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C++ IDirect3DStateBlock9::Apply方法代码示例

本文整理汇总了C++中IDirect3DStateBlock9::Apply方法的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DStateBlock9::Apply方法的具体用法?C++ IDirect3DStateBlock9::Apply怎么用?C++ IDirect3DStateBlock9::Apply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IDirect3DStateBlock9的用法示例。


在下文中一共展示了IDirect3DStateBlock9::Apply方法的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: renderStageBlend

// renderStageBlend - Blend between MGE distant land and Morrowind, rendering caustics first so it blends out
void DistantLand::renderStageBlend()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    if(isRenderCached)
        return;

    // Save state block manually since we can change FVF/decl
    device->CreateStateBlock(D3DSBT_ALL, &stateSaved);
    effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

    // Render caustics
    if(mwBridge->IsExterior() && Configuration.DL.WaterCaustics > 0)
    {
        D3DXMATRIX m;
        IDirect3DTexture9 *tex = PostShaders::borrowBuffer(0);
        D3DXMatrixTranslation(&m, eyePos.x, eyePos.y, mwBridge->WaterLevel());

        effect->SetTexture(ehTex0, tex);
        effect->SetTexture(ehTex1, texWater);
        effect->SetTexture(ehTex3, texDepthFrame);
        effect->SetMatrix(ehWorld, &m);
        effect->SetFloat(ehAlphaRef, Configuration.DL.WaterCaustics);
        effect->CommitChanges();

        effect->BeginPass(PASS_RENDERCAUSTICS);
        PostShaders::applyBlend();
        effect->EndPass();
    }

    // Blend MW/MGE
    if(isDistantCell() && (~Configuration.MGEFlags & NO_MW_MGE_BLEND))
    {
        effect->SetTexture(ehTex0, texDistantBlend);
        effect->SetTexture(ehTex3, texDepthFrame);
        effect->CommitChanges();

        effect->BeginPass(PASS_BLENDMGE);
        PostShaders::applyBlend();
        effect->EndPass();
    }

    effect->End();
    stateSaved->Apply();
    stateSaved->Release();
}
开发者ID:europop,项目名称:MGE-XE,代码行数:49,代码来源:distantland.cpp

示例2: RenderMeshes

void Overlay::RenderMeshes()
{
    if(g_Globals.UsingOverlay && _Meshes.Length() > 0)
	{
        IDirect3DStateBlock9* pStateBlock = NULL;
        _Device->CreateStateBlock( D3D9Base::D3DSBT_ALL, &pStateBlock );

        const UINT MaxTextureSlots = 8;
        for(UINT TextureIndex = 0; TextureIndex < MaxTextureSlots; TextureIndex++)
        {
            _Device->SetTexture(TextureIndex, NULL);
        }

        D3D9Base::D3DXMATRIXA16 NewTransformWorld, NewTransformView, NewTransformProjection;
        NewTransformWorld = Matrix4ToD3DXMATRIX(Matrix4::Identity());
        NewTransformView = Matrix4ToD3DXMATRIX(Matrix4::Identity());
        NewTransformProjection = Matrix4ToD3DXMATRIX(_MeshTransform);

        _Device->SetTransform(D3DTS_WORLD, &NewTransformWorld);
        _Device->SetTransform(D3D9Base::D3DTS_VIEW, &NewTransformView);
        _Device->SetTransform(D3D9Base::D3DTS_PROJECTION, &NewTransformProjection);

        _Device->SetRenderState(D3D9Base::D3DRS_ALPHABLENDENABLE, FALSE);
        //_Device->SetRenderState(D3D9Base::D3DRS_ZENABLE, D3D9Base::D3DZB_TRUE);
        _Device->SetRenderState(D3D9Base::D3DRS_ZENABLE, D3D9Base::D3DZB_FALSE);
        _Device->SetRenderState(D3D9Base::D3DRS_LIGHTING, FALSE);
        _Device->SetRenderState(D3D9Base::D3DRS_ZFUNC, D3D9Base::D3DCMP_ALWAYS);
        _Device->SetRenderState(D3D9Base::D3DRS_ALPHATESTENABLE, FALSE);
        _Device->SetRenderState(D3D9Base::D3DRS_CULLMODE, D3D9Base::D3DCULL_NONE);

        const DWORD D3DMeshFlags = D3DFVF_DIFFUSE | D3DFVF_NORMAL | D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEX1;
        _Device->SetFVF(D3DMeshFlags);
        
