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C++ LPDIRECT3DDEVICE7::SetRenderState方法代码示例

本文整理汇总了C++中LPDIRECT3DDEVICE7::SetRenderState方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE7::SetRenderState方法的具体用法?C++ LPDIRECT3DDEVICE7::SetRenderState怎么用?C++ LPDIRECT3DDEVICE7::SetRenderState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LPDIRECT3DDEVICE7的用法示例。


在下文中一共展示了LPDIRECT3DDEVICE7::SetRenderState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: DrawUI

void CGras::DrawUI(LPDIRECT3DDEVICE7 lpDevice)
{
	if (lpVertices==NULL)return;
	if (game->lpTexture[40]==NULL)
	{	// Gras Textur nachladen
		game->lpTexture[40]=CreateTextureFromResource(lpDevice,game->lpDD,NULL,"grass.bmp",4,FALSE,TRUE); 
		MakeTransparent(game->lpTexture[40],FALSE);	// Gras
	}

	lpDevice->SetRenderState(D3DRENDERSTATE_LIGHTING,FALSE);

	DWORD old;
	lpDevice->GetRenderState(D3DRENDERSTATE_CULLMODE,&old);
	lpDevice->SetRenderState(D3DRENDERSTATE_CULLMODE,D3DCULL_NONE);
	if (Config.alpha)
	{
		lpDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
		lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,TRUE);
		lpDevice->SetRenderState(D3DRENDERSTATE_ALPHAREF,192);
		lpDevice->SetRenderState(D3DRENDERSTATE_ALPHAFUNC,D3DCMP_GREATEREQUAL);
	}

	lpDevice->SetTexture(0,game->lpTexture[40]);

	D3DMATRIX m;
	D3DUtil_SetIdentityMatrix(m);
	lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,&m);

	for (int i=0;i<vertexbuffers;i++)
		lpDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST,lpVertices[i],0,vertexnum[i],Indices,vertexnum[i]/4*6,0);

	lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,0);
	lpDevice->SetRenderState(D3DRENDERSTATE_LIGHTING,TRUE);
	lpDevice->SetRenderState(D3DRENDERSTATE_CULLMODE,old);
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:35,代码来源:Gras.cpp

示例2: ResetBlendenderState

/******************************************************************************************************************

	함수명 : ResetBlendenderState()

	작성자 : 
	작성일 : 

	목적   : 렌더링스테이트를 기본상태로 복구한다.
	입력   : LPDIRECT3DDEVICE7 pd3dDevice
	출력   : void 

	[일자][수정자] : 수정내용

*******************************************************************************************************************/
void ResetBlendenderState(LPDIRECT3DDEVICE7 pd3dDevice)
{
	pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1);
	pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

	pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
	pd3dDevice->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
	pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND , D3DBLEND_ONE);
	pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
}
开发者ID:KaSt,项目名称:mir2ei,代码行数:28,代码来源:d3dutil.cpp

示例3: Render

//-----------------------------------------------------------------------------
// rendu de la d�chirure spatio temporelle
float CSummonCreature::Render(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
    if (ulCurrentTime >= (ulDurationIntro + ulDurationRender + ulDurationOuttro)) return 0.f;

    SETTC(m_pd3dDevice, NULL);
    SETCULL(m_pd3dDevice, D3DCULL_NONE);
    SETZWRITE(m_pd3dDevice, false);

    SETTEXTUREWRAPMODE(m_pd3dDevice, D3DTADDRESS_CLAMP);
    m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,  D3DBLEND_ONE);
    m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
    SETALPHABLEND(m_pd3dDevice, true);

    //-------------------------------------------------------------------------
    fTexWrap += 0.02f;

    if (fTexWrap >= 1.0f)
    {
        fTexWrap -= 1.0f;
    }

    //-------------------------------------------------------------------------
    // render intro (opening + rays)
    if (ulCurrentTime < ulDurationIntro)
    {
        if (ulCurrentTime < ulDurationIntro * 0.666f)
        {
            fSizeIntro = (end + 2) * fOneOnDurationIntro * (1.5f) * ulCurrentTime;
            sizeF = 1;
        }
        else
        {
            if (bIntro != false)
                bIntro = false;

            sizeF = (iSize) * (fOneOnDurationIntro * 3) * (ulCurrentTime - ulDurationIntro * 0.666f);
        }
    }
    // do nothing just render
    else if (ulCurrentTime < (ulDurationIntro + ulDurationRender))
    {
    }
    // close it all
    else if (ulCurrentTime < (ulDurationIntro + ulDurationRender + ulDurationOuttro))
    {
        //if (sizeF > 0)
        {
            sizeF = iSize - (iSize) * fOneOnDurationOuttro * (ulCurrentTime - (ulDurationIntro + ulDurationRender));
        }
    }

