本文整理汇总了C++中LPDIRECT3DDEVICE8::EndScene方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE8::EndScene方法的具体用法?C++ LPDIRECT3DDEVICE8::EndScene怎么用?C++ LPDIRECT3DDEVICE8::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LPDIRECT3DDEVICE8
的用法示例。
在下文中一共展示了LPDIRECT3DDEVICE8::EndScene方法的9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: Render
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
g_pd3dDevice->BeginScene();
// Setup the world, view, and projection matrices
SetupMatrices();
// Meshes are divided into subsets, one for each material. Render them in
// a loop
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// Set the material and texture for this subset
g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
// Draw the mesh subset
g_pMesh->DrawSubset( i );
}
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
示例2: update
void RenderingManagerC::update()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0L );
// Begin the scene
g_pd3dDevice->BeginScene();
DrawBackground();
DrawPlayer();
DrawRaycast();
DrawPortal(true);
DrawPortal(false);
DrawCrossHair();
//DrawBox(71.0f, 673.0f, 1218.0f, 673.0f, 0x00000000, 0xFFFFFFFF);
DrawStaticObjects();
DrawTurrents();
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
示例3: Render
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
g_pd3dDevice->BeginScene();
// Setup the lights and materials
SetupLights();
// Setup the world, view, and projection matrices
SetupMatrices();
// Render the vertex buffer contents
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
示例4: EndFrame
void EndFrame()
{
d3ddevice->EndScene();
d3ddevice->Present( NULL, NULL, NULL, NULL );
}
示例5: Render
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
g_pd3dDevice->BeginScene();
// Setup the world, view, and projection matrices
SetupMatrices();
// Setup our texture. Using textures introduces the texture stage states,
// which govern how textures get blended together (in the case of multiple
// textures) and lighting information. In this case, we are modulating
// (blending) our texture with the diffuse color of the vertices.
g_pd3dDevice->SetTexture( 0, g_pTexture );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
#ifdef SHOW_HOW_TO_USE_TCI
// Note: to use D3D texture coordinate generation, use the stage state
// D3DTSS_TEXCOORDINDEX, as shown below. In this example, we are using
// the position of the vertex in camera space to generate texture
// coordinates. The tex coord index (TCI) parameters are passed into a
// texture transform, which is a 4x4 matrix which transforms the x,y,z
// TCI coordinates into tu, tv texture coordinates.
// In this example, the texture matrix is setup to
// transform the texture from (-1,+1) position coordinates to (0,1)
// texture coordinate space:
// tu = 0.5*x + 0.5
// tv = -0.5*y + 0.5
D3DXMATRIX mat;
mat._11 = 0.25f; mat._12 = 0.00f; mat._13 = 0.00f; mat._14 = 0.00f;
mat._21 = 0.00f; mat._22 =-0.25f; mat._23 = 0.00f; mat._24 = 0.00f;
mat._31 = 0.00f; mat._32 = 0.00f; mat._33 = 1.00f; mat._34 = 0.00f;
mat._41 = 0.50f; mat._42 = 0.50f; mat._43 = 0.00f; mat._44 = 1.00f;
g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, &mat );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION );
#endif
// Render the vertex buffer contents
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
示例6: GetActualVideoModeParams
void RageDisplay_D3D::EndFrame()
{
g_pd3dDevice->EndScene();
FrameLimitBeforeVsync( GetActualVideoModeParams().rate );
g_pd3dDevice->Present( 0, 0, 0, 0 );
FrameLimitAfterVsync();
RageDisplay::EndFrame();
}
示例7: Render
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
g_pd3dDevice->BeginScene();
// Rendering of scene objects can happen here
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
示例8:
void RageDisplay_D3D::EndFrame()
{
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( 0, 0, 0, 0 );
ProcessStatsOnFlip();
}
示例9: main
//.........这里部分代码省略.........
