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C++ LPDIRECT3DDEVICE类代码示例

本文整理汇总了C++中LPDIRECT3DDEVICE的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE类的具体用法?C++ LPDIRECT3DDEVICE怎么用?C++ LPDIRECT3DDEVICE使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了LPDIRECT3DDEVICE类的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: d3d_vertex_buffer_new

LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev,
      unsigned length, unsigned usage,
      unsigned fvf, D3DPOOL pool, void *handle)
{
   HRESULT hr;
   LPDIRECT3DVERTEXBUFFER buf;

#ifndef _XBOX
   if (usage == 0)
   {
	  if (dev->GetSoftwareVertexProcessing())
         usage = D3DUSAGE_SOFTWAREPROCESSING;
   }
#endif

#if defined(HAVE_D3D8)
   hr = IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool,
         &buf);
#elif defined(HAVE_D3D9)
   hr = IDirect3DDevice9_CreateVertexBuffer(dev, length, usage, fvf, pool,
         &buf, NULL);
#else
   hr = dev->CreateVertexBuffer(length, usage, fvf, pool, &buf, NULL);
#endif

   if (FAILED(hr))
	   return NULL;

   return buf;
}
开发者ID:dankcushions,项目名称:RetroArch,代码行数:30,代码来源:d3d_common.cpp

示例2: d3d_disable_blend_func

void d3d_disable_blend_func(void *data)
{
   LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;

   if (!dev)
      return;

   dev->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
}
开发者ID:SAKUJ0,项目名称:RetroArch,代码行数:9,代码来源:d3d_wrapper.cpp

示例3: d3d_set_render_state

void d3d_set_render_state(void *data, D3DRENDERSTATETYPE state, DWORD value)
{
   LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;

   if (!dev)
      return;

   dev->SetRenderState(state, value);
}
开发者ID:ColinKinloch,项目名称:RetroArch,代码行数:9,代码来源:d3d_common.cpp

示例4: d3d_enable_blend_func

void d3d_enable_blend_func(void *data)
{
   LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;

   if (!dev)
      return;

   dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
   dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
   dev->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
}
开发者ID:SAKUJ0,项目名称:RetroArch,代码行数:11,代码来源:d3d_wrapper.cpp

示例5: d3d_set_render_state

void d3d_set_render_state(void *data, D3DRENDERSTATETYPE state, DWORD value)
{
   LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;

   if (!dev)
      return;

#if defined(HAVE_D3D9) && !defined(__cplusplus)
   IDirect3DDevice9_SetRenderState(dev, state, value);
#else
   dev->SetRenderState(state, value);
#endif
}
开发者ID:dankcushions,项目名称:RetroArch,代码行数:13,代码来源:d3d_common.cpp

示例6: d3d_set_vertex_shader

HRESULT d3d_set_vertex_shader(LPDIRECT3DDEVICE dev, unsigned index,
      void *data)
{
#if defined(_XBOX1)
   return dev->SetVertexShader(index);
#elif defined(_XBOX360)
   LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data;
   D3DDevice_SetVertexShader(dev, shader);
   return S_OK;
#else
   LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data;
   return dev->SetVertexShader(shader);
#endif
}
开发者ID:dankcushions,项目名称:RetroArch,代码行数:14,代码来源:d3d_common.cpp

示例7: d3d_enable_alpha_blend_texture_func

void d3d_enable_alpha_blend_texture_func(void *data)
{
   LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;

   if (!dev)
      return;

#ifndef _XBOX360
   /* Also blend the texture with the set alpha value. */
   dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
   dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
   dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
#endif
}
开发者ID:dankcushions,项目名称:RetroArch,代码行数:14,代码来源:d3d_common.cpp

示例8: d3d_set_vertex_declaration

void d3d_set_vertex_declaration(void *data, void *vertex_data)
{
   LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
#if defined(HAVE_D3D9)
   LPDIRECT3DVERTEXDECLARATION decl = (LPDIRECT3DVERTEXDECLARATION)vertex_data;
#endif
   if (!dev)
      return;
#ifdef _XBOX1
   d3d_set_vertex_shader(dev, D3DFVF_XYZ | D3DFVF_TEX1, NULL);
#elif defined(HAVE_D3D9)
   dev->SetVertexDeclaration(decl);
#endif
}
开发者ID:ColinKinloch,项目名称:RetroArch,代码行数:14,代码来源:d3d_common.cpp