    SETALPHABLEND(m_pd3dDevice, false);
    RenderFissure(m_pd3dDevice);

    SETZWRITE(m_pd3dDevice, true);
    SETALPHABLEND(m_pd3dDevice, false);
    SETTEXTUREWRAPMODE(m_pd3dDevice, D3DTADDRESS_WRAP);

    return (fSizeIntro / end);
}
开发者ID:tramboi,项目名称:ArxFatalis,代码行数:62,代码来源:ARX_SpellFX_Lvl09.cpp

示例4: DrawAlpha

void CSprite::DrawAlpha(LPDIRECT3DDEVICE7 lpDevice,const D3DVECTOR pos,const float w,const float h,const DWORD color,const int spritenr)
{
    D3DVECTOR rightVect,upVect;
    D3DMATRIX mat;
    {
        lpDevice->GetTransform(D3DTRANSFORMSTATE_VIEW,&mat);
        rightVect=Normalize(D3DVECTOR(mat._11,mat._21,mat._31))*w*0.5f;
        upVect=Normalize(D3DVECTOR(mat._12,mat._22,mat._32))*h*0.5f;
    }

    D3DLVERTEX verts[4]=
    {
        D3DLVERTEX(pos-rightVect+upVect, color,0, 1.0f, 0.0f),
        D3DLVERTEX(pos+rightVect+upVect, color,0, 0.0f, 0.0f),
        D3DLVERTEX(pos-rightVect-upVect, color,0, 1.0f, 1.0f),
        D3DLVERTEX(pos+rightVect-upVect, color,0, 0.0f, 1.0f)
    };

    D3DUtil_SetIdentityMatrix(mat);

    lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,&mat);

    if (Config.alpha)
    {
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,   TRUE);
        lpDevice->SetRenderState(D3DRENDERSTATE_LIGHTING,FALSE);
        lpDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1,         D3DTA_TEXTURE);
        lpDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,           D3DTOP_SELECTARG1);
        lpDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);

        lpDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA);
        lpDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA);
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,TRUE);
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHAREF,8);
    }


    lpDevice->SetTexture(0,GetSurface(spritenr));
    lpDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_LVERTEX,verts,4,0);
    lpDevice->SetTexture(0,NULL);

    if (Config.alpha)
    {
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,   FALSE);
        lpDevice->SetRenderState(D3DRENDERSTATE_LIGHTING,TRUE);
        lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,FALSE);
    }
}
开发者ID:shlusiak,项目名称:Chicken-Tournament,代码行数:48,代码来源:Sprites.cpp

示例5: DrawShadow

void DrawShadow(LPDIRECT3DDEVICE7 lpDevice)
{
    lpDevice->SetRenderState( D3DRENDERSTATE_ZENABLE,       FALSE );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILENABLE, TRUE );

    // Turn on alphablending
    lpDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );

    lpDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
    lpDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );

	lpDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_DIFFUSE);

    // Only write where the stencil value == 1
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILREF,  0x1 );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILFUNC, D3DCMP_EQUAL );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_KEEP );

    // Get viewport dimensions for big, gray square
    D3DVIEWPORT7 vp;
    lpDevice->GetViewport(&vp);
    FLOAT sx = (FLOAT)vp.dwWidth;
    FLOAT sy = (FLOAT)vp.dwHeight;

	D3DCOLOR color=D3DRGBA(0,0,0,0.5f);
    // Draw a big, gray square
    D3DTLVERTEX vBigGraySquare[4];
    vBigGraySquare[0] = D3DTLVERTEX( D3DVECTOR( 0,sy,0.0f),1.0f,color,0,0,0 );
    vBigGraySquare[1] = D3DTLVERTEX( D3DVECTOR( 0, 0,0.0f),1.0f,color,0,0,0 );
    vBigGraySquare[2] = D3DTLVERTEX( D3DVECTOR(sx,sy,0.0f),1.0f,color,0,0,0 );
    vBigGraySquare[3] = D3DTLVERTEX( D3DVECTOR(sx, 0,0.0f),1.0f,color,0,0,0 );
    lpDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX,
                                 vBigGraySquare, 4, NULL );

    // Restore render states
    lpDevice->SetRenderState( D3DRENDERSTATE_ZENABLE,          TRUE );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILENABLE,    FALSE );
    lpDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:39,代码来源:Shadows.cpp

