本文整理汇总了C++中LPDIRECT3D9::CheckDepthStencilMatch方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3D9::CheckDepthStencilMatch方法的具体用法?C++ LPDIRECT3D9::CheckDepthStencilMatch怎么用?C++ LPDIRECT3D9::CheckDepthStencilMatch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LPDIRECT3D9
的用法示例。
在下文中一共展示了LPDIRECT3D9::CheckDepthStencilMatch方法的5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: FindDepthStencilFormat
BOOL FindDepthStencilFormat(UINT iAdapter, D3DDEVTYPE DeviceType,
D3DFORMAT TargetFormat, D3DFORMAT *pDepthStencilFormat)
{
// prima lo cerco a 32bit, poi a 24 e infine a 16...e se non
// c'è vaffanculo alla tua scheda grafica.
if (SUCCEEDED(g_pD3D->CheckDeviceFormat(iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32)))
{
if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D32)))
{
*pDepthStencilFormat = D3DFMT_D32;
return TRUE;
}
}
if (SUCCEEDED(g_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8)))
{
if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D24X8 )))
{
*pDepthStencilFormat = D3DFMT_D24X8;
return TRUE;
}
}
if(SUCCEEDED(g_pD3D->CheckDeviceFormat(iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24S8)))
{
if(SUCCEEDED(g_pD3D->CheckDepthStencilMatch(iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D24S8)))
{
*pDepthStencilFormat = D3DFMT_D24S8;
return TRUE;
}
}
if (SUCCEEDED(g_pD3D->CheckDeviceFormat(iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16)))
{
if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D16)))
{
*pDepthStencilFormat = D3DFMT_D16;
return TRUE;
}
}
return FALSE;
}
示例2:
HRESULT HookIDirect3D9::CheckDepthStencilMatch(LPVOID _this, UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat)
{
LOG_API();
return pD3D->CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);
}
示例3: InitializeWindowed
HRESULT KGraphicsEngine::InitializeWindowed(HWND hBaseWindow, HWND hRenderWindow)
{
// Create the D3D object.
if ( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
{
MessageBox(hBaseWindow,"Failed Create the D3D object!.","Failed Create the D3D object!",0);
return E_FAIL;
}
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&g_D3DCaps);
if ( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &m_DisplayMode ) ) )
{
MessageBox(hBaseWindow,"Failed GetAdapterDisplayMode !.","Failed Create the D3D object!",0);
return E_FAIL;
}
// Set up the structure used to create the D3DDevice
D3DFORMAT DepFormat;
if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_DisplayMode.Format,
m_DisplayMode.Format,
D3DFMT_D24S8)))
{
DepFormat = D3DFMT_D24S8;
}
else
{
DepFormat = D3DFMT_D16;
}
memset( &m_PresentParam, 0, sizeof(D3DPRESENT_PARAMETERS) );
memset(&m_RenderWindowRect, 0, sizeof(m_RenderWindowRect));
if(hRenderWindow)
::GetWindowRect(hRenderWindow,&m_RenderWindowRect);
else
{
::GetWindowRect(hBaseWindow,&m_RenderWindowRect);
hRenderWindow = hBaseWindow;
}
//m_PresentParam.BackBufferWidth = m_RenderWindowRect.right-m_RenderWindowRect.left ;
//m_PresentParam.BackBufferHeight= m_RenderWindowRect.bottom - m_RenderWindowRect.top;
m_PresentParam.BackBufferWidth = m_DisplayMode.Width ;
m_PresentParam.BackBufferHeight= m_DisplayMode.Height;
m_PresentParam.Windowed = TRUE ;
m_PresentParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_PresentParam.BackBufferFormat = m_DisplayMode.Format;
m_PresentParam.EnableAutoDepthStencil = TRUE;
m_PresentParam.AutoDepthStencilFormat = DepFormat;
m_PresentParam.MultiSampleType = D3DMULTISAMPLE_NONE;
m_PresentParam.hDeviceWindow = hBaseWindow;
m_PresentParam.Flags = 0;
m_PresentParam.FullScreen_RefreshRateInHz = 0;
m_PresentParam.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//just set camera's aspect
