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C++ LPDIRECT3DDEVICE9::CreateStateBlock方法代码示例

本文整理汇总了C++中LPDIRECT3DDEVICE9::CreateStateBlock方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE9::CreateStateBlock方法的具体用法?C++ LPDIRECT3DDEVICE9::CreateStateBlock怎么用?C++ LPDIRECT3DDEVICE9::CreateStateBlock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LPDIRECT3DDEVICE9的用法示例。


在下文中一共展示了LPDIRECT3DDEVICE9::CreateStateBlock方法的4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:

HRESULT HookIDirect3DDevice9::CreateStateBlock(LPVOID _this,
											   D3DSTATEBLOCKTYPE Type,
											   IDirect3DStateBlock9** ppSB)
{
	LOG_API();
	return pD3Dev->CreateStateBlock(Type, ppSB);
}
开发者ID:zxmarcos,项目名称:bg4t_monitor,代码行数:7,代码来源:D3DWrapper.cpp

示例2: SUCCEEDED

VCNBool VCND3D9EffectCore::Initialize()
{
	if ( !VCNEffectCore::Initialize() )
		return false;

	LPDIRECT3DDEVICE9 device = VCNRenderCore::GetInstance()->Cast<VCND3D9>()->GetD3DDevice();

	const VCNPoint& screenRes = VCNRenderCore::GetInstance()->GetResolution();

	// Create the shadow map render target
	HRESULT hr = device->CreateTexture(screenRes.x, screenRes.y, 1, D3DUSAGE_RENDERTARGET, D3DFMT_G32R32F, D3DPOOL_DEFAULT, &mShadowMapTexture, 0);
	VCN_ASSERT_MSG( SUCCEEDED(hr), _T("Unable to create shadow map render target texture") );

	// Create a state block to capture all
	device->CreateStateBlock( D3DSBT_ALL, &mAllStateBlock );
	
	CreateScreenVertexBuffer(); 

	return true;
}
开发者ID:artemeliy,项目名称:inf4715,代码行数:20,代码来源:D3D9EffectCore.cpp

示例3: Provoke


//.........这里部分代码省略.........
		if ((!m_pcDistortionIndexBufferLeft) || (!m_pcDistortionIndexBufferRight))
			return nullptr;

		// index buffer description ?
		if (!m_sIndexBufferDescLeft.Size)
		{
			m_pcDistortionIndexBufferLeft->GetDesc(&m_sIndexBufferDescLeft);

			// index buffer length matches vertex buffer size ? TODO !!
			/*if ()
			{
			OutputDebugString(L"OculusRenderer Node : Connected index buffer size mismatch !");
			return nullptr;
			}*/
		}
		if (!m_sIndexBufferDescRight.Size)
		{
			m_pcDistortionIndexBufferRight->GetDesc(&m_sIndexBufferDescRight);

			// index buffer length matches vertex buffer size ? TODO !!
			/*if ()
			{
			OutputDebugString(L"OculusRenderer Node : Connected index buffer size mismatch !");
			return nullptr;
			}*/
		}
	}

	// start to render
	pcDevice->BeginScene();

	// save states
	IDirect3DStateBlock9* pStateBlock = nullptr;
	pcDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);

	// set ALL render states to default
	SetAllRenderStatesDefault(pcDevice);

	// set states
	pcDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
	pcDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	pcDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
	pcDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
	pcDevice->SetTextureStageState(0, D3DTSS_CONSTANT, 0xffffffff);
	pcDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	pcDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	pcDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	pcDevice->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, 0);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
	pcDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
	pcDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

	D3DCOLOR clearColor = D3DCOLOR_RGBA(0, 0, 0, 0);

	pcDevice->Clear(0, NULL, D3DCLEAR_TARGET, clearColor, 0, 0);

	// required fields
	D3DSURFACE_DESC sSurfaceDesc;
	ovrSizei sTextureSize;
	ovrRecti sRenderViewport;
	ovrVector2f UVScaleOffset[2];

	// LEFT EYE :
开发者ID:Innovative-Ideas,项目名称:Perception,代码行数:67,代码来源:OculusRenderer.cpp

示例4: ImGui_ImplDX9_RenderDrawLists

// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
{
    // Avoid rendering when minimized
    ImGuiIO& io = ImGui::GetIO();
    if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
        return;

    // Create and grow buffers if needed
    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
    {
        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
        if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
            return;
    }
    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
    {
        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
        if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
            return;
    }

    // Backup the DX9 state
    IDirect3DStateBlock9* d3d9_state_block = NULL;
    if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
        return;

    // Copy and convert all vertices into a single contiguous buffer
    CUSTOMVERTEX* vtx_dst;
    ImDrawIdx* idx_dst;
    if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
        return;
    if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
        return;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
        for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
        {
            vtx_dst->pos[0] = vtx_src->pos.x;
            vtx_dst->pos[1] = vtx_src->pos.y;
            vtx_dst->pos[2] = 0.0f;
            //vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
			vtx_dst->col = vtx_src->col;
			vtx_dst->uv[0] = vtx_src->uv.x;
            vtx_dst->uv[1] = vtx_src->uv.y;
            vtx_dst++;
            vtx_src++;
        }
        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
        idx_dst += cmd_list->IdxBuffer.Size;
    }
    g_pVB->Unlock();
    g_pIB->Unlock();
    g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
    g_pd3dDevice->SetIndices(g_pIB);
    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);

    // Setup viewport
    D3DVIEWPORT9 vp;
    vp.X = vp.Y = 0;
    vp.Width = (DWORD)io.DisplaySize.x;
    vp.Height = (DWORD)io.DisplaySize.y;
    vp.MinZ = 0.0f;
    vp.MaxZ = 1.0f;
    g_pd3dDevice->SetViewport(&vp);

    // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
    g_pd3dDevice->SetPixelShader(NULL);
    g_pd3dDevice->SetVertexShader(NULL);
    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
    g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
    g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
    g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
    g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
    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_MODULATE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

    // Setup orthographic projection matrix
    // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
    {
        const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
        D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } };
        D3DMATRIX mat_projection =
        {
//.........这里部分代码省略.........
开发者ID:guillaumeguerin,项目名称:GWToolboxpp,代码行数:101,代码来源:imgui_impl_dx9.cpp


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