示例6: DrawUI

void CRadar::DrawUI(LPDIRECT3DDEVICE7 lpDevice)
{
	if (!Enabled)return;
	if ((lpSurface==NULL)||(lpSurface->IsLost()))
	{
		UpdateSurface();
		Update();
	}

	const float w=130.0f*game->width/640.0f;
	const float h=130.0f*game->width/640.0f;

	const float x=game->width-20-w;
	const float y=game->height-20-h;
	const int c=D3DRGBA(1,1,1,0.45f);
	const float r=0.9f;
	D3DTLVERTEX v[4]={
		D3DTLVERTEX(D3DVECTOR(x,y,0),r,c,0,0,0),
		D3DTLVERTEX(D3DVECTOR(x+w,y,0),r,c,0,1,0),
		D3DTLVERTEX(D3DVECTOR(x,y+h,0),r,c,0,0,1),
		D3DTLVERTEX(D3DVECTOR(x+w,y+h,0),r,c,0,1,1)
	};

	if (Config.alpha)
	{
//		lpDevice->SetRenderState(D3DRENDERSTATE_ZENABLE,FALSE);
		lpDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,TRUE);
		lpDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA);
		lpDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA);
		lpDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);

		lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,TRUE);
		lpDevice->SetRenderState(D3DRENDERSTATE_ALPHAREF,8);
		lpDevice->SetRenderState(D3DRENDERSTATE_ALPHAFUNC,D3DCMP_GREATEREQUAL);
	}

	lpDevice->SetTexture(0,lpSurface);

	lpDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_TLVERTEX,v,4,0);

	lpDevice->SetTexture(0,NULL);

	lpDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,0);
	lpDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE,0);
//	lpDevice->SetRenderState(D3DRENDERSTATE_ZENABLE,TRUE);
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:46,代码来源:Radar.cpp

示例7: wSetRenderState

/// <summary>
/// <c>wSetRenderState</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="dwRenderStateType"></param>
/// <param name="dwRenderState"></param>
/// <returns></returns>
HRESULT __stdcall wSetRenderState(
	LPDIRECT3DDEVICE7 d3dDevice7, D3DRENDERSTATETYPE dwRenderStateType, ULONG dwRenderState)
{
	PSTR		pszRenderState;
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	++TotalRenderStateChanges;
	pszRenderState = GetRenderState(dwRenderStateType, dwRenderState);
	InternalFunctionSpew("GameOS_Direct3D", "SetRenderState(%s)", pszRenderState);

	hResult = d3dDevice7->SetRenderState(dwRenderStateType, dwRenderState);
	if (FAILED(hResult))
	{
		pszRenderState = GetRenderState(dwRenderStateType, dwRenderState);
		pszErrorMessage = ErrorNumberToMessage(hResult);
		if ( InternalFunctionPause("FAILED (0x%x - %s) - SetRenderState(%s)", 
			hResult, pszErrorMessage, pszRenderState) )
			ENTER_DEBUGGER;
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:32,代码来源:direct3d.cpp

示例8: Render

//---------------------------------------------------------------------
float CRuneOfGuarding::Render(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
 

	float x = eSrc.x;
	float y = eSrc.y - 20;
	float z = eSrc.z;

	SETZWRITE(m_pd3dDevice, FALSE);
	m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,  D3DBLEND_ONE);
	m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
	SETALPHABLEND(m_pd3dDevice, TRUE);

	//----------------------------
	//	long color = D3DRGB(1,1,1);
	//	int size = 100;
	//----------------------------
	EERIE_3D stiteangle;
	EERIE_3D stitepos;
	EERIE_3D stitescale;
	EERIE_RGB stitecolor;

	float stiteangleb = (float) ulCurrentTime * fOneOnDuration * 120;
	stiteangle.a = 0;
	stiteangle.g = 0;
	stitepos.x = x;
	stitepos.y = y;
	stitepos.z = z;

	float gtc = (float)ARX_TIME_Get();
	float v = EEsin(gtc * DIV1000) * DIV10;
	stiteangle.b = MAKEANGLE(gtc * DIV1000); 
	stitecolor.r = 0.4f - v;
	stitecolor.g = 0.4f - v;
	stitecolor.b = 0.6f - v;
	stitescale.x = 1;
	stitescale.y = -0.1f;
	stitescale.z = 1;

	if (slight)
		DrawEERIEObjEx(m_pd3dDevice, slight, &stiteangle, &stitepos, &stitescale, &stitecolor);

	stiteangle.b = stiteangleb;
	stitecolor.r = 0.6f;
	stitecolor.g = 0.f;
	stitecolor.b = 0.f;
	stitescale.x = 2;
	stitescale.y = 2;
	stitescale.z = 2;

	if (ssol)
		DrawEERIEObjEx(m_pd3dDevice, ssol, &stiteangle, &stitepos, &stitescale, &stitecolor);

	stitecolor.r = 0.6f;
	stitecolor.g = 0.3f;
	stitecolor.b = 0.45f;
	stitescale.z = 1.8f;
	stitescale.y = 1.8f;
	stitescale.x = 1.8f;


	if (srune)
		DrawEERIEObjEx(m_pd3dDevice, srune, &stiteangle, &stitepos, &stitescale, &stitecolor);


