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自学教程:C++ D3DXCOLOR函数代码示例

51自学网 2021-06-01 20:17:02
  C++
这篇教程C++ D3DXCOLOR函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中D3DXCOLOR函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXCOLOR函数的具体用法?C++ D3DXCOLOR怎么用?C++ D3DXCOLOR使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了D3DXCOLOR函数的29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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetApp

void CommandSystem::Draw() {	if (!mCommandMode)  return;	int nHeight = GetApp()->getHeight() * 0.7f;	GetApp()->text_->SetInsertionPos(50, nHeight);	GetApp()->text_->SetForegroundColor(D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));	GetApp()->text_->DrawFormattedTextLine(mStatusLine.c_str());	idStr displayString = "edit";	GetApp()->text_->SetInsertionPos(50, nHeight+10);	displayString += "> ";	displayString += mCommand.c_str();		if (timeGetTime() & 0x200)	{		displayString += "_";	}	GetApp()->text_->DrawFormattedTextLine(displayString.c_str());}
开发者ID:DanielNeander,项目名称:my-3d-engine,代码行数:21,


示例2: tObject

	GameObject::GameObject(int textureIndex, float scale, float posX, float posY, float posZ, float dur, PositionType tPos) ://	myMesh(NULL),	//position(&v.Position),	//color(&v.Color),	tObject(SPRITE),	tPosition(tPos),	velocity(0,0,0),	lookDirection(1,0,0),	mMeshOirentation(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),	duration(dur),	parent(NULL){	myVertex.TextureIndex = textureIndex;	myVertex.AnimationSize = 0;	myVertex.AnimationProgress = 0;	myVertex.Opacity = 1.f;	SetColor(D3DXCOLOR(0,0,0,0));	ScaleTo(scale);	TranslateTo(posX,posY,posZ);	RotateTo(0,0,0);}
开发者ID:3lim,项目名称:marlie,代码行数:21,


示例3: createTex

Sprite::Sprite(ID3D10Device* p_d3dDevice, float p_x, float p_y, float p_width, float p_height, char* p_fileName, D3D10_VIEWPORT* p_viewPort)	{	m_d3dDevice = p_d3dDevice;	m_viewPort = p_viewPort;		// Set the sprite's shader resource view	m_imageSprite.pTexture = createTex(p_fileName);	m_x = p_x;	m_y = p_y;	m_posX = m_x;	m_posY = m_y;	m_height = p_height;	m_width = p_width;	// top-left location in U,V coords	m_imageSprite.TexCoord.x = 0;	m_imageSprite.TexCoord.y = 0;	// Determine the texture size in U,V coords	m_imageSprite.TexSize.x = 1.0f;	m_imageSprite.TexSize.y = 1.0f;	// Set the texture index. Single textures will use 0	m_imageSprite.TextureIndex = 0;	m_imageSprite.ColorModulate = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	D3DXMatrixIdentity(&m_matTranslate);	D3DXMatrixIdentity(&m_matScale);	D3DXMatrixScaling(&m_matScale, m_width, m_height, 1.0f);		m_anchorPoint = NORMAL;	m_centerX = false;}
开发者ID:Philldomd,项目名称:oopro,代码行数:40,


示例4: ASSERT

KG3DSFXBillboard::KG3DSFXBillboard(KG3DSFX *pSFX){    ASSERT(pSFX);    m_pSFX = pSFX;    m_pTexture = NULL;    m_dwCuttingNum = 1;    m_pTexture2 = NULL;    m_dwCuttingNum2 = 1;    m_fCurrentFrame = -1;    //m_bLockAxis = FALSE;    //m_bRotation = FALSE;    m_bBindToBone = FALSE;    m_strBoneName = "";    m_vPositionLine.InsertKeyFrame(0, D3DXVECTOR3(0, 0, 0));    m_fWidthTimeLine.InsertKeyFrame(0, 50);    m_fHeightTimeLine.InsertKeyFrame(0, 50);    m_DiffuseTimeLine.InsertKeyFrame(0, D3DXCOLOR(1, 1, 1, 1));    m_nTextureFrameIndex.InsertKeyFrame(0, 0);    m_nTexture2FrameIndex.InsertKeyFrame(0, 0);    m_vUVTimeLine.InsertKeyFrame(0, D3DXVECTOR2(0, 0));    m_fRotationTimeLine.InsertKeyFrame(0, 0.f);    m_dwBindTrackIndex = SFX_NOT_BIND_TO_TRACK;    m_Rotation = 0.f;    m_Translation = D3DXVECTOR3(0, 0, 0);    m_eBlendMode = SFX_BM_SRCALPHA_INVSRCALPHA;    m_dwRenderTargetTexFlag = 0;    m_dwBillBoradType = BILLBOARE_TYPE_NORMAL;    m_pVB = NULL;    m_fHeight = 0.f;    m_fWidth  = 0.f;}
开发者ID:1suming,项目名称:pap2,代码行数:40,


