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C++ CD3DTexture::createRenderTexture方法代码示例

本文整理汇总了C++中CD3DTexture::createRenderTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DTexture::createRenderTexture方法的具体用法?C++ CD3DTexture::createRenderTexture怎么用?C++ CD3DTexture::createRenderTexture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CD3DTexture的用法示例。


在下文中一共展示了CD3DTexture::createRenderTexture方法的3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: WinMain

// Our Win32 main
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL; // Handle to our window
	MSG msg = {0};  
    WNDCLASSEX wndclassex = {0};

	// Init fields we care about
	wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
    wndclassex.style = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc = WinProc;
    wndclassex.hInstance = hinstance;
	wndclassex.lpszClassName = kClassName;
	wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
											IMAGE_CURSOR, 0, 0, LR_SHARED);
    
    RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

	RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect
	
	DWORD winStyleEx = WS_EX_CLIENTEDGE;
	DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME;

	// Adjust window rect so it gives us our desired client rect when we 
	// create the window
	AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

	// Create the window
    hwnd = CreateWindowEx(winStyleEx,
					      kClassName,
						  "www.GameTutorials.com -- Shadow Mapping (HLSL)",
						  winStyle,
						  CW_USEDEFAULT,
						  CW_USEDEFAULT,
						  rect.right - rect.left,
						  rect.bottom - rect.top,
						  NULL,
						  NULL,
						  hinstance,
						  NULL);
						  
	// Get the client rect and make sure our client is the size we want
	GetClientRect(hwnd, &rect);
	assert(rect.right == kWinWid && rect.bottom == kWinHgt);

	// Init our global 3D object
	if(g3D->init(hwnd) == false)
		return EXIT_FAILURE; // There's been an error, lets get out of this joint
	
	if(!CreateSphere(0.05f, D3DCOLOR_XRGB(255,255,0), &gLight))
		return false; // Couldn't create the sphere... Something very bad happened...
		
	if(!CreateSphere(0.75f, D3DCOLOR_XRGB(0,128,64), &gSphere))
		return false; // Couldn't create the sphere... Something very bad happened...
		
	if(!CreateBox(1.0f, 2.0f, 1.0f, D3DCOLOR_XRGB(0, 128, 64), &gBox))
		return false; // Couldn't create the box... This isn't good!
	
	if(!CreateBox(16.0f, 0.05f, 16.0f, D3DCOLOR_XRGB(225, 225, 255), &gGround))
		return false; // Couldn't create the ground... Time to bail
				
	if(!gShadowMap.createRenderTexture(512, 512, D3DFMT_R32F))
		return false; // Couldn't create a shadow map texture.  Your video card 
					 // probably doesn't support the D3DFMT_R32F format.  You will need a beefier card to
					// run this tutorial
					 
	if(!gRenderTarget.init(512, 512, D3DFMT_R32F, D3DFMT_D24S8))
		return false; // Couldn't create a shadow map texture.  Your video card doesn't support render
					 // targets or it probably doesn't support the D3DFMT_R32F format.  You will need
					// a beefier card to run this tutorial

	// Set up our projection matrix once because it will not change
	g3D->setProjMatrix(DEG2RAD(60), 1.0f, 2048.0f);
	
	// We set up our view matrix once because it will never change
	g3D->setViewMatrix(kEyePos, CPos(0.0f, 0.0f, 0.0f));
	
	D3DXMATRIXA16 projMat;
	
	// Create texture projection matrix
	D3DXMatrixPerspectiveFovLH(&projMat, DEG2RAD(60), 1.0f, 0.1f, 100.0f);
	
	// Set data in our shader that will never change
	g3D->mShader->SetFloatArray("gLightProjMat", &projMat._11, 16);	
	
	g3D->mShader->SetFloatArray("gEyePos", &kEyePos.x, 3); // Set the camera's eye position
	g3D->mShader->SetFloatArray("gDiffuse", &kDiffuse.r, 3); // Lights diffuse color
	g3D->mShader->SetFloatArray("gSpecular", &kSpecular.r, 3); // Lights specular color
	g3D->mShader->SetFloatArray("gAmbient", &kAmbient.r, 3); // Lights ambient color

	// Show and update the window
	ShowWindow(hwnd, ishow);
	UpdateWindow(hwnd);
	
    while(1) // While the app is alive
	{
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // If the OS has a message for us
		{
			if(msg.message == WM_QUIT)
				break;
//.........这里部分代码省略.........
开发者ID:88er,项目名称:tutorials,代码行数:101,代码来源:win_main.cpp

示例2: WinProc

// WinProc
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
	const float kMoveAmt = 0.05f; // Amount to move light by

	switch(message)
    {
		case WM_SYSKEYDOWN:

			// Toggle on ALT + ENTER				
			if(wparam == VK_RETURN && (lparam & (1 << 29)))
			{
				// Shut down are render texture and render target
				gShadowMap.deinit();
				gRenderTarget.deinit();
				
				g3D->toggleFullScreen(); // Toggle!
				