	for (int n = 0; n < 4; n++)
	{
		int j = ARX_PARTICLES_GetFree();

		if ((j != -1) && (!ARXPausedTimer))
		{
			ParticleCount++;
			particle[j].exist		=	1;
			particle[j].zdec		=	0;
 
			particle[j].ov.x		=	x + frand2() * 40; 
			particle[j].ov.y		=	y;
			particle[j].ov.z		=	z + frand2() * 40;
			particle[j].move.x		=	0.8f * frand2(); 
			particle[j].move.y		=	-4.f * rnd(); 
			particle[j].move.z		=	0.8f * frand2(); 
			particle[j].scale.x		=	-0.1f;
			particle[j].scale.y		=	-0.1f;
			particle[j].scale.z		=	-0.1f;
			particle[j].timcreation = lARXTime;
			particle[j].tolive		=	2600 + (unsigned long)(rnd() * 600.f);
			particle[j].tc			=	tex_p2;
			particle[j].siz			=	0.3f;
			particle[j].r			=	0.4f;
			particle[j].g			=	0.4f;
			particle[j].b			=	0.6f;
		}
	}

	return 1.0f - rnd() * 0.3f;
}
开发者ID:OpenSourcedGames,项目名称:Arx-Fatalis,代码行数:97,代码来源:ARX_SpellFX_Lvl05.cpp

示例9: DrawStone

/*--------------------------------------------------------------------------*/
void CLevitate::DrawStone(LPDIRECT3DDEVICE7 device)
{
	device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_INVDESTCOLOR);
	device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
	SETALPHABLEND(device, TRUE);
	int	nb = 256;

	while (nb--)
	{
		if (this->tstone[nb].actif)
		{
			float a = (float)this->tstone[nb].currtime / (float)this->tstone[nb].time;

			if (a > 1.f)
			{
				a = 1.f;
				this->tstone[nb].actif = 0;
			}

			int col = RGBA_MAKE(255, 255, 255, (int)(255.f * (1.f - a)));

			if (this->stone[this->tstone[nb].numstone])
				DrawEERIEObjExEx(device, this->stone[this->tstone[nb].numstone], &this->tstone[nb].ang, &this->tstone[nb].pos, &this->tstone[nb].scale, col);

			int j = ARX_PARTICLES_GetFree();

			if ((j != -1) && (!ARXPausedTimer))
			{
				ParticleCount++;
				particle[j].exist = 1;
				particle[j].zdec = 0;

				particle[j].ov = this->tstone[nb].pos;
				particle[j].move.x = 0.f;
				particle[j].move.y = 3.f * rnd();
				particle[j].move.z = 0.f;
				particle[j].siz = 3.f + 3.f * rnd();
				particle[j].tolive = 1000;
				particle[j].scale.x = 1.f;
				particle[j].scale.y = 1.f;
				particle[j].scale.z = 1.f;
				particle[j].timcreation = -(long)(ARXTime + 1000);
				particle[j].tc = NULL;
				particle[j].special = FIRE_TO_SMOKE | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
				particle[j].fparam = 0.0000001f;
				particle[j].r = 1.f;
				particle[j].g = 1.f;
				particle[j].b = 1.f;
			}


			//update mvt
			if (!ARXPausedTimer)
			{
				a = (((float)this->currframetime) * 100.f) / (float)this->tstone[nb].time;
				this->tstone[nb].pos.y += this->tstone[nb].yvel * a;
				this->tstone[nb].ang.a += this->tstone[nb].angvel.a * a;
				this->tstone[nb].ang.b += this->tstone[nb].angvel.b * a;
				this->tstone[nb].ang.g += this->tstone[nb].angvel.g * a;

				this->tstone[nb].yvel *= 1.f - (1.f / 100.f);

				this->tstone[nb].currtime += this->currframetime;
			}
		}
	}

	SETALPHABLEND(device, FALSE);
}
开发者ID:OpenSourcedGames,项目名称:Arx-Fatalis,代码行数:70,代码来源:ARX_SpellFX_Lvl05.cpp

示例10: Render

/*--------------------------------------------------------------------------*/
float CPortal::Render(LPDIRECT3DDEVICE7 device)
{
	SETALPHABLEND(device, TRUE);
	SETZWRITE(device, FALSE);

	device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
	device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);