示例9: d3d_frame_postprocess

void d3d_frame_postprocess(void *data)
{
#if defined(_XBOX1)
   LPDIRECT3DDEVICE    dev = (LPDIRECT3DDEVICE)data;
   global_t        *global = global_get_ptr();

   if (!dev)
      return;
   if (!d3d_restore_device(dev))
      return;

   dev->SetFlickerFilter(global->console.screen.flicker_filter_index);
   dev->SetSoftDisplayFilter(global->console.softfilter_enable);
#endif
}
开发者ID:ColinKinloch,项目名称:RetroArch,代码行数:15,代码来源:d3d_common.cpp

示例10: d3d_draw_primitive

void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
      D3DPRIMITIVETYPE type, unsigned start, unsigned count)
{
#if defined(_XBOX1)
   D3DDevice_DrawVertices(type, start, D3DVERTEXCOUNT(type, count));
#elif defined(_XBOX360)
   D3DDevice_DrawVertices(dev, type, start, D3DVERTEXCOUNT(type, count));
#else
   if (SUCCEEDED(dev->BeginScene()))
   {
      dev->DrawPrimitive(type, start, count);
      dev->EndScene();
   }
#endif
}
开发者ID:SAKUJ0,项目名称:RetroArch,代码行数:15,代码来源:d3d_wrapper.cpp

示例11: d3d_device_free

void d3d_device_free(LPDIRECT3DDEVICE dev, LPDIRECT3D pd3d)
{
   if (dev)
      dev->Release();
   if (pd3d)
      pd3d->Release();
}
开发者ID:ColinKinloch,项目名称:RetroArch,代码行数:7,代码来源:d3d_common.cpp

示例12: d3d_texture_new

LPDIRECT3DTEXTURE d3d_texture_new(LPDIRECT3DDEVICE dev,
      const char *path, unsigned width, unsigned height,
      unsigned miplevels, unsigned usage, D3DFORMAT format,
      D3DPOOL pool, unsigned filter, unsigned mipfilter,
      D3DCOLOR color_key, void *src_info_data, 
      PALETTEENTRY *palette)
{
   HRESULT hr;
   LPDIRECT3DTEXTURE buf;
   D3DXIMAGE_INFO *src_info = (D3DXIMAGE_INFO*)src_info_data;

   if (path)
      hr = D3DXCreateTextureFromFileExA(dev,
            path, width, height, miplevels, usage, format,
            pool, filter, mipfilter, color_key, src_info,
            palette, &buf);
   else
   {
      hr = dev->CreateTexture(width, height, miplevels, usage,
            format, pool, &buf
#ifndef _XBOX1
            , NULL
#endif
            );
   }

   if (FAILED(hr))
	   return NULL;

   return buf;
}
开发者ID:dankcushions,项目名称:RetroArch,代码行数:31,代码来源:d3d_common.cpp

示例13: d3d_set_transform

void d3d_set_transform(LPDIRECT3DDEVICE dev,
      D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX *matrix)
{
#ifdef _XBOX1
   D3DDevice_SetTransform(state, matrix);
#elif !defined(_XBOX360)
   /* XBox 360 D3D9 does not support fixed-function pipeline. */
   dev->SetTransform(state, matrix);
#endif
}
开发者ID:SAKUJ0,项目名称:RetroArch,代码行数:10,代码来源:d3d_wrapper.cpp

示例14: d3d_set_viewports

void d3d_set_viewports(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp)
{
#if defined(_XBOX360)
   D3DDevice_SetViewport(dev, vp);
#elif defined(_XBOX1)
   D3DDevice_SetViewport(vp);
#else
   dev->SetViewport(vp);
#endif
}
开发者ID:ColinKinloch,项目名称:RetroArch,代码行数:10,代码来源:d3d_common.cpp

示例15: d3d_vertex_declaration_new

bool d3d_vertex_declaration_new(LPDIRECT3DDEVICE dev,
      const void *vertex_data, void **decl_data)
{
#ifndef _XBOX1
   const D3DVERTEXELEMENT   *vertex_elements = (const D3DVERTEXELEMENT*)vertex_data;
   LPDIRECT3DVERTEXDECLARATION **vertex_decl = (LPDIRECT3DVERTEXDECLARATION**)decl_data;
   if (SUCCEEDED(dev->CreateVertexDeclaration(vertex_elements, (IDirect3DVertexDeclaration9**)vertex_decl)))
      return true;
#endif
   return false;
}
开发者ID:ColinKinloch,项目名称:RetroArch,代码行数:11,代码来源:d3d_common.cpp


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