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C++ CBlender_Compile::i_dx10BorderColor方法代码示例

本文整理汇总了C++中CBlender_Compile::i_dx10BorderColor方法的典型用法代码示例。如果您正苦于以下问题:C++ CBlender_Compile::i_dx10BorderColor方法的具体用法?C++ CBlender_Compile::i_dx10BorderColor怎么用?C++ CBlender_Compile::i_dx10BorderColor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CBlender_Compile的用法示例。


在下文中一共展示了CBlender_Compile::i_dx10BorderColor方法的1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:

void	CBlender_accum_direct::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

//	BOOL	b_HW_smap		= RImplementation.o.HW_smap;
//	BOOL	b_HW_PCF		= RImplementation.o.HW_smap_PCF;
	BOOL		blend		= FALSE;	//RImplementation.o.fp16_blend;
	D3DBLEND	dest		= blend?D3DBLEND_ONE:D3DBLEND_ZERO;
	if (RImplementation.o.sunfilter)	{ blend = FALSE; dest = D3DBLEND_ZERO; }

	switch (C.iElement)
	{
	case SE_SUN_NEAR:		// near pass - enable Z-test to perform depth-clipping
	case SE_SUN_MIDDLE:		// middle pass - enable Z-test to perform depth-clipping
		//	FVF::TL2uv
		C.r_Pass			("accum_sun","accum_sun_near_nomsaa_nominmax",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);

		C.r_CullMode		(D3DCULL_NONE);
		C.PassSET_ZB		(TRUE,FALSE,TRUE	);	// force inverted Z-Buffer

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);
		C.r_dx10Texture		("s_smap_minmax",	r2_RT_smap_depth_minmax);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		C.r_dx10Sampler		("smp_smap");

		C.r_End				();
		break;
	case SE_SUN_FAR:		// far pass, only stencil clipping performed
		//	FVF::TL2uv
		//C.r_Pass			("null",			"accum_sun_far",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Pass			("accum_sun","accum_sun_far_nomsaa",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);
		//C.r_Sampler_rtf		("s_position",		r2_RT_P			);
		//C.r_Sampler_rtf		("s_normal",		r2_RT_N			);
		//C.r_Sampler_clw		("s_material",		r2_material		);
		//C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		//C.r_Sampler			("s_lmap",			r2_sunmask		);
		//if (b_HW_smap)		{
		//	if (b_HW_PCF)	C.r_Sampler_clf		("s_smap",r2_RT_smap_depth	);
		//	else			{
		//		C.r_Sampler_rtf		("s_smap",r2_RT_smap_depth	);
		//	}
		//}
		//else				C.r_Sampler_rtf		("s_smap",r2_RT_smap_surf	);
		//jitter				(C);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		{
			u32 s = C.r_dx10Sampler("smp_smap");
			C.i_dx10Address		(s, D3DTADDRESS_BORDER);
			C.i_dx10BorderColor	(s, D3DCOLOR_ARGB(255, 255, 255, 255));
		}

		C.r_End				();
		break;
	case SE_SUN_LUMINANCE:	// luminance pass
		//C.r_Pass			("null",			"accum_sun",		false,	FALSE,	FALSE);
		C.r_Pass			("stub_notransform_aa_AA","accum_sun_nomsaa",		false,	FALSE,	FALSE);
		C.r_CullMode		(D3DCULL_NONE);
		//C.r_Sampler_rtf		("s_position",		r2_RT_P			);
		//C.r_Sampler_rtf		("s_normal",		r2_RT_N			);
		//C.r_Sampler_clw		("s_material",		r2_material		);
		//C.r_Sampler_clf		("s_smap",			r2_RT_generic0	);
		//jitter				(C);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_smap",			r2_RT_generic0);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		jitter				(C);
		C.r_End				();
		break;

		//	SE_SUN_NEAR for min/max
	case SE_SUN_NEAR_MINMAX:		// near pass - enable Z-test to perform depth-clipping
		//	FVF::TL2uv
		C.r_Pass			("accum_sun","accum_sun_near_nomsaa_minmax",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);
//.........这里部分代码省略.........
开发者ID:2asoft,项目名称:xray-16,代码行数:101,代码来源:blender_light_direct.cpp


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