	//calcul sphere
	int			nb = this->spherenbpt;
	D3DTLVERTEX * v = this->sphered3d, d3dvs;
	EERIE_3D	* pt = this->spherevertex;
	int col = RGBA_MAKE(0, (int)(200.f * this->spherealpha), (int)(255.f * this->spherealpha), 255);

	while (nb)
	{
		d3dvs.sx = pt->x + this->pos.x;	//pt du bas
		d3dvs.sy = pt->y + this->pos.y;
		d3dvs.sz = pt->z + this->pos.z;
		EE_RTP(&d3dvs, v);

		if (!ARXPausedTimer) v->color = col;

		v++;
		pt++;
		nb--;
	}

	//update les couleurs aux impacts
	nb = 256;

	while (nb--)
	{
		if (this->tabeclair[nb].actif)
		{
			float a;

			a = 1.f - ((float)this->tabeclair[nb].currduration / (float)this->tabeclair[nb].duration);

			if (a < 0.f) a = 0.f;

			if (this->tabeclair[nb].numpt >= 0)
			{
				int r = (int)((0.f + (255.f - 0.f) * a) * this->spherealpha * 3.f);

				if (r > 255) r = 255;

				int g = (int)((200.f + (255.f - 200.f) * a) * this->spherealpha * 3.f);

				if (g > 255) g = 255;

				int b = (int)(255.f * this->spherealpha * 3.f);

				if (b > 255) b = 255;

				if (!ARXPausedTimer) this->sphered3d[this->tabeclair[nb].numpt].color = RGBA_MAKE(r, g, b, 255);
			}

		}
	}


	//affichage de la sphere back
	SETCULL(device, D3DCULL_CW);
	device->SetTexture(0, NULL);
	device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, this->sphered3d, this->spherenbpt, (unsigned short *)this->sphereind, this->spherenbfaces * 3, 0);

	//affichage eclair
	this->DrawAllEclair(device);

	//affichage des particules à l'interieur
	if (rnd() > .25f)
	{
		int j = ARX_PARTICLES_GetFree();

		if ((j != -1) && (!ARXPausedTimer))
		{
			ParticleCount++;
			particle[j].exist = 1;
			particle[j].zdec = 0;

			float a = rnd() * 360.f;
			float b = rnd() * 360.f;
			float rr = this->r * (rnd() + .25f) * 0.05f;

			particle[j].ov.x	=	this->pos.x;
			particle[j].ov.y	=	this->pos.y;
			particle[j].ov.z	=	this->pos.z;
			particle[j].move.x	=	rr * EEsin(DEG2RAD(a)) * EEcos(DEG2RAD(b));
			particle[j].move.y	=	rr * EEcos(DEG2RAD(a));
			particle[j].move.z	=	rr * EEsin(DEG2RAD(a)) * EEsin(DEG2RAD(b));
			particle[j].siz		=	10.f;
			particle[j].tolive	=	1000 + (unsigned long)(float)(rnd() * 1000.f);
			particle[j].scale.x	=	1.f;
			particle[j].scale.y	=	1.f;
			particle[j].scale.z	=	1.f;
			particle[j].timcreation	=	lARXTime;
			particle[j].tc		=	tp;
			particle[j].special	=	FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
//.........这里部分代码省略.........
开发者ID:sopyer,项目名称:ArxFatalis,代码行数:101,代码来源:ARX_SpellFX_Lvl01.cpp

示例11: ARXDRAW_DrawAllTransPolysPos

void ARXDRAW_DrawAllTransPolysPos( LPDIRECT3DDEVICE7 pd3dDevice, long MODIF )
{
	int flg_NOCOUNT_USEVB = EERIE_NOCOUNT | (bSoftRender?EERIE_USEVB:0);
	SetZBias( pd3dDevice, 1 );

	SETALPHABLEND( pd3dDevice, TRUE );

	long i, to = 0; 

	register EERIEPOLY * ep;

	for ( i = 0 ; i < TRANSPOLYSPOS ; i++ ) 
	{
		ep = TransPol[i];

		if ( ( !( Project.hide & HIDE_BACKGROUND ) ) )
		{
			if ( ep->type & POLY_DOUBLESIDED ) SETCULL( pd3dDevice, D3DCULL_NONE );
			else SETCULL( pd3dDevice, D3DCULL_CW );
		
			if ( ViewMode & VIEWMODE_FLAT ) SETTC( pd3dDevice, NULL );
			else	SETTC( pd3dDevice, ep->tex );

			if ( ep->type & POLY_QUAD ) to = 4;
			else to = 3;

			float ttt = ep->transval;

			if ( ttt >= 2.f )  //MULTIPLICATIVE
			{
				SETBLENDMODE( pd3dDevice, D3DBLEND_ONE, D3DBLEND_ONE );
				ttt	*= DIV2;
				ttt	+= 0.5f;
				ep->tv[3].color = ep->tv[2].color = ep->tv[1].color = ep->tv[0].color = _EERIERGB( ttt );
			}
			else if ( ttt >= 1.f ) //ADDITIVE
			{	
				ttt -= 1.f;
				SETBLENDMODE( pd3dDevice, D3DBLEND_ONE, D3DBLEND_ONE );
				ep->tv[3].color = ep->tv[2].color = ep->tv[1].color = ep->tv[0].color = _EERIERGB( ttt );
			}
			else if ( ttt > 0.f )  //NORMAL TRANS
			{
				ttt = 1.f - ttt;
				SETBLENDMODE( pd3dDevice, D3DBLEND_DESTCOLOR, D3DBLEND_SRCCOLOR );
				ep->tv[3].color = ep->tv[2].color = ep->tv[1].color = ep->tv[0].color = _EERIERGBA(ttt);  
			}
			else  //SUBTRACTIVE
			{
				SETBLENDMODE( pd3dDevice, D3DBLEND_ZERO, D3DBLEND_INVSRCCOLOR );
				ttt = 1.f - ttt;
				ep->tv[3].color = ep->tv[2].color = ep->tv[1].color = ep->tv[0].color = _EERIERGB( ttt );
			}