        _Device->SetVertexShader(NULL);
        _Device->SetPixelShader(NULL);
        
        for(UINT MeshIndex = 0; MeshIndex < _Meshes.Length(); MeshIndex++)
        {
            Mesh &CurMesh = *(_Meshes[MeshIndex]);
            _Device->DrawIndexedPrimitiveUP(D3D9Base::D3DPT_TRIANGLELIST, 0, CurMesh.VertexCount(), CurMesh.FaceCount(), CurMesh.Indices(), D3D9Base::D3DFMT_INDEX32, CurMesh.Vertices(), sizeof(MeshVertex));
        }

        pStateBlock->Apply();
        pStateBlock->Release();
    }
}
开发者ID:kbinani,项目名称:dxrip,代码行数:46,代码来源:Overlay.cpp

示例3: renderShadow

// renderStage2 - Render shadows and depth texture for scenes 1+ (post-stencil redraw/alpha/1st person)
void DistantLand::renderStage2()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    ///LOG::logline("Stage 2 prims: %d", recordMW.size());

    // Early out if nothing is happening
    if(recordMW.empty())
        return;

    if(!isRenderCached)
    {
        // Save state block manually since we can change FVF/decl
        device->CreateStateBlock(D3DSBT_ALL, &stateSaved);

        if(isDistantCell())
        {
            // Shadowing onto recorded renders
            if((Configuration.MGEFlags & USE_SHADOWS) && mwBridge->CellHasWeather())
            {
                effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

                effect->BeginPass(PASS_RENDERSHADOW);
                renderShadow();
                effect->EndPass();

                effect->End();
            }
        }

        // Depth texture from recorded renders
        effectDepth->Begin(&passes, D3DXFX_DONOTSAVESTATE);
        renderDepthAdditional();
        effectDepth->End();

        // Restore state
        stateSaved->Apply();
        stateSaved->Release();
    }

    recordMW.clear();
}
开发者ID:europop,项目名称:MGE-XE,代码行数:45,代码来源:distantland.cpp

示例4: doPresent

static void doPresent(IDirect3DDevice9 *idd) {
	DevMapType::iterator it = devMap.find(idd);
	DevState *ds = it != devMap.end() ? it->second : NULL;

	if (ds && ds->pSB) {
		if (ds->dwMyThread != 0) {
			ods("D3D9: doPresent from other thread");
		}
		Stash<DWORD> stashThread(&(ds->dwMyThread), GetCurrentThreadId());

		IDirect3DSurface9 *pTarget = NULL;
		IDirect3DSurface9 *pRenderTarget = NULL;
		idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
		idd->GetRenderTarget(0, &pRenderTarget);

		// Present is called for each frame. Thus, we do not want to always log here.
		#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
		ods("D3D9: doPresent BackB %p RenderT %p", pTarget, pRenderTarget);
		#endif

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget)
			idd->SetRenderTarget(0, pTarget);

		idd->BeginScene();
		ds->draw();
		idd->EndScene();

		pStateBlock->Apply();
		pStateBlock->Release();

		pRenderTarget->Release();
		pTarget->Release();

//		ods("D3D9: Finished ref is %d %d", ds->myRefCount, ds->refCount);
	}
}
开发者ID:Andrew-McLeod,项目名称:mumble,代码行数:42,代码来源:d3d9.cpp

示例5: doPresent

static void doPresent(IDirect3DDevice9 *idd) {
	DevState *ds = devMap[idd];

	if (ds && ds->pSB) {
		DWORD dwOldThread = ds->dwMyThread;
		if (dwOldThread)
			ods("doPresent from other thread");
		ds->dwMyThread = GetCurrentThreadId();

		IDirect3DSurface9 *pTarget = NULL;
		IDirect3DSurface9 *pRenderTarget = NULL;
		idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
		idd->GetRenderTarget(0, &pRenderTarget);

		ods("D3D9: doPresent Back %p RenderT %p",pTarget,pRenderTarget);

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget)
			idd->SetRenderTarget(0, pTarget);

		idd->BeginScene();
		ds->draw();
		idd->EndScene();

		pStateBlock->Apply();
		pStateBlock->Release();

		pRenderTarget->Release();
		pTarget->Release();

