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C++ IDirect3DDevice9::SetFVF方法代码示例

本文整理汇总了C++中IDirect3DDevice9::SetFVF方法的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DDevice9::SetFVF方法的具体用法?C++ IDirect3DDevice9::SetFVF怎么用?C++ IDirect3DDevice9::SetFVF使用的例子?那么恭喜您, 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IDirect3DDevice9的用法示例。


在下文中一共展示了IDirect3DDevice9::SetFVF方法的9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: createCleanState

void DevState::createCleanState() {
	if (dwMyThread != 0) {
		ods("D3D9: CreateCleanState from other thread.");
	}
	Stash<DWORD> stashThread(&dwMyThread, GetCurrentThreadId());

	if (pSB)
		pSB->Release();
	pSB = NULL;

	IDirect3DStateBlock9* pStateBlock = NULL;
	dev->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
	if (! pStateBlock)
		return;

	pStateBlock->Capture();

	dev->CreateStateBlock(D3DSBT_ALL, &pSB);
	if (! pSB) {
		pStateBlock->Release();
		return;
	}

	D3DVIEWPORT9 vp;
	dev->GetViewport(&vp);

	dev->SetVertexShader(NULL);
	dev->SetPixelShader(NULL);
	dev->SetFVF(D3DFVF_TLVERTEX);

	dev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
	dev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
	dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // 0x16
	dev->SetRenderState(D3DRS_WRAP0, FALSE); // 0x80

	dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	dev->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_ONE);
	dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	dev->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
	dev->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);

	dev->SetRenderState(D3DRS_ZENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
	dev->SetRenderState(D3DRS_COLORVERTEX, FALSE);

	dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

	dev->SetRenderState(D3DRS_LIGHTING, FALSE);

	pSB->Capture();

	pStateBlock->Apply();
	pStateBlock->Release();
}
开发者ID:Abextm,项目名称:mumble,代码行数:58,代码来源:d3d9.cpp

示例2: Restore

void CState::Restore()
{
	// viewport
	m_D3DDev->SetViewport(&m_Vp);

	// render states
	m_D3DDev->SetRenderState(D3DRS_ZENABLE, m_Z);
	m_D3DDev->SetRenderState(D3DRS_CULLMODE, m_CullMode);
	m_D3DDev->SetRenderState(D3DRS_ALPHATESTENABLE, m_AlphaTest);
	m_D3DDev->SetRenderState(D3DRS_ALPHABLENDENABLE, m_AlphaBlend);
	m_D3DDev->SetRenderState(D3DRS_BLENDOP, m_BlendOp);
	m_D3DDev->SetRenderState(D3DRS_SRCBLEND, m_SrcBlend);
	m_D3DDev->SetRenderState(D3DRS_DESTBLEND, m_DstBlend);
	m_D3DDev->SetRenderState(D3DRS_CLIPPLANEENABLE, m_ClipPlane);
	m_D3DDev->SetRenderState(D3DRS_FILLMODE, m_FillMode);
	m_D3DDev->SetRenderState(D3DRS_LASTPIXEL, m_LastPixel);
	m_D3DDev->SetRenderState(D3DRS_FOGENABLE, m_Fog);
	m_D3DDev->SetRenderState(D3DRS_STENCILENABLE, m_Stencil);
	m_D3DDev->SetRenderState(D3DRS_COLORWRITEENABLE, m_ColorWrite);
	m_D3DDev->SetRenderState(D3DRS_SCISSORTESTENABLE, m_Scissor);
	if( m_Caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND )
		m_D3DDev->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, m_SeparateAlphaBlend);
	//if( m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS )
		m_D3DDev->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, m_AntiAliasedLine);

	// primitive
	m_D3DDev->SetFVF(m_FVF);
	m_D3DDev->SetStreamSource(0, m_StreamData, m_StreamOffset, m_StreamStride);
	if( m_StreamData )
		m_StreamData->Release();
	m_D3DDev->SetVertexShader(m_VertexShader);
	if( m_VertexShader )
		m_VertexShader->Release();