			EERIEDRAWPRIM( pd3dDevice, D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX | D3DFVF_DIFFUSE , ep->tv, to,  0, bSoftRender?EERIE_USEVB:0  );

				if (ep->type & POLY_LAVA)
				{
					pd3dDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND,  D3DBLEND_DESTCOLOR );
					pd3dDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE );	
					SETALPHABLEND( pd3dDevice, TRUE );	
					D3DTLVERTEX verts[4];
					SETTC( pd3dDevice, enviro );

				ARX_CHECK(to > 0);

					for ( long j = 0 ; j < to ; j++ )
					{
						verts[j].sx		= ep->tv[j].sx;
						verts[j].sy		= ep->tv[j].sy;
						verts[j].sz		= ep->tv[j].sz;
						verts[j].rhw	= ep->tv[j].rhw;
						verts[j].color	= 0xFFFFFFFF;
						verts[j].tu		= ep->v[j].sx * DIV1000 + EEsin( ( ep->v[j].sx ) * DIV200 + (float) FrameTime * DIV2000 ) * DIV20;
						verts[j].tv		= ep->v[j].sz * DIV1000 + EEcos( (ep->v[j].sz) * DIV200 + (float) FrameTime * DIV2000 ) * DIV20;
					}	

					EERIEDRAWPRIM(pd3dDevice, D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX | D3DFVF_DIFFUSE, verts, to, 0, flg_NOCOUNT_USEVB );

					for ( i = 0 ; i < to ; i++ )
					{
						verts[i].tu = ep->v[i].sx * DIV1000 + EEsin( ( ep->v[i].sx ) * DIV100 + (float)FrameTime * DIV2000 ) * DIV10;
						verts[i].tv = ep->v[i].sz * DIV1000 + EEcos( ( ep->v[i].sz ) * DIV100 + (float)FrameTime * DIV2000 ) * DIV10;
					}	
					EERIEDRAWPRIM(pd3dDevice, D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX | D3DFVF_DIFFUSE, verts, to, 0, flg_NOCOUNT_USEVB );
					
					for ( i = 0 ; i < to ; i++ )
					{
							verts[i].tu		= ep->v[i].sx * DIV600 + EEsin ( ( ep->v[i].sx ) * DIV160 + (float)FrameTime * DIV2000 ) * DIV11;
							verts[i].tv		= ep->v[i].sz * DIV600 + EEcos ( ( ep->v[i].sz ) * DIV160 + (float)FrameTime * DIV2000 ) * DIV11;
							verts[i].color	= 0xFF666666;
					}	

					pd3dDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND,  D3DBLEND_ZERO );
					pd3dDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCCOLOR );
					EERIEDRAWPRIM(pd3dDevice, D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX | D3DFVF_DIFFUSE, verts, to, 0, flg_NOCOUNT_USEVB );
				}
			}


//.........这里部分代码省略.........
开发者ID:sopyer,项目名称:ArxFatalis,代码行数:101,代码来源:ARX_Draw.cpp

示例12: Render

//-----------------------------------------------------------------------------
void CParticleSystem::Render(LPDIRECT3DDEVICE7 _lpD3DDevice, int _iSRCBLEND, int _iDESTBLEND)
{
	SETCULL(_lpD3DDevice, D3DCULL_NONE);
	SETZWRITE(_lpD3DDevice, false);

	_lpD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,  iSrcBlend);
	_lpD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, iDstBlend);
	SETALPHABLEND(_lpD3DDevice, true);

	int inumtex = 0;

	list<CParticle *>::iterator i;

	for (i = listParticle.begin(); i != listParticle.end(); ++i)
	{
		CParticle * p = *i;

		if (p->isAlive())
		{
			if (fParticleFlash > 0)
			{
				if (rnd() < fParticleFlash)
					continue;
			}

			if (iNbTex > 0)
			{
				inumtex = p->iTexNum;

				if (iTexTime == 0)
				{

					float fNbTex	= (p->ulTime * p->fOneOnTTL) * (iNbTex);
					ARX_CHECK_INT(fNbTex);