//		ods("Finished ref is %d %d", ds->myRefCount, ds->refCount);
		ds->dwMyThread = dwOldThread;
	}
}
开发者ID:ergrelet,项目名称:mumble_ol,代码行数:39,代码来源:d3d9.cpp

示例6: OnRender

		//--------------------------------------------------------------------------------
		void System::OnRender(IDirect3DDevice9* pDevice)
		{
			//if(clock() - TheGameWorld->GetRendering() < 400)
			{
				IDirect3DStateBlock9* pStateBlock = NULL;
 				pDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
 				pStateBlock->Capture();
				try
				{
					if(mUI && mPlatform)
					{
						Update();
						mPlatform->getRenderManagerPtr()->drawOneFrame();
					}
				}
				catch(...)
				{
				}
				pStateBlock->Apply();
				pStateBlock->Release();
			}
		}
开发者ID:679565,项目名称:SkyrimOnline,代码行数:23,代码来源:System.cpp

示例7: renderStageWater

// renderStageWater - Render distant water without blend, for exceptional cases
void DistantLand::renderStageWater()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    if(isRenderCached)
        return;

    if(mwBridge->CellHasWater())
    {
        // Save state block manually since we can change FVF/decl
        device->CreateStateBlock(D3DSBT_ALL, &stateSaved);
        effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

        // Draw water plane
        bool u = mwBridge->IsUnderwater(eyePos.z);
        bool i = !mwBridge->IsExterior();

        if(u || i)
        {
            // Set up clip plane at fog end for certain environments to save fillrate
            float clipAt = Configuration.DL.InteriorFogEnd * 8192.0;
            D3DXPLANE clipPlane(0, 0, -clipAt, mwProj._33 * clipAt + mwProj._43);
            device->SetClipPlane(0, clipPlane);
            device->SetRenderState(D3DRS_CLIPPLANEENABLE, 1);
        }

        // Switch to appropriate shader and render
        effect->BeginPass(u ? PASS_RENDERUNDERWATER : PASS_RENDERWATER);
        renderWaterPlane();
        effect->EndPass();

        effect->End();
        stateSaved->Apply();
        stateSaved->Release();
    }
}
开发者ID:europop,项目名称:MGE-XE,代码行数:39,代码来源:distantland.cpp

示例8: sample_EndScene

HRESULT WINAPI sample_EndScene(IDirect3DDevice9* device){

  Vert v[] = {
      {100.0f,100.0f,0.0f,0.0f,0xFF00FF00},
      {200.0f,100.0f,0.0f,0.0f,0xFF00FF00},
      {200.0f,200.0f,0.0f,0.0f,0xFF00FF00},
      {100.0f,200.0f,0.0f,0.0f,0xFF00FF00},
  };

  IDirect3DStateBlock9* stateBlock = NULL;
  device->CreateStateBlock(D3DSBT_ALL, &stateBlock); // Stateblock saves all the rendersettings, as we are going to modify them in order to draw our stuff

  device->SetRenderState(D3DRS_ALPHABLENDENABLE,1);
  device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);

  device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,v,sizeof(Vert));

  stateBlock->Apply();
  stateBlock->Release();

  return endscene_og(device);
}
开发者ID:GregLando113,项目名称:dx9hook,代码行数:24,代码来源:sample_gw.cpp

示例9: draw

void MGEhud::draw()
{
    std::map<std::string, MGEhud::hud_id>::const_iterator i;
    IDirect3DStateBlock9 *stateSaved;

    device->CreateStateBlock(D3DSBT_ALL, &stateSaved);

    D3DXVECTOR4 *vbase;
    HRESULT hr = vbHUD->Lock(0, 0, (void**)&vbase, D3DLOCK_DISCARD);
    if(hr != D3D_OK || vbase == 0)
        return;

    for(i = element_names.begin(); i != element_names.end(); ++i)
    {
        const Element *e = &elements[i->second];

        if(e->enabled)
        {
            float x0 = e->x, x1 = e->x + e->xscale * e->w;
            float y0 = e->y, y1 = e->y + e->yscale * e->h;

            // Correct for D3D9 pixel offset
            x0 -= 0.5; y0 -= 0.5; x1 -= 0.5; y1 -= 0.5;