	// texture
	m_D3DDev->SetTexture(0, m_Tex);
	if( m_Tex )
		m_Tex->Release();
	m_D3DDev->SetPixelShader(m_PixelShader);
	if( m_PixelShader )
		m_PixelShader->Release();

	// texture stage states
	m_D3DDev->SetTextureStageState(0, D3DTSS_COLOROP, m_ColorOp);
	m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG1, m_ColorArg1);
	m_D3DDev->SetTextureStageState(0, D3DTSS_COLORARG2, m_ColorArg2);
	m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAOP, m_AlphaOp);
	m_D3DDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, m_AlphaArg1);
	m_D3DDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, m_TexCoordIndex);
	m_D3DDev->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, m_TexTransfFlags);
	m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSU, m_AddressU);
	m_D3DDev->SetSamplerState(0, D3DSAMP_ADDRESSV, m_AddressV);
	m_D3DDev->SetSamplerState(0, D3DSAMP_MAGFILTER, m_MagFilter);
	m_D3DDev->SetSamplerState(0, D3DSAMP_MINFILTER, m_MinFilter);
	m_D3DDev->SetSamplerState(0, D3DSAMP_MIPFILTER, m_MipFilter);
}
开发者ID:Mashewnutz,项目名称:Slo,代码行数:56,代码来源:TwDirect3D9.cpp

示例3: DrawRay

    void CubeMesh::DrawRay(const D3DXVECTOR2& screenPos,
        const D3DXMATRIX& matWorld, const D3DXMATRIX& matView, const D3DXMATRIX& matProj)
    {
        HRESULT hr = S_FALSE;
        GraphicsDevice* pGDevice = GraphicsDevice::getInstance();
        IDirect3DDevice9* pDevice = pGDevice->m_pD3DDevice;
        Ray ray = CalcPickingRay((int)screenPos.x, (int)screenPos.y,
            pGDevice->mCubeViewport, matView, matProj );
        PCVertex rayLine[] = {
            {D3DXVECTOR3(0.0f,0.0f,0.0f), D3DCOLOR_ARGB(255,255,0,0)},
            {ray.Origin + 1000*ray.Direction, D3DCOLOR_ARGB(255,255,0,0)},
        };

        PCVertex intersectPoint[] = {
            {p, D3DCOLOR_ARGB(255,0,0,255)},
            {p+D3DXVECTOR3(0.5f,0.0f,0.0f),  D3DCOLOR_ARGB(255,0,0,255)},
            {p+D3DXVECTOR3(0.0f,0.5f,0.0f),  D3DCOLOR_ARGB(255,0,0,255)},
            {p+D3DXVECTOR3(0.0f,0.0f,0.5f),  D3DCOLOR_ARGB(255,0,0,255)},
            {p+D3DXVECTOR3(-0.5f,0.0f,0.0f), D3DCOLOR_ARGB(255,0,0,255)},
            {p+D3DXVECTOR3(0.0f,-0.5f,0.0f), D3DCOLOR_ARGB(255,0,0,255)},
            {p+D3DXVECTOR3(0.0f,0.0f,-0.5f), D3DCOLOR_ARGB(255,0,0,255)},
        };

        pGDevice->SetViewport(pGDevice->mCubeViewport);
        pDevice->SetVertexShader(NULL);
        pDevice->SetPixelShader(NULL);
        V(pDevice->SetTransform(D3DTS_WORLD, &matWorld));
        V(pDevice->SetTransform(D3DTS_VIEW, &matView));
        V(pDevice->SetTransform(D3DTS_PROJECTION, &matProj));
        V(pDevice->SetRenderState(D3DRS_LIGHTING, FALSE));
        V(pDevice->SetRenderState(D3DRS_ZENABLE, FALSE));
        V(pDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE));
        V(pDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, rayLine, sizeof(PCVertex)));
        V(pDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 7, intersectPoint, sizeof(PCVertex)));
        V(pDevice->SetFVF(NULL));
        V(pDevice->SetRenderState(D3DRS_ZENABLE, TRUE));
        V(pDevice->SetRenderState(D3DRS_LIGHTING, TRUE));
        pGDevice->ResetViewport();
    }
开发者ID:zwcloud,项目名称:FBXViewer,代码行数:39,代码来源:Camera.cpp