					inumtex = ARX_CLEAN_WARN_CAST_INT(fNbTex);


					if (inumtex >= iNbTex)
					{
						inumtex = iNbTex - 1;
					}
				}
				else
				{
					if (p->iTexTime > iTexTime)
					{
						p->iTexTime -= iTexTime;
						p->iTexNum++;

						if (p->iTexNum > iNbTex - 1)
						{
							if (bTexLoop)
							{
								p->iTexNum = 0;
							}
							else
							{
								p->iTexNum = iNbTex - 1;
							}
						}

						inumtex = p->iTexNum;
					}
				}
			}

			D3DTLVERTEX p3pos;
			p3pos.sx = p->p3Pos.x;
			p3pos.sy = p->p3Pos.y;
			p3pos.sz = p->p3Pos.z;

			if (bParticleFollow)
			{
				p3pos.sx += p3Pos.x;
				p3pos.sy += p3Pos.y;
				p3pos.sz += p3Pos.z;
			}

			float fRot = 0;

			if (fParticleRotation != 0)
			{
				if (p->iRot == 1)
					fRot = (fParticleRotation) * p->ulTime + p->fRotStart;
				else
					fRot = (-fParticleRotation) * p->ulTime + p->fRotStart;

				if ((tex_tab[inumtex] && tex_tab[inumtex]->m_pddsSurface))
					EERIEDrawRotatedSprite(_lpD3DDevice, &p3pos, p->fSize, tex_tab[inumtex], p->ulColor, 2, fRot);
			}
			else
			{
				if ((tex_tab[inumtex] && tex_tab[inumtex]->m_pddsSurface))
					EERIEDrawSprite(_lpD3DDevice, &p3pos, p->fSize, tex_tab[inumtex], p->ulColor, 2);
			}
		}
	}
}
开发者ID:tramboi,项目名称:ArxFatalis,代码行数:100,代码来源:ARX_CParticleSystem.cpp

示例13: Render

//-----------------------------------------------------------------------------
float CExplosion::Render(LPDIRECT3DDEVICE7 device)
{
	if (this->key > 1) return 0;

	SETALPHABLEND(device, TRUE);
	SETZWRITE(device, FALSE);

	device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
	device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);

	//calcul du disque
	D3DTLVERTEX d3dvs, *d3dv;
	EERIE_3D	* vertex;
	int			nb, col, col2;
	float		rin;

	switch (key)
	{
		case 0:
			rin = 255.f * scale;
			vertex = disquevertex;
			d3dv = disqued3d;
			nb = disquenbvertex >> 1;

			while (nb)
			{
				d3dvs.sx = pos.x + (vertex + 1)->x + ((vertex->x - (vertex + 1)->x) * scale);
				d3dvs.sy = pos.y;
				d3dvs.sz = pos.z + (vertex + 1)->z + ((vertex->z - (vertex + 1)->z) * scale);
				EE_RTP(&d3dvs, d3dv);
				d3dv->color = RGBA_MAKE(255, 200, 0, 255);
				vertex++;
				d3dv++;

				d3dvs.sx = pos.x + vertex->x;
				d3dvs.sy = pos.y;
				d3dvs.sz = pos.z + vertex->z;
				EE_RTP(&d3dvs, d3dv);

				if (!ARXPausedTimer) d3dv->color = RGBA_MAKE((int)(rin * rnd()), 0, 0, 255);

				vertex++;
				d3dv++;
				nb--;
			}

			if (rnd() > .25f)
			{
				int j = ARX_PARTICLES_GetFree();

				if ((j != -1) && (!ARXPausedTimer))
				{
					ParticleCount++;
					particle[j].exist = 1;
					particle[j].zdec = 0;

					float a = DEG2RAD(360.f * scale);
					float b = rin; 

					particle[j].ov.x		=	pos.x + b * EEcos(a);
					particle[j].ov.y		=	pos.y;
					particle[j].ov.z		=	pos.z + b * EEsin(a);
					particle[j].move.x		=	0.f;
					particle[j].move.y		=	rnd();
					particle[j].move.z		=	0.f;
					particle[j].siz			=	10.f + 10.f * rnd();
					particle[j].tolive		=	500 + (unsigned long)(float)(rnd() * 500.f);
					particle[j].scale.x		=	1.f;
					particle[j].scale.y		=	1.f;
					particle[j].scale.z		=	1.f;
					particle[j].timcreation	=	lARXTime;
					particle[j].tc			=	tp;
					particle[j].special		=	FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
					particle[j].fparam		=	0.0000001f;
					particle[j].r			=	1.f;
					particle[j].g			=	1.f;
					particle[j].b			=	1.f;
				}

				j = ARX_PARTICLES_GetFree();

				if ((j != -1) && (!ARXPausedTimer))
				{
					ParticleCount++;
					particle[j].exist = 1;
					particle[j].zdec = 0;