            D3DXVECTOR4 *v = vbase + 8 * i->second;
            v[0] = D3DXVECTOR4(x0, y1, 0, 1);
            v[1] = D3DXVECTOR4(0, 1, 0, 0);
            v[2] = D3DXVECTOR4(x0, y0, 0, 1);
            v[3] = D3DXVECTOR4(0, 0, 0, 0);
            v[4] = D3DXVECTOR4(x1, y1, 0, 1);
            v[5] = D3DXVECTOR4(1, 1, 0, 0);
            v[6] = D3DXVECTOR4(x1, y0, 0, 1);
            v[7] = D3DXVECTOR4(1, 0, 0, 0);
        }
    }

    vbHUD->Unlock();

    device->SetFVF(fvfHUD);
    device->SetStreamSource(0, vbHUD, 0, 32);
    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

    for(i = element_names.begin(); i != element_names.end(); ++i)
    {
        const Element *e = &elements[i->second];

        if(e->enabled)
        {
            ID3DXEffect *effect = e->effect ? e->effect : effectStandard;
            D3DXHANDLE ehTex = effect->GetParameterByName(0, "tex");
            UINT passes;

            effect->SetTexture(ehTex, e->texture);
            effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);
            effect->BeginPass(0);
            device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4 * i->second, 2);
            effect->EndPass();
            effect->End();
        }
    }

    stateSaved->Apply();
    stateSaved->Release();
}
开发者ID:europop,项目名称:MGE-XE,代码行数:64,代码来源:userhud.cpp

示例10:

STDMETHODIMP CDirect3DDevice8::ApplyStateBlock(THIS_ DWORD Token)
{
	IDirect3DStateBlock9* pBlock = (IDirect3DStateBlock9*)Token;
	return pBlock->Apply();
}
开发者ID:RuStAk,项目名称:Direct3D8to9,代码行数:5,代码来源:Direct3DDevice8.cpp

示例11: Provoke


//.........这里部分代码省略.........
		sRenderViewport.Pos.y = 0;
		sRenderViewport.Size.w = sTextureSize.w;
		sRenderViewport.Size.h = sTextureSize.h;

		// get and set scale and offset
		if (m_psFOVPortLeft)
			ovrHmd_GetRenderScaleAndOffset(*m_psFOVPortLeft, sTextureSize, sRenderViewport, UVScaleOffset);
		else
			ovrHmd_GetRenderScaleAndOffset(m_sDefaultFOVPortLeft, sTextureSize, sRenderViewport, UVScaleOffset);
		pcDevice->SetVertexShaderConstantF( 0, ( FLOAT* )&UVScaleOffset[0], 1 );
		pcDevice->SetVertexShaderConstantF( 2, ( FLOAT* )&UVScaleOffset[1], 1 );

		pcDevice->SetStreamSource( 0, m_pcDistortionVertexBufferLeft,0, sizeof(ovrDistortionVertex) );
		pcDevice->SetIndices( m_pcDistortionIndexBufferLeft);

		// draw
		pcDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0, m_sVertexBufferDescLeft.Size / sizeof(ovrDistortionVertex) , 0, m_sIndexBufferDescLeft.Size / 6 );
	}
	else
	{
		pcDevice->SetSamplerState(1, D3DSAMP_SRGBTEXTURE, 0);
		pcDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
		pcDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
		pcDevice->SetSamplerState(1, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
		pcDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
		pcDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
		pcDevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

		// side by side render
		pcDevice->SetVertexShader(NULL);
		pcDevice->SetPixelShader(m_pcSideBySidePixelShader);
		pcDevice->SetVertexDeclaration( NULL );
		pcDevice->SetFVF(D3DFVF_TEXVERTEX);

		// set textures
		if (m_pcTextureLeft)
			pcDevice->SetTexture( 0, m_pcTextureLeft );
		else if (m_pcTextureLeftTest)
			pcDevice->SetTexture( 0, m_pcTextureLeftTest );
		else pcDevice->SetTexture( 0, 0);
		if (m_pcTextureRight)
			pcDevice->SetTexture( 1, m_pcTextureRight );
		else if (m_pcTextureRightTest)
			pcDevice->SetTexture( 1, m_pcTextureRightTest );
		else pcDevice->SetTexture( 1, 0);

		// set stream and draw
		pcDevice->SetStreamSource( 0, m_pcVertexBufferDefault,0, sizeof(TEXVERTEX) );
		pcDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
	}