示例5: D3DXCOLOR

void MakeStackIcon::onRender(uint flags){	if (!enabled)		return;#ifdef DXRENDER	D3DMATERIAL9 stackIconMaterial = dxr->textureMaterial;	stackIconMaterial.Diffuse = D3DXCOLOR(1, 1, 1, ease(alpha));	dxr->device->SetMaterial(&stackIconMaterial);	Mat33 orientation(NxQuat(90, Vec3(1,0,0)));	dxr->renderSideLessBox(Vec3(position.x, 10, position.z), orientation, Vec3(size / 2.0f, -size / 2.0f, 1), texMgr->getGLTextureId("widget.vertStack"));	dxr->device->SetMaterial(&dxr->textureMaterial);#else	glPushAttribToken token(GL_ENABLE_BIT);	//glColor4f(72.0f/255., 149.0f/255., 234.0f/255., 1.0);	if (alpha == 1.0)		glColor4d(1, 1, 1, 1);	else glColor4d(1, 1, 1, ease(alpha));	glDisable(GL_DEPTH_TEST);	glEnable(GL_TEXTURE_2D);	glBindTexture(GL_TEXTURE_2D, texMgr->getGLTextureId("widget.vertStack"));	glEnable(GL_BLEND);	glPushMatrix();	glTranslated(position.x, 0, position.z);	glScalef(size / 2.0f, 0.2f, size / 2.0f);	glBegin(GL_TRIANGLE_FAN);	{		glNormal3f(0,1,0);		glTexCoord2f(1,1); 	glVertex3f(-1,1,1);		glTexCoord2f(0,1); 	glVertex3f(1,1,1);		glTexCoord2f(0,0); 	glVertex3f(1,1,-1);		glTexCoord2f(1,0); 	glVertex3f(-1,1,-1);	}	glEnd();	glPopMatrix();#endif}
开发者ID:DX94,项目名称:BumpTop,代码行数:39,


示例6: textTailAttachTitle

PyObject * textTailAttachTitle(PyObject * poSelf, PyObject * poArgs){	int iVirtualID;	if (!PyTuple_GetInteger(poArgs, 0, &iVirtualID))		return Py_BuildException();	char * szName;	if (!PyTuple_GetString(poArgs, 1, &szName))		return Py_BuildException();	float fr;	if (!PyTuple_GetFloat(poArgs, 2, &fr))		return Py_BuildException();	float fg;	if (!PyTuple_GetFloat(poArgs, 3, &fg))		return Py_BuildException();	float fb;	if (!PyTuple_GetFloat(poArgs, 4, &fb))		return Py_BuildException();	CPythonTextTail::Instance().AttachTitle(iVirtualID, szName, D3DXCOLOR(fr, fg, fb, 1.0f));	return Py_BuildNone();}
开发者ID:adi97ida,项目名称:Client,代码行数:22,


示例7: OnFrameRender

static void CALLBACK OnFrameRender(IDirect3DDevice9* pDev,								   double time,								   float elapsedTime,								   void* userContext){	pDev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,				D3DXCOLOR(0.1f, 0.3f, 0.6f, 0.0f), 1.0f, 0);	if (SUCCEEDED(pDev->BeginScene())) {#if 0		pDev->SetTransform(D3DTS_WORLD, &g_matrixWorld);		pDev->SetTransform(D3DTS_VIEW, &g_matrixView);		pDev->SetTransform(D3DTS_PROJECTION, &g_matrixProjection);		pDev->SetLight(0, &g_light);		pDev->LightEnable(0, TRUE);		pDev->SetMaterial(&g_material);		//pDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);		pDev->SetRenderState(D3DRS_SPECULARENABLE,TRUE);#else		cgD3D9BindProgram(g_cgVertexProgram);		checkForCgError("binding vertex program");#endif		cgSetParameterValuefc(g_cgWorldMatrix, 16, g_matrixWorld.m[0]);		cgSetParameterValuefc(g_cgWorldViewProjMatrix, 16, g_matrixWorldViewProj.m[0]);		cgSetParameterValuefc(g_cgAmbient, 3, (float*)&g_light.Ambient);		cgSetParameterValuefc(g_cgLightColor, 3, (float*)&g_light.Diffuse);		cgSetParameterValuefc(g_cgLightPos, 3, (float*)&g_light.Position);		cgSetParameterValuefc(g_cgEyePos, 3, (float*)&g_eyePos);		cgSetParameterValuefc(g_cgKe, 3, (float*)&g_material.Emissive);		cgSetParameterValuefc(g_cgKa, 3, (float*)&g_material.Ambient);		cgSetParameterValuefc(g_cgKd, 3, (float*)&g_material.Diffuse);		cgSetParameterValuefc(g_cgKs, 3, (float*)&g_material.Specular);		cgSetParameterValuefc(g_cgShininess, 3, &g_material.Power);		g_pMeshSphere->DrawSubset(0);		pDev->EndScene();	}}
开发者ID:daodaodaorenjiandao,项目名称:Graphics,代码行数:39,