m_cCamera.Aspect = m_PresentParam.BackBufferWidth*1.0f/m_PresentParam.BackBufferHeight;
HRESULT hr;
// Set default settings
UINT AdapterToUse=D3DADAPTER_DEFAULT;
D3DDEVTYPE DeviceType=D3DDEVTYPE_HAL;
//#if SHIPPING_VERSION
// When building a shipping version, disable NVPerfHUD (opt-out)
//#else
// Look for 'NVIDIA NVPerfHUD' adapter
// If it is present, override default settings
for (UINT Adapter=0;Adapter<g_pD3D->GetAdapterCount();Adapter++)
{
D3DADAPTER_IDENTIFIER9 Identifier;
HRESULT Res=g_pD3D->GetAdapterIdentifier(Adapter,0,&Identifier);
if (strcmp(Identifier.Description,"NVIDIA NVPerfHUD")==0)
{
AdapterToUse=Adapter;
DeviceType=D3DDEVTYPE_REF;
break;
}
}
//#endif
// Create the D3DDevice
/*if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&m_PresentParam, &g_pd3dDevice ) ) )
{*/
if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
D3DCREATE_MIXED_VERTEXPROCESSING,
&m_PresentParam, &g_pd3dDevice ) ) )
{
if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&m_PresentParam, &g_pd3dDevice ) ) )
{
//.........这里部分代码省略.........
示例4: if
HRESULT KGraphicsEngine::Toggle2Windowed()
{
if (m_lpCurScene)
{
g_cMeshTable.InvalidateDeviceObjects();
g_SceneTable.InvalidateDeviceObjects();
}
g_EffectMgr.InvalidateDeviceObjects();
if (m_bUseMotionBlur)
{
BackBufferRelease();
}
HRESULT hr = S_OK;
GetWindowRect(m_LastRenderWindow,&m_RenderWindowRect);
//m_PresentParam.BackBufferWidth = m_RenderWindowRect.right-m_RenderWindowRect.left ;
//m_PresentParam.BackBufferHeight= m_RenderWindowRect.bottom - m_RenderWindowRect.top;
m_PresentParam.BackBufferWidth = m_DisplayMode.Width;
m_PresentParam.BackBufferHeight= m_DisplayMode.Height;
D3DFORMAT DepFormat;
if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_DisplayMode.Format,
m_DisplayMode.Format,
D3DFMT_D24S8)))
{
DepFormat = D3DFMT_D24S8;
}
else
{
DepFormat = D3DFMT_D16;
}
m_PresentParam.Windowed = TRUE ;
m_PresentParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_PresentParam.BackBufferFormat = m_DisplayMode.Format;
m_PresentParam.EnableAutoDepthStencil = TRUE;
m_PresentParam.AutoDepthStencilFormat = DepFormat;
m_PresentParam.MultiSampleType = D3DMULTISAMPLE_NONE;
m_PresentParam.hDeviceWindow = g_hBaseWnd;
m_PresentParam.Flags = 0;
m_PresentParam.FullScreen_RefreshRateInHz = 0;
m_PresentParam.BackBufferCount = 0;
m_PresentParam.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
//just set camera's aspect
m_cCamera.Aspect = m_PresentParam.BackBufferWidth*1.0f/m_PresentParam.BackBufferHeight;
g_pd3dDevice->SetDialogBoxMode( FALSE );
if ( FAILED(hr = g_pd3dDevice->Reset( &m_PresentParam )))
{
//fprintf(Note,"Create D3D Device Failed.\n");
if (hr == D3DERR_INVALIDCALL)
MessageBox(g_hBaseWnd,"Toggle to Windowed Failed!","Failed in Toggling",0);
else if (hr == E_OUTOFMEMORY )
MessageBox(g_hBaseWnd,"Direct3D could not allocate sufficient memory to complete the call.","Failed Create Device!",0);
else if (hr == D3DERR_OUTOFVIDEOMEMORY)
MessageBox(g_hBaseWnd,"Direct3D does not have enough display memory to perform the operation. ","Failed Create Device!",0);
return E_FAIL;
}
SetWindowLong( g_hBaseWnd , GWL_STYLE, m_BaseWinStyle );
SetRenderWindow(m_LastRenderWindow);
m_bWindowed = TRUE;
if (m_lpCurScene)
{
g_cMeshTable.RestoreDeviceObjects();
g_SceneTable.RestoreDeviceObjects();
}
g_EffectMgr.RestoreDeviceObjects();
if (m_bUseMotionBlur)
{
BackBufferCreate();
}
return S_OK;
}
示例5: InitScene
HRESULT InitScene()
{
HRESULT hr;
D3DDISPLAYMODE mode;
if( FAILED(hr = direct3d->GetAdapterDisplayMode(0, &mode)) )
{
MYERROR("Could not get adapter mode");
return hr;
}