g_pWorld->pPlayer[0]->Theta = 3.1415f/2.0f;
g_pWorld->pPlayer[0]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[0]->Firing = 0;
g_pWorld->pPlayer[1]->Dead = 0;
g_pWorld->pPlayer[1]->TransX = 2.5f;
g_pWorld->pPlayer[1]->TransY = 80.0f - 5.0f;
g_pWorld->pPlayer[1]->Theta = -3.1415f/2.0f;
g_pWorld->pPlayer[1]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[1]->Firing = 0;
g_pWorld->pPlayer[2]->Dead = 0;
g_pWorld->pPlayer[2]->TransX = 180.0f - 2.5f;
g_pWorld->pPlayer[2]->TransY = 5.0f;
g_pWorld->pPlayer[2]->Theta = 3.1415f/2.0f;
g_pWorld->pPlayer[2]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[2]->Firing = 0;
g_pWorld->pPlayer[3]->Dead = 0;
g_pWorld->pPlayer[3]->TransX = 180.0f - 2.5f;
g_pWorld->pPlayer[3]->TransY = 80.0f - 5.0f;
g_pWorld->pPlayer[3]->Theta = -3.1415f/2.0f;
g_pWorld->pPlayer[3]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[3]->Firing = 0;
g_pWorld->bfirstblood = 0;
g_pWorld->redwins->Play(0);
(g_pWorld->CurrLevel)++;
if(g_pWorld->CurrLevel == 5)
g_pWorld->CurrLevel = 0;
(g_pWorld->Boards) = &((g_pWorld->BoardsAll)[g_pWorld->CurrLevel][0]);
for(int i=0; i<150; i++)
{
g_pWorld->Balls[i].State = 0;
}
g_pWorld->wait = 800;
}
if(g_pWorld->pPlayer[2]->Dead != 0 && g_pWorld->pPlayer[3]->Dead != 0)
{
WinnerColor = D3DCOLOR_XRGB(0, 0, 150);
g_pWorld->pPlayer[0]->Dead = 0;
g_pWorld->pPlayer[0]->TransX = 2.5f;
g_pWorld->pPlayer[0]->TransY = 5.0f;
g_pWorld->pPlayer[0]->Theta = 3.1415f/2.0f;
g_pWorld->pPlayer[0]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[0]->Firing = 0;
g_pWorld->pPlayer[1]->Dead = 0;
g_pWorld->pPlayer[1]->TransX = 2.5f;
g_pWorld->pPlayer[1]->TransY = 80.0f - 5.0f;
g_pWorld->pPlayer[1]->Theta = -3.1415f/2.0f;
g_pWorld->pPlayer[1]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[1]->Firing = 0;
g_pWorld->pPlayer[2]->Dead = 0;
g_pWorld->pPlayer[2]->TransX = 180.0f - 2.5f;
g_pWorld->pPlayer[2]->TransY = 5.0f;
g_pWorld->pPlayer[2]->Theta = 3.1415f/2.0f;
g_pWorld->pPlayer[2]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[2]->Firing = 0;
g_pWorld->pPlayer[3]->Dead = 0;
g_pWorld->pPlayer[3]->TransX = 180.0f - 2.5f;
g_pWorld->pPlayer[3]->TransY = 80.0f - 5.0f;
g_pWorld->pPlayer[3]->Theta = -3.1415f/2.0f;
g_pWorld->pPlayer[3]->Phi = 3.1415f/2.0f;
g_pWorld->pPlayer[3]->Firing = 0;
g_pWorld->bfirstblood = 0;
g_pWorld->bluewins->Play(0);
(g_pWorld->CurrLevel)++;
if(g_pWorld->CurrLevel == 5)
g_pWorld->CurrLevel = 0;
(g_pWorld->Boards) = &((g_pWorld->BoardsAll)[g_pWorld->CurrLevel][0]);
for(int i=0; i<150; i++)
{
g_pWorld->Balls[i].State = 0;
}
g_pWorld->wait = 800;
}
g_pD3DDevice->SetViewport(&viewport);
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, WinnerColor, 0.0f, 0);
g_pD3DDevice->BeginScene();
g_pWorld->UpdateWorld();
g_pD3DDevice->EndScene();
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
}