本文整理汇总了C++中LPDIRECT3DDEVICE7::EndScene方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE7::EndScene方法的具体用法?C++ LPDIRECT3DDEVICE7::EndScene怎么用?C++ LPDIRECT3DDEVICE7::EndScene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LPDIRECT3DDEVICE7
的用法示例。
在下文中一共展示了LPDIRECT3DDEVICE7::EndScene方法的3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: DrawBillBoard
HRESULT CImageHandler::DrawBillBoard(LPDIRECT3DDEVICE7 lpDevice, D3DVECTOR vTrans, D3DVECTOR vScale, /*D3DVECTOR vRot, */D3DMATERIAL7 mtrl, /*FLOAT fRotRad, */LPDIRECTDRAWSURFACE7 lpddsTextr)
{
if ( lpDevice )
{
if( SUCCEEDED(lpDevice->BeginScene()) )
{
D3DMATRIX matTrans;
D3DMATRIX matScale;
D3DMATRIX matRot;
D3DMATRIX matWorld;
D3DMATRIX matTempWorld;
D3DMATRIX matWorldOriginal;
lpDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);
vTrans.x = vTrans.x+vScale.x/2-400;
vTrans.y = -vTrans.y-vScale.y/2+300;
D3DUtil_SetTranslateMatrix(matTrans, vTrans);
D3DUtil_SetScaleMatrix(matScale, vScale.x, vScale.y, vScale.z);
// D3DUtil_SetRotationMatrix(matRot, vRot, fRotRad);
D3DMath_MatrixMultiply(/*matTempWorld*/matWorld, matScale, matTrans);
// D3DMath_MatrixMultiply(matWorld, matRot, matTempWorld);
lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
SetBlendRenderState(lpDevice, _BLEND_NORMAL, mtrl);
lpDevice->SetMaterial(&mtrl);
lpDevice->SetTexture(0, lpddsTextr);
lpDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, m_avBillBoard, 4, NULL);
// 원상복귀.
ZeroMemory(&mtrl, sizeof(mtrl));
mtrl.diffuse.r = mtrl.diffuse.g = mtrl.diffuse.b = 0.1f;
mtrl.ambient.r = mtrl.ambient.g = mtrl.ambient.b = 1.0f;
lpDevice->SetMaterial(&mtrl);
ResetBlendenderState(lpDevice);
lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);
}
lpDevice->EndScene();
return S_OK;
}
return E_FAIL;
}
示例2: wEndScene
/// <summary>
/// <c>wEndScene</c>
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <returns></returns>
HRESULT __stdcall wEndScene(
LPDIRECT3DDEVICE7 d3dDevice7)
{
PSTR pszErrorMessage;
HRESULT hResult;
InternalFunctionSpew("GameOS_Direct3D", "EndScene()");
hResult = d3dDevice7->EndScene();
if (FAILED(hResult))
{
pszErrorMessage = ErrorNumberToMessage(hResult);
if ( InternalFunctionPause("FAILED (0x%x - %s) - EndScene()", hResult, pszErrorMessage) )
ENTER_DEBUGGER;
}
return hResult;
}
示例3: Prog_Loop
//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
//set up the vertex positions
vert[0].sx=(float) (cos(angle)*240.0+320.0);
vert[0].sy=(float) (sin(angle)*240.0+240.0);
vert[0].sz=(float) (sin(angle)*240.0+240.0);
vert[1].sx=(float) (cos(angle+PI/2)*240.0+320.0);
vert[1].sy=(float) (sin(angle+PI/2)*240.0+240.0);
vert[1].sz=(float) (sin(angle+PI/2)*240.0+240.0);
vert[2].sx=(float) (cos(angle-PI/2)*240.0+320.0);
vert[2].sy=(float) (sin(angle-PI/2)*240.0+240.0);
vert[2].sz=(float) (sin(angle-PI/2)*240.0+240.0);
vert[3].sx=(float) (cos(angle-PI)*240.0+320.0);
vert[3].sy=(float) (sin(angle-PI)*240.0+240.0);
vert[3].sz=(float) (sin(angle-PI)*240.0+240.0);
//add to the angle for next time
angle+=PI/90;
//clear the viewport to black
lpd3ddev->Clear(0,NULL,D3DCLEAR_TARGET,0,0,0);
//start the scene
lpd3ddev->BeginScene();
//draw the triangle
lpd3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_TLVERTEX,vert,4,0);
//end the scene
lpd3ddev->EndScene();
//flip
lpddsPrime->Flip(NULL,DDFLIP_WAIT);
}