示例4: Render

void TexCube::Render()
{
	if(NULL == m_pWnd ||
		NULL == m_pVB ||
		NULL == m_pIB)
	{
		return;
	}

	IDirect3DDevice9* pDev = m_pWnd->GetD3DDevice();

	pDev->SetStreamSource(0, m_pVB, 0, sizeof(SRNormalTextureVertex));
	pDev->SetFVF(SRNormalTextureVertex::FVF);
	pDev->SetIndices(m_pIB);

	pDev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
}
开发者ID:sryanyuan,项目名称:Srender,代码行数:17,代码来源:P2C6_TexCube.cpp

示例5: sizeof

fResult f2dGraphics2DImpl::Begin()
{
	fResult tRet = f2dGraphicsImpl::Begin();
	if(tRet != FCYERR_OK)
		return tRet;

	if(!(m_pIB && m_pVB))
		return FCYERR_INTERNALERR;

	m_pParent->SubmitVD(NULL);
	setColorBlendType(m_ColorBlendType);

	IDirect3DDevice9* pDev = (IDirect3DDevice9*)m_pParent->GetHandle();
	pDev->SetFVF(FVF);
	pDev->SetStreamSource(0, m_pVB, 0, sizeof(f2dGraphics2DVertex));
	pDev->SetIndices(m_pIB);

	if(FAILED(pDev->BeginScene()))
	{
		m_bInRender = false;
		return FCYERR_INTERNALERR;
	}
	else
	{
		// 准备缓冲区
		m_pVB->Lock(0, m_VBMaxCount*sizeof(f2dGraphics2DVertex), (void**)&m_pVBData, D3DLOCK_DISCARD);
		m_pIB->Lock(0, m_IBMaxCount*sizeof(fuShort), (void**)&m_pIBData, D3DLOCK_DISCARD);

		m_VBUsedCount = 0;
		m_IBUsedCount = 0;
		m_VBAlloced = 0;
		m_IBAlloced = 0;

		return FCYERR_OK;
	}
}
开发者ID:568210356,项目名称:fancy2d,代码行数:36,代码来源:f2dGraphics2DImpl.cpp

示例6: float

// parameters should be validated/clamped by caller
EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    IDirect3DDevice9 *device = mRenderer->getDevice();

    // Disable all pipeline operations
    device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
    device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
    device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
    device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
    device->SetPixelShader(NULL);
    device->SetVertexShader(NULL);

    device->SetRenderTarget(0, mBackBuffer);
    device->SetDepthStencilSurface(NULL);

    device->SetTexture(0, mOffscreenTexture);
    device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
    device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
    device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);

    for (UINT streamIndex = 0; streamIndex < gl::MAX_VERTEX_ATTRIBS; streamIndex++)
    {
        device->SetStreamSourceFreq(streamIndex, 1);
    }

    D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
    device->SetViewport(&viewport);

    float x1 = x - 0.5f;
    float y1 = (mHeight - y - height) - 0.5f;
    float x2 = (x + width) - 0.5f;
    float y2 = (mHeight - y) - 0.5f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
                        {x2, y1, 0.0f, 1.0f, u2, v2},
                        {x2, y2, 0.0f, 1.0f, u2, v1},
                        {x1, y2, 0.0f, 1.0f, u1, v1}};   // x, y, z, rhw, u, v

    mRenderer->startScene();
    device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
    mRenderer->endScene();

    device->SetTexture(0, NULL);

    RECT rect =
    {
        x, mHeight - y - height,
        x + width, mHeight - y
    };

    HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);

    mRenderer->markAllStateDirty();

    if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
    {
        return EGL_BAD_ALLOC;
    }

    // On Windows 8 systems, IDirect3DSwapChain9::Present sometimes returns 0x88760873 when the windows is
    // in the process of entering/exiting fullscreen. This code doesn't seem to have any documentation.  The
    // device appears to be ok after emitting this error so simply return a failure to swap.
    if (result == 0x88760873)
    {
        return EGL_BAD_NATIVE_WINDOW;
    }