				// Reinitialize the render texture and target
				gShadowMap.createRenderTexture(512, 512, D3DFMT_R32F);
				gRenderTarget.init(512, 512, D3DFMT_R32F, D3DFMT_D24S8);
				
				g3D->setViewMatrix(kEyePos, CPos(0.0f, 0.0f, 0.0f)); // Reset the view of our scene
					return 0;
			}

			break; // Allow other system keys to be handled by DefWindowProc()
    
		case WM_KEYDOWN:
					
			switch(wparam)
			{
				case VK_LEFT: // Move the light along the -X axis
					gLightPos.x -= kMoveAmt;
						break;
						
				case VK_RIGHT: // Move the light along the +X axis
					gLightPos.x += kMoveAmt;
						break;
						
				case VK_UP: // Move the light along the +Z axis
					gLightPos.z += kMoveAmt;
						break;
						
				case VK_DOWN: // Move the light along the -Z axis
					gLightPos.z -= kMoveAmt;
						break;
					
				case VK_ESCAPE:
					SendMessage(hwnd, WM_CLOSE, 0, 0);
						break;
			}
							
			return 0;

		case WM_DESTROY:
		{
			PostQuitMessage(0);
				return 0;
		}
    }

    return DefWindowProc(hwnd, message, wparam, lparam);
}
开发者ID:88er,项目名称:tutorials,代码行数:64,代码来源:win_main.cpp

示例3: WinMain

// Our Win32 main
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL; // Handle to our window
    MSG msg = {0};
    WNDCLASSEX wndclassex = {0};

    // Init fields we care about
    wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
    wndclassex.style = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc = WinProc;
    wndclassex.hInstance = hinstance;
    wndclassex.lpszClassName = kClassName;
    wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
                                            IMAGE_CURSOR, 0, 0, LR_SHARED);

    RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

    RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect

    DWORD winStyleEx = WS_EX_CLIENTEDGE;
    DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME;

    // Adjust window rect so it gives us our desired client rect when we
    // create the window
    AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

    // Create the window
    hwnd = CreateWindowEx(winStyleEx,
                          kClassName,
                          "www.GameTutorials.com -- Render Targets",
                          winStyle,
                          CW_USEDEFAULT,
                          CW_USEDEFAULT,
                          rect.right - rect.left,
                          rect.bottom - rect.top,
                          NULL,
                          NULL,
                          hinstance,
                          NULL);

    // Get the client rect and make sure our client is the size we want
    GetClientRect(hwnd, &rect);
    assert(rect.right == kWinWid && rect.bottom == kWinHgt);



    // Init our global 3D object
    if(g3D->init(hwnd) == false)
        return EXIT_FAILURE; // There's been an error, lets get out of this joint

    if(!gBlurTexture1.createRenderTexture(256, 256, D3DFMT_A8R8G8B8))
        return false; // Couldn't create a off screen texture to render to

    if(!gBlurTexture2.createRenderTexture(256, 256, D3DFMT_A8R8G8B8))
        return false; // Couldn't create a off screen texture to render to

    if(!gDiffTex.load("texture.jpg"))
        return false;

    if(!gRenderTarget.init(256, 256, D3DFMT_A8R8G8B8, D3DFMT_D24S8))
        return false; // Couldn't create a render texture... Does your video card support this?

    Make3x3GuassianDistribution();

    // Set up our projection matrix once because it will not change
    g3D->setProjMatrix(DEG2RAD(60), 1.0f, 2048.0f);

    // We set up our view matrix once because it will never change
    g3D->setViewMatrix(kEyePos, CPos(0.0f, 0.0f, 0.0f));

    g3D->mShader->SetFloatArray("gEyePos", &kEyePos.x, 3); // Set the camera's eye position
    g3D->mShader->SetFloatArray("gBlurWeights", gBlurWeights, 9); // Gaussian blur weights

    // Show and update the window
    ShowWindow(hwnd, ishow);
    UpdateWindow(hwnd);

    while(1) // While the app is alive
    {
        if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // If the OS has a message for us
        {
            if(msg.message == WM_QUIT)
                break;

            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else if(LockFrameRate()) // Else, if it's time to draw
        {
            // Render the off screen texture (created directly above) to another
            // off screen texture using a Gaussian blur
            if(gToggle)
                Combined();
            else
                RenderSobelFilter();

            // Render the two textures to the screen
            RenderScene();
        }
//.........这里部分代码省略.........
开发者ID:jiangguang5201314,项目名称:ZNginx,代码行数:101,代码来源:win_main.cpp


注:本文中的CD3DTexture::createRenderTexture方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。