	// RIGHT EYE:
	if (m_bBuffersConnected)
	{
		// set texture
		if (m_pcTextureRight)
			pcDevice->SetTexture( 0, m_pcTextureRight );
		else if (m_pcTextureRightTest)
			pcDevice->SetTexture( 0, m_pcTextureRightTest );
		else pcDevice->SetTexture( 0, 0);

		// get texture size
		if (m_pcTextureRight)
			m_pcTextureRight->GetLevelDesc(0, &sSurfaceDesc);
		else if (m_pcTextureRightTest)
			m_pcTextureRightTest->GetLevelDesc(0, &sSurfaceDesc);
		else ZeroMemory(&sSurfaceDesc, sizeof(D3DSURFACE_DESC));
		sTextureSize.w = (int)sSurfaceDesc.Width;
		sTextureSize.h = (int)sSurfaceDesc.Height;

		// get and set scale and offset
		if (m_psFOVPortRight)
			ovrHmd_GetRenderScaleAndOffset(*m_psFOVPortRight, sTextureSize, sRenderViewport, UVScaleOffset);
		else
			ovrHmd_GetRenderScaleAndOffset(m_sDefaultFOVPortRight, sTextureSize, sRenderViewport, UVScaleOffset);
		pcDevice->SetVertexShaderConstantF( 0, ( FLOAT* )&UVScaleOffset[0], 1 );
		pcDevice->SetVertexShaderConstantF( 2, ( FLOAT* )&UVScaleOffset[1], 1 );

		// set stream source, indices, draw
		pcDevice->SetStreamSource( 0, m_pcDistortionVertexBufferRight,0, sizeof(ovrDistortionVertex) );
		pcDevice->SetIndices( m_pcDistortionIndexBufferRight);

		// draw
		pcDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0, m_sVertexBufferDescRight.Size / sizeof(ovrDistortionVertex) , 0, m_sIndexBufferDescRight.Size / 6 );
	}

	pcDevice->EndScene();

	// apply and release state block
	if (pStateBlock)
	{
		pStateBlock->Apply();
		pStateBlock->Release();
	}

	// release device if provided by swapchain
	if (bReleaseDevice) pcDevice->Release();

	return nullptr;
}
开发者ID:Innovative-Ideas,项目名称:Perception,代码行数:101,代码来源:OculusRenderer.cpp

示例12: createCleanState

void DevState::createCleanState() {
	DWORD dwOldThread = dwMyThread;
	if (dwOldThread) {
		ods("CreateCleanState from other thread.");
	}
	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();

	dwMyThread = dwOldThread;
}
开发者ID:ergrelet,项目名称:mumble_ol,代码行数:61,代码来源:d3d9.cpp

示例13:

	void D3D9statemanager::setSamplerStateBlock( DWORD stage, Texture::ClampMode clampmode, Texture::FilterMode filtermode )
	{
		int hash = stage << 24 | clampmode << 16 | filtermode;
		HRESULT hr;

		Dict<int,IDirect3DStateBlock9*>::const_iterator it = m_states.find(hash);
		if (it != m_states.end()) {
			if (m_stageSamplerStates[stage] != it->second) {
				V(it->second->Apply());
				m_stageSamplerStates[stage] = it->second;
			}
			return;
		}

		IDirect3DStateBlock9* state = 0;
		d3d9Device->BeginStateBlock();

		switch (clampmode) {
		case Texture::CM_Clamp:
		case Texture::CM_ClampToEdge:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
			break;
		case Texture::CM_ClampToBorder:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSW, D3DTADDRESS_BORDER);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_BORDERCOLOR, 0);
			break;
		case Texture::CM_Repeat:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSW, D3DTADDRESS_WRAP);
		}

		switch (filtermode) {
		case Texture::FM_Nearest:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_POINT);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
			break;
		case Texture::FM_Linear:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
			break;
		case Texture::FM_Bilinear:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
			break;
		case Texture::FM_Trilinear:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
			break;
		}

		d3d9Device->EndStateBlock(&state);

		m_states[hash] = state;
		state->Apply();
		m_stageSamplerStates[stage] = state;
	}
开发者ID:CharlieCraft,项目名称:axonengine,代码行数:65,代码来源:d3d9statemanager.cpp