    // http://crbug.com/313210
    // If our swap failed, trigger a device lost event. Resetting will work around an AMD-specific
    // device removed bug with lost contexts when reinstalling drivers.
    if (FAILED(result))
    {
        mRenderer->notifyDeviceLost();
        return EGL_CONTEXT_LOST;
    }

    return EGL_SUCCESS;
}
开发者ID:zanxi,项目名称:bitpop,代码行数:100,代码来源:SwapChain9.cpp

示例7: float

// parameters should be validated/clamped by caller
EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    IDirect3DDevice9 *device = mRenderer->getDevice();

    // Disable all pipeline operations
    device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
    device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
    device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
    device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
    device->SetPixelShader(NULL);
    device->SetVertexShader(NULL);

    device->SetRenderTarget(0, mBackBuffer);
    device->SetDepthStencilSurface(NULL);

    device->SetTexture(0, mOffscreenTexture);
    device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
    device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
    device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);

    D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
    device->SetViewport(&viewport);

    float x1 = x - 0.5f;
    float y1 = (mHeight - y - height) - 0.5f;
    float x2 = (x + width) - 0.5f;
    float y2 = (mHeight - y) - 0.5f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
                        {x2, y1, 0.0f, 1.0f, u2, v2},
                        {x2, y2, 0.0f, 1.0f, u2, v1},
                        {x1, y2, 0.0f, 1.0f, u1, v1}};   // x, y, z, rhw, u, v

    mRenderer->startScene();
    device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
    mRenderer->endScene();

    device->SetTexture(0, NULL);

    RECT rect =
    {
        x, mHeight - y - height,
        x + width, mHeight - y
    };

    HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);

    mRenderer->markAllStateDirty();

    if (d3d9::isDeviceLostError(result))
    {
        return EGL_CONTEXT_LOST;
    }

    if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
    {
        return EGL_BAD_ALLOC;
    }

    ASSERT(SUCCEEDED(result));

    return EGL_SUCCESS;
}
开发者ID:BenHollandDev,项目名称:webkit.js,代码行数:85,代码来源:SwapChain9.cpp

示例8: WinMain

int __stdcall WinMain(HINSTANCE, HINSTANCE, LPSTR, int){
	Application app("Okienko");

	// Inicjalizacja Direct3D
	IDirect3D9* d3d = Direct3DCreate9(D3D_SDK_VERSION);

	// Parametry urzadzenia
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	d3dpp.Windowed = true;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferCount = 1;
	d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
	d3dpp.BackBufferHeight = app.get_height();
	d3dpp.BackBufferWidth = app.get_width();
	d3dpp.EnableAutoDepthStencil = true;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;

	// Tworzenie urzadzenia
	IDirect3DDevice9* dev;
	d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, app.window_handle(),
		D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &dev);

	app.init_font(dev, "Courier New");

	dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);	// Brak obcinania scian
    dev->SetRenderState(D3DRS_LIGHTING, false);			// Brak swiatla

	// Inicjalizacja kamery
//	D3DXVECTOR3 eye(0, 5, -10);
    D3DXVECTOR3 target(0, 0, 0);
    D3DXVECTOR3 up(0, 1, 0);
    D3DXMATRIXA16 view;

    D3DXMATRIX mProjection;
	D3DXMatrixPerspectiveFovLH(&mProjection, D3DX_PI * 0.5f,  app.get_width()/(float)app.get_height(), 1, 50);
    dev->SetTransform(D3DTS_PROJECTION, &mProjection);

	// Model pudelka
	Vertex box[] = {
	//	  X   Y   Z  Color
		{ 1,  1,  1, D3DCOLOR_XRGB(255, 255, 255)},
		{-1,  1,  1, D3DCOLOR_XRGB(0, 255, 255)},
		{-1,  1, -1, D3DCOLOR_XRGB(0, 255, 0)},
		{ 1,  1, -1, D3DCOLOR_XRGB(255, 255, 0)},