if( FAILED(hr = direct3d->CheckDeviceFormat( 0, D3DDEVTYPE_HAL, mode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) )
{
MYERROR("No floating point rendertarget support");
return hr;
}
// más depth/stencil-el még müködhet
if( FAILED(hr = direct3d->CheckDepthStencilMatch( 0, D3DDEVTYPE_HAL, mode.Format, D3DFMT_A16B16G16R16F, D3DFMT_D24S8)) )
{
MYERROR("D3DFMT_A16B16G16R16F does not support D3DFMT_D24S8");
return hr;
}
D3DVERTEXELEMENT9 elem[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 },
{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
SetWindowText(hwnd, TITLE);
MYVALID(D3DXLoadMeshFromX("../media/meshes/skullocc3.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &mesh1));
MYVALID(D3DXLoadMeshFromX("../media/meshes//knot.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &mesh2));
MYVALID(D3DXLoadMeshFromX("../media/meshes//teapot.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &mesh3));
MYVALID(D3DXLoadMeshFromX("../media/meshes/sky.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &skymesh));
mesh = mesh1;
//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/altar.dds", &skytexture));
//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/altar_rough.dds", &roughspecular));
MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/grace.dds", &skytexture));
MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/grace_rough.dds", &roughspecular));
//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/beach.dds", &skytexture));
//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/beach_rough.dds", &roughspecular));
//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/stpeters.dds", &skytexture));
//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/stpeters_rough.dds", &roughspecular));
MYVALID(D3DXCreateTextureFromFile(device, "../media/textures/gold.jpg", &texture));
MYVALID(D3DXCreateTextureFromFile(device, "../media/textures/fresnel.png", &fresneltexture));
// downsample & blur textures
for( int i = 0; i < 5; ++i )
{
MYVALID(device->CreateTexture(screenwidth / (2 << i), screenheight / (2 << i), 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &dstargets[i], NULL));
MYVALID(device->CreateTexture(screenwidth / (2 << i), screenheight / (2 << i), 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &blurtargets[i], NULL));
MYVALID(blurtargets[i]->GetSurfaceLevel(0, &blursurfaces[i]));
MYVALID(dstargets[i]->GetSurfaceLevel(0, &dssurfaces[i]));
}
// star textures (8x 1 MB @ 1080p)
for( int i = 0; i < 4; ++i )
{
for( int j = 0; j < 2; ++j )
{
MYVALID(device->CreateTexture(screenwidth / 4, screenheight / 4, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &startargets[i][j], NULL));
MYVALID(startargets[i][j]->GetSurfaceLevel(0, &starsurfaces[i][j]));
}
}
// lens flare textures (2x 4 MB @ 1080p)
for( int i = 0; i < 2; ++i )
{
MYVALID(device->CreateTexture(screenwidth / 2, screenheight / 2, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &ghosttargets[i], NULL));
MYVALID(ghosttargets[i]->GetSurfaceLevel(0, &ghostsurfaces[i]));
}
// luminance textures
for( int i = 0; i < 4; ++i )
{
UINT j = 256 / (4 << (2 * i));
MYVALID(device->CreateTexture(j, j, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_R16F, D3DPOOL_DEFAULT, &avglumtargets[i], NULL));
MYVALID(avglumtargets[i]->GetSurfaceLevel(0, &avglumsurfaces[i]));
}
// adapted luminance textures
MYVALID(device->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R16F, D3DPOOL_DEFAULT, &avglumtargets[4], NULL));
MYVALID(device->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R16F, D3DPOOL_DEFAULT, &avglumtargets[5], NULL));
//.........这里部分代码省略.........