当前位置: 首页>>代码示例>>C++>>正文


C++ LPDIRECT3DDEVICE8::GetRenderState方法代码示例

本文整理汇总了C++中LPDIRECT3DDEVICE8::GetRenderState方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE8::GetRenderState方法的具体用法?C++ LPDIRECT3DDEVICE8::GetRenderState怎么用?C++ LPDIRECT3DDEVICE8::GetRenderState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LPDIRECT3DDEVICE8的用法示例。


在下文中一共展示了LPDIRECT3DDEVICE8::GetRenderState方法的2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:

bool RageDisplay_D3D::IsZWriteEnabled() const
{
	DWORD b;
	g_pd3dDevice->GetRenderState( D3DRS_ZWRITEENABLE, &b );
	return b!=0;
}
开发者ID:Prcuvu,项目名称:StepMania-3.95,代码行数:6,代码来源:RageDisplay_D3D.cpp

示例2: render

void render()
{
   static RECT rc = {0, 0, 320, 100};   // rectangular region.. used for text drawing
   static DWORD frameCount = 0;
   static DWORD startTime = clock();
   char str[16];
   DWORD val;

   doMath();   // do the math.. :-P   
   
   frameCount++;   //  increment frame count
    
   // Clear the back buffer to a black... values r g b are 0-256
   lpD3DDevice8->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(256, 256, 256), 1.0f, 0);
   
   lpD3DDevice8->GetRenderState(D3DRS_LIGHTING, &val);
   if (val)
   {
      D3DLIGHT8 light;                           // structure for light data
      ZeroMemory( &light, sizeof(D3DLIGHT8) );   // zero the mem
      light.Type = D3DLIGHT_POINT;               // set type, either SPOT, DIRECTIONAL, or POINT

      // light being put onto objects..
      light.Diffuse.r = 1.0f;
      light.Diffuse.g = 1.0f;
      light.Diffuse.b = 1.0f;
      // ambient light of the light source.. only on when light is on
      light.Ambient.r = 0.25f;
      light.Ambient.g = 0.25f;
      light.Ambient.b = 0.25f;

      // attenuation = Atten0 + Atten1 * d + Atten2 * d * d;
      // where d is distance
      // attenuation is decreasing brightness as 
      // a vertex is further away from the light source
      light.Attenuation0   = .5f;
      light.Attenuation1   = 0.10f;
      light.Attenuation2   = 0.01f;

      // spot lights and directional lights also have a direction
      // but a POINT light shines in all directions.. kinda like a light bulb
      
      light.Position = D3DXVECTOR3(0, 0, -2);

      light.Range = 15;   // after this range the light doesn't affect vertices
      lpD3DDevice8->SetLight( 0, &light );    // set the light as index 0
      lpD3DDevice8->LightEnable( 0, true );   // enable light at index 0
      
      // ambient light.. for everything.. not attached to 
      // this light, just lighting in general
      lpD3DDevice8->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
   }

   // render the cubes
   myRect1->render(clock());
   myRect2->render(clock());
   myRect3->render(clock());
   myRect4->render(clock());
   myRect5->render(clock());

   // this function writes a formatted string to a character string
   // in this case.. it will write "Avg fps"  followed by the 
   // frames per second.. with 2 decimal places
   sprintf(str, "Avg fps %.2f", (float) frameCount / ((clock() - startTime) / 1000.0f));
      
   // draw the text string..
   lpD3DXFont->Begin();
   lpD3DXFont->DrawText(str, -1, &rc, DT_LEFT, 0xFFFFFFFF);
   lpD3DXFont->End();
   
   // present the back buffer.. or "flip" the page
   lpD3DDevice8->Present( NULL, NULL, NULL, NULL );   // these options are for using rectangular
      // regions for rendering/drawing...
      // 3rd is which target window.. NULL makes it use the currently set one (default)
      // last one is NEVER used.. that happens with DirectX often
}
开发者ID:pnchang,项目名称:advgraphics,代码行数:76,代码来源:example06.cpp


注:本文中的LPDIRECT3DDEVICE8::GetRenderState方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。