		{ 1, -1,  1, D3DCOLOR_XRGB(255, 0, 255)},
		{-1, -1,  1, D3DCOLOR_XRGB(0, 0, 255)},
		{-1, -1, -1, D3DCOLOR_XRGB(0, 0, 0)},
		{ 1, -1, -1, D3DCOLOR_XRGB(255, 0, 0)},

		box[0], box[4], box[1], box[5], box[2], box[6], box[3], box[7], box[0], box[4]
	};

	int box_size = (16 + 2) * sizeof(Vertex);

	// Tworzenie bufora wierzcholkow
	IDirect3DVertexBuffer9* box_buffer;
	dev->CreateVertexBuffer(box_size, 0, Vertex_Format, D3DPOOL_MANAGED, &box_buffer, NULL);

	VOID* pVoid;
	box_buffer->Lock(0, box_size, (void**)&pVoid, 0);
	memcpy(pVoid, box, box_size);
	box_buffer->Unlock();

	dev->SetFVF(Vertex_Format);
	dev->SetStreamSource(0, box_buffer, 0, sizeof(Vertex));

	float radius = 3;
	while(app.running()){
		float alfa = app.get_alfa();
		float beta = app.get_beta();
		// Aktualizujemy kamere
		D3DXVECTOR3 eye(
			radius * cos(alfa) * sin(beta),
			radius * cos(beta),
			radius * sin(alfa) * sin(beta)
		);

		D3DXMatrixLookAtLH(&view, &eye, &target, &up);
		dev->SetTransform(D3DTS_VIEW, &view);

		// Rysujemy pudeleczko
		dev->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
		dev->BeginScene();

		for(int i = 0; i < 2; i++) dev->DrawPrimitive(D3DPT_TRIANGLEFAN, i*4, 2);
		dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 8, 8);

		app.print(10, 10, "Mysz X = %d", app.get_mouse_x());
		app.print(10, 24, "Mysz Y = %d", app.get_mouse_y());

		dev->EndScene();
		dev->Present(NULL, NULL, NULL, NULL);
	}

	// Zwalniamy zasoby
	box_buffer->Release();
	dev->Release();
	d3d->Release();
//.........这里部分代码省略.........
开发者ID:dejw,项目名称:bit-graphics,代码行数:101,代码来源:Box.cpp

示例9: Render

bool CSprite::Render(const SFloatPoint & _pos) const
{
	HRESULT hr;

	CGraphicsManager *pGraphicsManager = CGraphicsManager::GetInstance();
	IDirect3DDevice9 *pDevice = pGraphicsManager->GetDevice();
	D3DXMATRIX matWorld, matTranslation;

	hr = pDevice->GetTransform(D3DTS_WORLD, &matWorld);
	if(FAILED(hr))
	{
		LogErrorHr("Failed to get world transform", hr);
		return false;
	}

	D3DXMatrixTranslation(&matTranslation, _pos.m_fX, _pos.m_fY, 0.0f);
	hr = pDevice->MultiplyTransform(D3DTS_WORLD, &matTranslation);
	if(FAILED(hr))
	{
		LogErrorHr("Failed to multiply world transform", hr);
		return false;
	}

	hr = pDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(SFaceVertex));
	if(FAILED(hr))
	{
		LogErrorHr("Failed to set stream source", hr);
		return false;
	}

	hr = pDevice->SetFVF(SFaceVertex::_fvf);
	if(FAILED(hr))
	{
		LogErrorHr("Failed to set FVF", hr);
		return false;
	}

	hr = pDevice->SetTexture(0, m_pTexture);
	if(FAILED(hr))
	{
		LogErrorHr("Failed to set texture", hr);
		return false;
	}

	hr = pDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
	if(FAILED(hr))
	{
		LogErrorHr("Failed to draw primitive", hr);
		return false;
	}

	hr = pDevice->SetTexture(0, NULL);
	if(FAILED(hr))
	{
		LogErrorHr("Failed to reset texture", hr);
		return false;
	}

	hr = pDevice->SetTransform(D3DTS_WORLD, &matWorld);
	if(FAILED(hr))
	{
		LogErrorHr("Failed to restore world transform", hr);
		return false;
	}

	return true;
}
开发者ID:svdmaar,项目名称:Coop,代码行数:67,代码来源:Sprite.cpp


注:本文中的IDirect3DDevice9::SetFVF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。