示例14: GetTickCount

void CDirect3DEvents9::OnPresent ( IDirect3DDevice9 *pDevice )
{
    // Start a new scene. This isn't ideal and is not really recommended by MSDN.
    // I tried disabling EndScene from GTA and just end it after this code ourselves
    // before present, but that caused graphical issues randomly with the sky.
    pDevice->BeginScene ();

    // Notify core
    CCore::GetSingleton ().DoPostFramePulse ();

    // Are we allowed to draw the gui?
    if ( CCore::GetSingleton ().CanDrawGUI () )
    {
        // Create a state block.
        IDirect3DStateBlock9 * pDeviceState = NULL;
        pDevice->CreateStateBlock ( D3DSBT_ALL, &pDeviceState );

        // Draw pre-GUI primitives
        CGraphics::GetSingleton ().DrawPreGUIQueue ();

        // Draw the GUI
        CLocalGUI::GetSingleton().Draw ();

        // Draw post-GUI primitives
        CGraphics::GetSingleton ().DrawPostGUIQueue ();

        // Redraw the mouse cursor so it will always be over other elements
        CLocalGUI::GetSingleton().DrawMouseCursor();

        // Restore the render states
        if ( pDeviceState )
        {
            pDeviceState->Apply ( );
            pDeviceState->Release ( );
        }
    }
    
    // End the scene that we started.
    pDevice->EndScene ();
    
	// Make a screenshot if needed
	if ( CCore::GetSingleton().bScreenShot ) {
		RECT ScreenSize;

		D3DLOCKED_RECT LockedRect;
		IDirect3DSurface9 *pSurface, *pLockSurface;

		// Define a screen rectangle
		ScreenSize.top = ScreenSize.left = 0;
		ScreenSize.right = CDirect3DData::GetSingleton ().GetViewportWidth ();
		ScreenSize.bottom = CDirect3DData::GetSingleton ().GetViewportHeight ();		
		pDevice->GetRenderTarget ( 0, &pSurface );

		// Create a new render target
		if ( pDevice->CreateRenderTarget ( ScreenSize.right, ScreenSize.bottom, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &pLockSurface, NULL ) != D3D_OK ) {
			CCore::GetSingleton ().GetConsole ()->Printf("Couldn't create a new render target.");
		} else {
			unsigned long ulBeginTime = GetTickCount ();

			// Copy data from surface to surface
			if ( pDevice->StretchRect ( pSurface, &ScreenSize, pLockSurface, &ScreenSize, D3DTEXF_NONE ) != D3D_OK ) {
				CCore::GetSingleton ().GetConsole ()->Printf("Couldn't copy the surface.");
			}

			// Lock the surface
			if ( pLockSurface->LockRect ( &LockedRect, NULL, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK ) != D3D_OK ) {
				CCore::GetSingleton ().GetConsole ()->Printf("Couldn't lock the surface.");
			}

			// Call the pre-screenshot function	
			SString strFileName = CScreenShot::PreScreenShot ();

			unsigned long ulScreenHeight = ScreenSize.bottom - ScreenSize.top;
			unsigned long ulScreenWidth = ScreenSize.right - ScreenSize.left;

            // Create rhe screen data buffer
            BYTE** ppScreenData = NULL;
	        ppScreenData = new BYTE* [ ulScreenHeight ];
	        for ( unsigned short y = 0; y < ulScreenHeight; y++ ) {
		        ppScreenData[y] = new BYTE [ ulScreenWidth * 4 ];
	        }

			// Copy the surface data into a row-based buffer for libpng
			#define BYTESPERPIXEL 4
			unsigned long ulLineWidth = ulScreenWidth * 4;
			for ( unsigned int i = 0; i < ulScreenHeight; i++ ) {
				memcpy ( ppScreenData[i], (BYTE*) LockedRect.pBits + i* LockedRect.Pitch, ulLineWidth );
				for ( unsigned int j = 3; j < ulLineWidth; j += BYTESPERPIXEL ) {
					ppScreenData[i][j] = 0xFF;
				}
			}

			// Unlock and release the surface
			pLockSurface->UnlockRect ();
			pLockSurface->Release ();

			// Save to png (strip the output alpha channel and read as BGR)
			FILE *file = fopen (strFileName, "wb");
				png_struct* png_ptr = png_create_write_struct ( PNG_LIBPNG_VER_STRING, NULL, NULL, NULL );
				png_info* info_ptr = png_create_info_struct ( png_ptr );
//.........这里部分代码省略.........
开发者ID:MrHankey,项目名称:multitheftauto,代码行数:101,代码来源:CDirect3DEvents9.cpp

