本文整理汇总了C++中CD3DFont::RestoreDeviceObjects方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DFont::RestoreDeviceObjects方法的具体用法?C++ CD3DFont::RestoreDeviceObjects怎么用?C++ CD3DFont::RestoreDeviceObjects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类CD3DFont
的用法示例。
在下文中一共展示了CD3DFont::RestoreDeviceObjects方法的7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:
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// Restore the device objects for the meshes and fonts
m_pTerrain->RestoreDeviceObjects( m_pd3dDevice );
m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
// Set the transform matrices (view and world are updated per frame)
D3DXMATRIX matProj;
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set up the default texture states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
示例2:
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// InitDeviceObjects for file objects (build textures and vertex buffers)
m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice );
m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
m_pEffect->OnResetDevice();
m_pEffect->SetTexture( "texSphereMap", m_pSphereMap );
// Set the transform matrices
FLOAT fAspect = (FLOAT) m_d3dsdBackBuffer.Width / (FLOAT) m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &m_matProject, D3DX_PI * 0.4f, fAspect, 0.5f, 100.0f );
return S_OK;
}
示例3:
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -2001.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 3000.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set any appropiate state
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE );
// Size the background image
BACKGROUNDVERTEX* vBackground;
m_pBackgroundVB->Lock( 0, 0, (BYTE**)&vBackground, 0 );
for( UINT i=0; i<4; i ++ )
{
vBackground[i].p = D3DXVECTOR4( 0.0f, 0.0f, 0.9f, 1.0f );
vBackground[i].color = 0xffffffff;
}
vBackground[0].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
vBackground[2].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
vBackground[2].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
vBackground[3].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
vBackground[0].tu = 0.0f; vBackground[0].tv = 1.0f;
vBackground[1].tu = 0.0f; vBackground[1].tv = 0.0f;
vBackground[2].tu = 1.0f; vBackground[2].tv = 1.0f;
vBackground[3].tu = 1.0f; vBackground[3].tv = 0.0f;
m_pBackgroundVB->Unlock();
return S_OK;
}
示例4: ApplyEnvironmentMap
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// Restore device objects
m_pObject->RestoreDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
// Set up the textures
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
// Set the view and projection matrices
D3DXMATRIX matView, matProj;
D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, 3.5f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 1000.0f );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Setup a material
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
// Set up the light
D3DUtil_InitLight( m_Light, D3DLIGHT_POINT, 5.0f, 5.0f, -20.0f );
m_Light.Attenuation0 = 1.0f;
m_pd3dDevice->SetLight( 0, &m_Light );
m_pd3dDevice->LightEnable( 0, TRUE );
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00444444 );
ApplyEnvironmentMap();
return S_OK;
}
示例5: sqrtf
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Setup render state
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
// Setup the light
D3DLIGHT8 light;
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 1.0f;
light.Specular.r = light.Specular.g = light.Specular.b = 0.0f;
light.Ambient.r = light.Ambient.g = light.Ambient.b = 0.3f;
light.Position = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &D3DXVECTOR3( 0.3f, -1.0f, 1.0f ) );
light.Attenuation0 = light.Attenuation1 = light.Attenuation2 = 0.0f;
light.Range = sqrtf(FLT_MAX);
m_pd3dDevice->SetLight(0, &light );
m_pd3dDevice->LightEnable(0, TRUE );
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 0.85f );
m_ArcBall.SetRadius( m_fObjectRadius );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, m_fObjectRadius/64.0f,
m_fObjectRadius*200.0f);
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// update the local copies of the meshes
UpdateLocalMeshes(&m_MeshAttrSorted);
UpdateLocalMeshes(&m_MeshStripReordered);
UpdateLocalMeshes(&m_MeshVertexCacheOptimized);
return S_OK;
}
示例6: vEye
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set the matrices
D3DXVECTOR3 vEye( 0.0f, 0.0f,-3.0f );
D3DXVECTOR3 vAt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEye,&vAt, &vUp );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set state
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
return S_OK;
}
示例7: ZeroMemory
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
// Restore the font
m_pFont->RestoreDeviceObjects();
m_pFontSmall->RestoreDeviceObjects();
// Create light
D3DLIGHT8 light;
ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = m_colorLight.r;
light.Diffuse.g = m_colorLight.g;
light.Diffuse.b = m_colorLight.b;
light.Diffuse.a = m_colorLight.a;
light.Specular.r = 1.0f;
light.Specular.g = 1.0f;
light.Specular.b = 1.0f;
light.Specular.a = 0.0f;
light.Direction.x = m_vecLight.x;
light.Direction.y = m_vecLight.y;
light.Direction.z = m_vecLight.z;
m_pd3dDevice->SetLight(0, &light);
m_pd3dDevice->LightEnable(0, TRUE);
// Create material
D3DMATERIAL8 material;
ZeroMemory(&material, sizeof(material));
material.Diffuse.a = 1.0f;
material.Specular.r = 0.5f;
material.Specular.g = 0.5f;
material.Specular.b = 0.5f;
material.Power = 20.0f;
m_pd3dDevice->SetMaterial(&material);
// Setup render states
m_pd3dDevice->SetVertexShader(D3DFVF_XYZ);
m_pd3dDevice->SetTransform(D3DTS_VIEW, &m_matView);
m_pd3dDevice->SetTransform(D3DTS_WORLD, &m_matIdentity);
m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
m_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
m_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
// Create caustic texture
D3DDISPLAYMODE mode;
m_pd3dDevice->GetDisplayMode(&mode);
if(FAILED(hr = D3DXCreateTexture(m_pd3dDevice, WATER_CAUSTICS_SIZE, WATER_CAUSTICS_SIZE, 1, D3DUSAGE_RENDERTARGET, mode.Format, D3DPOOL_DEFAULT, &m_pCausticTex)) &&
FAILED(hr = D3DXCreateTexture(m_pd3dDevice, WATER_CAUSTICS_SIZE, WATER_CAUSTICS_SIZE, 1, 0, mode.Format, D3DPOOL_DEFAULT, &m_pCausticTex)))
{
return hr;
}
D3DSURFACE_DESC desc;
m_pCausticTex->GetSurfaceLevel(0, &m_pCausticSurf);
m_pCausticSurf->GetDesc(&desc);
if(FAILED(hr = D3DXCreateRenderToSurface(m_pd3dDevice, desc.Width, desc.Height,
//.........这里部分代码省略.........