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C++ IDirect3DStateBlock9::Release方法代码示例

本文整理汇总了C++中IDirect3DStateBlock9::Release方法的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DStateBlock9::Release方法的具体用法?C++ IDirect3DStateBlock9::Release怎么用?C++ IDirect3DStateBlock9::Release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::Release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: 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:Andrew-McLeod,项目名称:mumble,代码行数:58,代码来源:d3d9.cpp

示例2: releaseAll

void DevState::releaseAll() {
	ods("D3D9: Release All");
	releaseData();
	if (pSB)
		pSB->Release();
	pSB = NULL;
}
开发者ID:Andrew-McLeod,项目名称:mumble,代码行数:7,代码来源:d3d9.cpp

示例3: cullGrass

// renderStage1 - Render grass and shadows over near features, and write depth texture for scene 0
void DistantLand::renderStage1()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    ///LOG::logline("Stage 1 prims: %d", recordMW.size());

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

        // TODO: Locate this properly
        if(isDistantCell())
            cullGrass(&mwView, &mwProj);

        if(isDistantCell())
        {
            // Render over Morrowind domain
            effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

            // Draw grass with shadows
            if(Configuration.MGEFlags & USE_GRASS)
            {
                effect->BeginPass(PASS_RENDERGRASSINST);
                renderGrassInst();
                effect->EndPass();
            }

            // Overlay shadow onto Morrowind objects
            if((Configuration.MGEFlags & USE_SHADOWS) && mwBridge->CellHasWeather())
            {
                effect->BeginPass(PASS_RENDERSHADOW);
                renderShadow();
                effect->EndPass();

            }

            effect->End();
        }

        // Depth texture from recorded renders and distant land
        effectDepth->Begin(&passes, D3DXFX_DONOTSAVESTATE);
        renderDepth();
        effectDepth->End();

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

    recordMW.clear();
}
开发者ID:europop,项目名称:MGE-XE,代码行数:55,代码来源:distantland.cpp

示例4: 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5: 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6: 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7: 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8: 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9: 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10: 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11: 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12: 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13: setView

// renderStage0 - Render distant land at beginning of scene 0, after sky
void DistantLand::renderStage0()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    // Get Morrowind camera matrices
    device->GetTransform(D3DTS_VIEW, &mwView);
    device->GetTransform(D3DTS_PROJECTION, &mwProj);

    // Set variables derived from current camera configuration
    setView(&mwView);
    adjustFog();
    setupCommonEffect(&mwView, &mwProj);

    // Select distant static set
    selectDistantCell();
    isRenderCached &= (Configuration.MGEFlags & USE_MENU_CACHING) && mwBridge->IsMenu();

    if(!isRenderCached)
    {
        ///LOG::logline("Sky prims: %d", recordSky.size());

        if(isDistantCell())
        {
            // Save state block manually since we can change FVF/decl
            device->CreateStateBlock(D3DSBT_ALL, &stateSaved);
            effect->BeginPass(PASS_SETUP);
            effect->EndPass();

            // Shadow map early render
            if(Configuration.MGEFlags & USE_SHADOWS)
            {
                if(mwBridge->CellHasWeather() && !mwBridge->IsMenu())
                {
                    effectShadow->Begin(&passes, D3DXFX_DONOTSAVESTATE);
                    renderShadowMap();
                    effectShadow->End();
                }
            }

            // Distant everything; bias the projection matrix such that
            // distant land gets drawn behind anything Morrowind would draw
            D3DXMATRIX distProj = mwProj;
            distProj._33 += kDistantZBias;
            effect->SetMatrix(ehProj, &distProj);

            effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

            if(!mwBridge->IsUnderwater(eyePos.z))
            {
                // Draw distant landscape
                if(mwBridge->IsExterior())
                {
                    effect->BeginPass(PASS_RENDERLAND);
                    renderDistantLand(effect, &mwView, &distProj);
                    effect->EndPass();
                }

                // Draw distant statics, with alpha dissolve as they pass the near view boundary
                DWORD p = mwBridge->CellHasWeather() ? PASS_RENDERSTATICSEXTERIOR : PASS_RENDERSTATICSINTERIOR;
                effect->SetFloat(ehDissolveRange, 7168.0);
                effect->BeginPass(p);
                cullDistantStatics(&mwView, &distProj);
                renderDistantStatics();
                effect->EndPass();
            }

            // Sky scattering and sky objects (should be drawn late as possible)
            if((Configuration.MGEFlags & USE_ATM_SCATTER) && mwBridge->CellHasWeather())
            {
                effect->BeginPass(PASS_RENDERSKY);
                renderSky();
                effect->EndPass();
            }

            // Update reflection
            if(mwBridge->CellHasWater())
                renderWaterReflection(&mwView, &distProj);

            // Update water simulation
            if(Configuration.MGEFlags & DYNAMIC_RIPPLES)
                simulateDynamicWaves();

            effect->End();

            // Reset matrices
            effect->SetMatrix(ehView, &mwView);
            effect->SetMatrix(ehProj, &mwProj);

            // Save distant land only frame to texture
            if(~Configuration.MGEFlags & NO_MW_MGE_BLEND)
                texDistantBlend = PostShaders::borrowBuffer(1);