示例15: ImageWriter

void RSManagerDX9::initResources(bool downsampling, unsigned rw, unsigned rh,
	unsigned numBBs, D3DFORMAT bbFormat, D3DMULTISAMPLE_TYPE multiSampleType, unsigned multiSampleQuality,
	D3DSWAPEFFECT swapEff, bool autoDepthStencil, D3DFORMAT depthStencilFormat) {

	if(inited) releaseResources();
	SDLOG(0, "RenderstateManager resource initialization started\n");

	this->downsampling = downsampling;
	renderWidth = rw;
	renderHeight = rh;
	numBackBuffers = numBBs;
	if(bbFormat != D3DFMT_UNKNOWN) backbufferFormat = bbFormat;
	swapEffect = swapEff == D3DSWAPEFFECT_COPY ? SWAP_COPY : (swapEff == D3DSWAPEFFECT_DISCARD ? SWAP_DISCARD : SWAP_FLIP);
	if(swapEffect == SWAP_FLIP) numBackBuffers++; // account for the "front buffer" in the swap chain

	console.initialize(d3ddev, downsampling ? Settings::get().getPresentWidth() : rw, downsampling ? Settings::get().getPresentHeight() : rh);
	Console::setLatest(&console);
	imgWriter.reset(new ImageWriter(d3ddev, max(rw, max(Settings::get().getRenderWidth(), Settings::get().getPresentWidth())), max(rh, max(Settings::get().getRenderHeight(), Settings::get().getPresentHeight()))));

	// performance measurement
	console.add(frameTimeText);
	perfMonitor.reset(new D3DPerfMonitor(d3ddev, 60));
	console.add(traceText);

	// store current state temporarily
	IDirect3DStateBlock9 *startState;
	d3ddev->CreateStateBlock(D3DSBT_ALL, &startState);

	// create and capture default state block
	d3ddev->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	d3ddev->SetRenderState(D3DRS_STENCILENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);
	d3ddev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
	d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
	d3ddev->SetRenderState(D3DRS_CLIPPING, FALSE);
	d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
	d3ddev->SetRenderState(D3DRS_FOGENABLE, FALSE);
	d3ddev->CreateStateBlock(D3DSBT_ALL, &initStateBlock);


	if(downsampling) {
		scaler.reset(new Scaler(d3ddev, rw, rh, Settings::get().getPresentWidth(), Settings::get().getPresentHeight()));

		// generate backbuffers
		SDLOG(2, "Generating backbuffers:\n")
		for(unsigned i = 0; i < numBackBuffers; ++i) {
			backBuffers.push_back(rtMan->createTexture(rw, rh, backbufferFormat, multiSampleType, multiSampleQuality));
			SDLOG(2, "Backbuffer %u: %p\n", i, backBuffers[i]);
		}

		// set back buffer 0 as initial rendertarget
		d3ddev->SetRenderTarget(0, backBuffers[0]->getSurf());
		// generate additional buffer to emulate flip if required
		if(swapEffect == SWAP_FLIP && Settings::get().getEmulateFlipBehaviour()) {
			extraBuffer = rtMan->createSurface(rw, rh, backbufferFormat);
			SDLOG(2, "Extra backbuffer: %p\n", extraBuffer);
		}

		// if required, determine depth/stencil surf type and create
		if(autoDepthStencil) {
			d3ddev->CreateDepthStencilSurface(rw, rh, depthStencilFormat, multiSampleType, multiSampleQuality, FALSE, &depthStencilSurf, NULL);
			SDLOG(2, "Generated depth stencil surface - format: %s\n", D3DFormatToString(depthStencilFormat));
			// set our depth stencil surface
			d3ddev->SetDepthStencilSurface(depthStencilSurf);
		}
	}

	plugin = GamePlugin::getPlugin(d3ddev, *this);
	plugin->initialize(rw, rh, bbFormat, depthStencilFormat);

	// restore initial state
	startState->Apply();
	startState->Release();

	SDLOG(0, "RenderstateManager resource initialization completed\n");
	inited = true;
}
开发者ID:Abarbula,项目名称:gedosato,代码行数:81,代码来源:renderstate_manager_dx9.cpp


注:本文中的IDirect3DStateBlock9::Apply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。