 0;
scale.x = 1;
scale.y = 1;
velocity = D3DXVECTOR2(0,0);
texCoord = D3DXVECTOR2(0,0);
color = D3DXCOLOR(1, 1, 1, 1);
hasAnimation = false;
animationPos = 0;
numFrames = width / Stats::getTilesize();
timePerFrame = 200;
animationRow = 0;
sprite = new D3DX10_SPRITE();
}
示例13: WinMain
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
EngineConfig config;
// TODO:
// Load this from a file.
ZeroMemory(&config, sizeof(EngineConfig));
config.screen_width = 800;
config.screen_height = 600;
config.min_world_coords = D3DXVECTOR3(-5000.0f, -5000.0f, -5000.0f);
config.max_world_coords = D3DXVECTOR3(5000.0f, 5000.0f, 5000.0f);
config.num_octree_levels = 4;
config.near_clip = 0.1f;
config.far_clip = 5000.0f;
config.fov = 45.0f;
config.ambient_color = D3DXVECTOR3(0.1f, 0.1f, 0.1f);
config.background_color = D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f);
config.camera_speed = 0.06f;
config.mouse_sensitivity = 0.01f;
config.hInstance = hInstance;
config.hPrevInstance = hPrevInstance;
config.lpCmdLine = lpCmdLine;
config.nCmdShow = nCmdShow;
config.draw_debug_objects = false;
config.window_class_name = "GameWindow";
config.window_caption = "Hi, this is 3D, coming to you in 2D(where available)";
g_engine = new Engine(config);
InitObjects();
WPARAM main_loop_result = Engine::instance->MainLoop();
return main_loop_result;
}
示例14: __ApplyDiffuseRenderState
void CGrannyMaterial::__ApplySpecularRenderState()
{
if (TRUE == STATEMANAGER.GetRenderState(D3DRS_ALPHABLENDENABLE))
{
__ApplyDiffuseRenderState();
return;
}
CGraphicTexture* pkTexture=ms_akSphereMapInstance[m_bSphereMapIndex].GetTexturePointer();
STATEMANAGER.SetTexture(0, GetD3DTexture(0));
if (pkTexture)
STATEMANAGER.SetTexture(1, pkTexture->GetD3DTexture());
else
STATEMANAGER.SetTexture(1, NULL);
STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, D3DXCOLOR(g_fSpecularColor.r, g_fSpecularColor.g, g_fSpecularColor.b, __GetSpecularPower()));
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATEALPHA_ADDCOLOR);
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
STATEMANAGER.SetTransform(D3DTS_TEXTURE1, &ms_matSpecular);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
}
示例15: D3DXLoadMeshFromX
bool XModel::load(std::string filename, std::string texturedir) {
LPD3DXBUFFER materialBuffer;
HRESULT res;
res = D3DXLoadMeshFromX(filename.c_str(), D3DXMESH_SYSTEMMEM, mamain->d3ddev, NULL, &materialBuffer, NULL, &materialCount, &mesh);
if (FAILED(res)) {
ErrorHandleCritical(mamain->err, mamain->errCrit, ErrorD3D9, res, "D3DXLoadMeshFromX");
return false;
}
D3DXMATERIAL* xMaterials = (D3DXMATERIAL* )materialBuffer->GetBufferPointer();
materials = new D3DMATERIAL9[materialCount];
textures = new LPDIRECT3DTEXTURE9[materialCount];
memset(materials, 0, materialCount * sizeof(D3DMATERIAL9));
memset(textures, 0, materialCount * sizeof(LPDIRECT3DTEXTURE9));
for (uint i = 0; i < materialCount; ++i) {
materials[i] = xMaterials[i].MatD3D;
materials[i].Ambient = D3DXCOLOR(0.0, 0.0, 0.0, 0.0);
textures[i] = NULL;
if (xMaterials[i].pTextureFilename != NULL && lstrlen(xMaterials[i].pTextureFilename) > 0) {
std::string file = texturedir + '/' + xMaterials[i].pTextureFilename;
res = D3DXCreateTextureFromFile(mamain->d3ddev, file.c_str(), &textures[i]);
if (FAILED(res))
ErrorHandleCritical(mamain->err, mamain->errCrit, ErrorCreateTexFromFile, res, file);
}
}
materialBuffer->Release();
return true;
}