            // Restore render state
            stateSaved->Apply();
            stateSaved->Release();
        }
        else
//.........这里部分代码省略.........
开发者ID:europop,项目名称:MGE-XE,代码行数:101,代码来源:distantland.cpp

示例14: Provoke

/**
* Render the Oculus Rift View.
***/
void* OculusRenderer::Provoke(void* pThis, int eD3D, int eD3DInterface, int eD3DMethod, DWORD dwNumberConnected, int& nProvokerIndex)	
{
	// return if wrong call
	if ((eD3D >= (int)AQU_DirectXVersion::DirectX_9_0) &&
		(eD3D <= (int)AQU_DirectXVersion::DirectX_9_29))
	{
		if (((eD3DInterface == INTERFACE_IDIRECT3DDEVICE9) &&
			(eD3DMethod == METHOD_IDIRECT3DDEVICE9_PRESENT)) || 
			((eD3DInterface == INTERFACE_IDIRECT3DDEVICE9) &&
			(eD3DMethod == METHOD_IDIRECT3DDEVICE9_ENDSCENE)) ||
			((eD3DInterface == INTERFACE_IDIRECT3DSWAPCHAIN9) &&
			(eD3DMethod == METHOD_IDIRECT3DSWAPCHAIN9_PRESENT)))
		{
			(pThis);
		}
		else return nullptr;
	}
	else
		return nullptr;

	// get input data
	if (m_paInput[(int)ORN_Decommanders::LeftTexture])
		m_pcTextureLeft = *(LPDIRECT3DTEXTURE9*)m_paInput[(int)ORN_Decommanders::LeftTexture];
	else 
		m_pcTextureLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::RightTexture])
		m_pcTextureRight = *(LPDIRECT3DTEXTURE9*)m_paInput[(int)ORN_Decommanders::RightTexture];
	else m_pcTextureRight = nullptr;

	if (m_paInput[(int)ORN_Decommanders::DistortionVertexBufferLeft])
		if (*(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferLeft])
			m_pcDistortionVertexBufferLeft = **(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferLeft];
		else m_pcDistortionVertexBufferLeft = nullptr;
	else m_pcDistortionVertexBufferLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DistortionVertexBufferRight])
		if (*(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferRight])
			m_pcDistortionVertexBufferRight = **(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferRight];
		else m_pcDistortionVertexBufferRight = nullptr;
	else m_pcDistortionVertexBufferRight = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DistortionIndexBufferLeft])
		if (*(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferLeft])
			m_pcDistortionIndexBufferLeft = **(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferLeft];
		else m_pcDistortionIndexBufferLeft = nullptr;
	else m_pcDistortionIndexBufferLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DistortionIndexBufferRight])
		if (*(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferRight])
			m_pcDistortionIndexBufferRight = **(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferRight];
		else m_pcDistortionIndexBufferRight = nullptr;
	else m_pcDistortionIndexBufferRight = nullptr;
	if (m_paInput[(int)ORN_Decommanders::OculusVertexDeclaration])
		if (*(LPDIRECT3DVERTEXDECLARATION9**)m_paInput[(int)ORN_Decommanders::OculusVertexDeclaration])
			m_pcVertexDecl = **(LPDIRECT3DVERTEXDECLARATION9**)m_paInput[(int)ORN_Decommanders::OculusVertexDeclaration];
		else m_pcVertexDecl = nullptr;
	else m_pcVertexDecl = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DefaultEyeFovLeft])
		if (*(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovLeft])
			m_psFOVPortLeft = *(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovLeft];
		else m_psFOVPortLeft = nullptr;
	else m_psFOVPortLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DefaultEyeFovRight])
		if (*(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovRight])
			m_psFOVPortRight = *(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovRight];
		else m_psFOVPortRight = nullptr;
	else m_psFOVPortRight = nullptr;

	// get device 
	LPDIRECT3DDEVICE9 pcDevice = nullptr;
	bool bReleaseDevice = false;
	if (eD3DInterface == INTERFACE_IDIRECT3DDEVICE9)
	{
		pcDevice = (LPDIRECT3DDEVICE9)pThis;
	}
	else if (eD3DInterface == INTERFACE_IDIRECT3DSWAPCHAIN9)
	{
		LPDIRECT3DSWAPCHAIN9 pSwapChain = (LPDIRECT3DSWAPCHAIN9)pThis;
		if (!pSwapChain) 
		{
			OutputDebugString(L"Oculus Renderer Node : No swapchain !");
			return nullptr;
		}
		pSwapChain->GetDevice(&pcDevice);
		bReleaseDevice = true;
	}
	if (!pcDevice)
	{
		OutputDebugString(L"Oculus Renderer Node : No device !");
		return nullptr;
	}

	// Original code (LibOVR) :
	// pShaderCode = ShaderCompile("precompiledVertexShaderSrc",VertexShaderSrc,"vs_2_0");
	// pShaderCode = ShaderCompile("precompiledVertexShaderTimewarpSrc",VertexShaderTimewarpSrc,"vs_3_0");
	// pShaderCode = ShaderCompile("precompiledPixelShaderSrc",PixelShaderSrc,"ps_3_0");

	// pixel shader created ?
	if (!m_pcOculusPixelShader)
	{
//.........这里部分代码省略.........
开发者ID:Innovative-Ideas,项目名称:Perception,代码行数:101,代码来源:OculusRenderer.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::Release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。