本文整理汇总了C++中ITexture::Apply方法的典型用法代码示例。如果您正苦于以下问题:C++ ITexture::Apply方法的具体用法?C++ ITexture::Apply怎么用?C++ ITexture::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类ITexture
的用法示例。
在下文中一共展示了ITexture::Apply方法的2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: _FlushAllHelperDeferred
void gkAuxRenderer::_FlushAllHelperDeferred( LPDIRECT3DDEVICE9 pDevice, bool clean )
{
gkShaderPtr pShader = gkShaderManager::ms_AuxRenderer;
Matrix44 viewMat = gkRendererD3D9::getShaderContent().getViewMatrix();
Matrix44 projMat = gkRendererD3D9::getShaderContent().getProjectionMatrix();
getRenderer()->SetRenderState(D3DRS_ZENABLE, FALSE);
getRenderer()->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
getRenderer()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
getRenderer()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
getRenderer()->getDevice()->SetVertexDeclaration( gkRendererD3D9::m_generalDeclPt4F4 );
// Bloommerge
GKHANDLE hTech = pShader->FX_GetTechniqueByName("Render2D");
pShader->FX_SetTechnique( hTech );
{
UINT cPasses;
pShader->FX_Begin( &cPasses, 0 );
for( UINT p = 0; p < cPasses; ++p )
{
pShader->FX_BeginPass( p );
if (!m_vecScreenBoxVertexBuffer_Render.empty())
{
int size = m_vecScreenBoxVertexBuffer_Render.size();
pDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, m_vecScreenBoxVertexBuffer_Render.size() / 3, &(m_vecScreenBoxVertexBuffer_Render[0]), sizeof(GK_HELPER_2DVERTEX));
}
if (!m_vecScreenLineVertexBuffer_Render.empty())
{
int size = m_vecScreenLineVertexBuffer_Render.size();
pDevice->DrawPrimitiveUP(D3DPT_LINELIST, m_vecScreenLineVertexBuffer_Render.size() / 2, &(m_vecScreenLineVertexBuffer_Render[0]), sizeof(GK_HELPER_2DVERTEX));
}
if (clean)
{
m_vecScreenBoxVertexBuffer_Render.clear();
m_vecScreenLineVertexBuffer_Render.clear();
}
pShader->FX_EndPass();
}
pShader->FX_End();
}
//getRenderer()->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
//getRenderer()->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
GKHANDLE hTechT = pShader->FX_GetTechniqueByName("Render2DTexture");
GKHANDLE hTechA = pShader->FX_GetTechniqueByName("Render2DTextureAlpha");
GKHANDLE hTechD = pShader->FX_GetTechniqueByName("Render2DTextureDirect");
getRenderer()->SetRenderState(D3DRS_ZENABLE, FALSE);
if (!m_vecScreenBoxTexturedVertexBuffer_Render.empty())
{
int count = m_vecScreenBoxTexturedVertexBuffer_Render.size() / 6;
//pDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
for (int i=0; i < count; ++i)
{
ITexture* tex = m_vecScreenBoxTexture_Render[i];
if (tex->format() == eTF_A8)
{
pShader->FX_SetTechnique( hTechA );
}
else if(!tex->dynamic())
{
pShader->FX_SetTechnique( hTechT );
}
else
{
pShader->FX_SetTechnique( hTechD );
}
{
UINT cPasses;
pShader->FX_Begin( &cPasses, 0 );
for( UINT p = 0; p < cPasses; ++p )
{
pShader->FX_BeginPass( p );
getRenderer()->getDevice()->SetVertexDeclaration( gkRendererD3D9::m_generalDeclPt4F2 );
getRenderer()->getDevice()->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
getRenderer()->getDevice()->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
tex->Apply(0,0);
//.........这里部分代码省略.........
示例2:
FOR_EACH_COLLECTION(i, mTextures)
{
ITexture* texture = i->Value;
texture->Apply();
}