					float a = DEG2RAD(-360.f * scale);
					float b = this->rin;

					particle[j].ov.x	=	pos.x + b * EEcos(a);
					particle[j].ov.y	=	pos.y;
					particle[j].ov.z	=	pos.z + b * EEsin(a);
					particle[j].move.x	=	0.f;
					particle[j].move.y	=	rnd();
					particle[j].move.z	=	0.f;
					particle[j].siz		=	10.f + 10.f * rnd();
					particle[j].tolive	=	500 + (unsigned long)(float)(rnd() * 500.f);
					particle[j].scale.x	=	1.f;
//.........这里部分代码省略.........
开发者ID:OpenSourcedGames,项目名称:Arx-Fatalis,代码行数:101,代码来源:ARX_SpellFX_Lvl08.cpp

示例14: SetBlendRenderState

/******************************************************************************************************************

	함수명 : SetBlendRenderState()

	작성자 : 
	작성일 : 

	목적   : 렌더링스테이트를 셋팅한다.
	입력   : LPDIRECT3DDEVICE7 pd3dDevice
	         BYTE bBlendFlag
	         D3DMATERIAL7 mtrlGetMtrl
	출력   : void 

	[일자][수정자] : 수정내용

*******************************************************************************************************************/
void SetBlendRenderState(LPDIRECT3DDEVICE7 pd3dDevice, BYTE bBlendFlag, D3DMATERIAL7 mtrlGetMtrl)
{
	pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
	pd3dDevice->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, TRUE);

	switch ( bBlendFlag ) 
	{
	case 0:
		if ( mtrlGetMtrl.diffuse.a < 1.0f || mtrlGetMtrl.emissive.a < 1.0f ) 
		{
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

			pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
			pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
		}
		else
		{
			pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
		}
		break;
	case 1:
		pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
		break;
	case 2:
		pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCCOLOR);
		break;
	case 3:
		if( mtrlGetMtrl.diffuse.a < 1.0f || mtrlGetMtrl.emissive.a < 1.0f )
		{
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

			pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
			pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
		} 
		else 
		{
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

			pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_INVSRCALPHA);
			pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
		}
		break;
	case 4:
		pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
		pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE|D3DTA_COMPLEMENT);
		pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1);
		pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTCOLOR);
		break;
	case 5:
		pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE|D3DTA_COMPLEMENT);
		pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1);
		pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
		pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTCOLOR);
		break;
	}
}
开发者ID:KaSt,项目名称:mir2ei,代码行数:84,代码来源:d3dutil.cpp

示例15: RenderShadow

void RenderShadow(LPDIRECT3DDEVICE7 lpDevice,D3DVERTEX* vertices,int numvertices,WORD* indices,DWORD numindices)
{
    // Turn depth buffer off, and stencil buffer on
    lpDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE,  FALSE );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILENABLE, TRUE );

    // Set up stencil compare fuction, reference value, and masks
    // Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILFUNC,     D3DCMP_ALWAYS );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILREF,      0x1 );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILMASK,     0xffffffff );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILWRITEMASK,0xffffffff );

    // If ztest passes, write 1 into stencil buffer
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILZFAIL, D3DSTENCILOP_KEEP );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILFAIL,  D3DSTENCILOP_KEEP );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILPASS,  D3DSTENCILOP_REPLACE );

    // Make sure that no pixels get drawn to the frame buffer
    lpDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
    lpDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND,  D3DBLEND_ZERO );
    lpDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE );

	lpDevice->SetTexture(0,NULL);
    // Draw front-side of shadow volume in stencil/z only
	if (indices==NULL)
	{
		lpDevice->DrawPrimitive( D3DPT_TRIANGLELIST, D3DFVF_VERTEX,
                                        vertices, numvertices,
                                        NULL );
	}
	else
		lpDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, D3DFVF_VERTEX,
                                        vertices, numvertices,
                                        indices, numindices, NULL );

    // Now reverse cull order so back sides of shadow volume are written,
    // writing 0's into stencil. Result will be any pixel which still has a bit
    // set in the stencil buffer, is inside the shadow.
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILREF, 0x0 );

    // Draw back-side of shadow volume in stencil/z only
    lpDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_CW );
	if (indices==NULL)
	{
		lpDevice->DrawPrimitive( D3DPT_TRIANGLELIST, D3DFVF_VERTEX,
                                        vertices, numvertices,
                                        NULL );
	}
	else
		lpDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, D3DFVF_VERTEX,
                                        vertices, numvertices,
                                        indices, numindices, NULL );

    // Restore render states
    lpDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_CCW );
    lpDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE,     TRUE );
    lpDevice->SetRenderState( D3DRENDERSTATE_STENCILENABLE,    FALSE );
    lpDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:60,代码来源:Shadows.cpp


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