示例8: OnD3D11FrameRender

//--------------------------------------------------------------------------------------// Render the scene using the D3D11 device//--------------------------------------------------------------------------------------void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext,								  double fTime, float fElapsedTime, void* pUserContext ){	// Clear render target and the depth stencil 	float ClearColor[4] = { 0.176f, 0.196f, 0.667f, 0.0f };	ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();	ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();	pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor );	pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );	vegetationRendering->draw(pd3dDevice, GameTime(fElapsedTime, fTime));	std::wstringstream ws;	ws << DXUTGetFPS();		textHelper.Begin();	textHelper.SetInsertionPos(5, 5);	textHelper.SetForegroundColor(vegetationRendering->isInCaptureMode() ? D3DXCOLOR(1,0,0,1) : D3DXCOLOR(1, 1, 0, 1));	textHelper.DrawTextLine(ws.str().c_str());	textHelper.End();}
开发者ID:steinbergerbernd,项目名称:Vegetationrendering,代码行数:25,


示例9: EFFECT

EFFECT_LENSFLARE::EFFECT_LENSFLARE(IDirect3DDevice9 *Dev, int _type, D3DXVECTOR3 _position) : EFFECT(Dev){	m_position = _position;	m_type = _type;	m_mainAlpha = 0.0f;	m_inScreen = false;	//Add Flares	if(m_type == 0)	//Standard flare	{		m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), 0.5f, 0.7f, 0));		m_flares.push_back(FLARE(D3DXCOLOR(0.0f, 1.0f, 0.5f, 1.0f), 1.0f, 1.0f, 1));		m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 0.5f, 0.5f, 1.0f), 1.5f, 1.3f, 2));		m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), -0.5f, 0.8f, 3));		m_flares.push_back(FLARE(D3DXCOLOR(0.0f, 1.0f, 0.5f, 1.0f), 0.4f, 1.0f, 4));		m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), 0.75f, 1.0f, 5));		m_flares.push_back(FLARE(D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f), 1.8f, 1.2f, 6));		m_flares.push_back(FLARE(D3DXCOLOR(1.0f, 1.0f, 0.5f, 1.0f), 2.1f, 0.5f, 4));	}	else if(m_type == 1)		//Some other flare etc...	{		//setup your own flare here...	}}
开发者ID:Alriightyman,项目名称:RTS,代码行数:24,


示例10: D3DXMatrixIdentity

void HippoUI_RenderD3D9::DrawSprite(HippoUI_Rect& rect,HippoUI_TextureProxy* pTexProxy,HippoUi_Color& color){	//return;	IDirect3DTexture9* pTex=(IDirect3DTexture9*)(pTexProxy->GetHardwareTexturePtr());	//calc scale	D3DXMATRIXA16 matTransform;	D3DXMatrixIdentity(&matTransform);	float scale_x=( float )rect.GetWidth()/pTexProxy->GetRect().GetWidth();	float scale_y=( float )rect.GetHeight()/pTexProxy->GetRect().GetHeight();	D3DXMatrixScaling( &matTransform, scale_x, scale_y, 1.0f );	m_pSprite->SetTransform(&matTransform);		D3DXVECTOR3 vPos( ( float )rect.left, ( float )rect.top, 0.0f );	vPos.x /= scale_x;	vPos.y /= scale_y;	HRESULT res=m_pSprite->Draw(pTex,pTexProxy->GetRect().GetRECT(),0,&vPos,D3DXCOLOR( color.r, color.g, color.b, color.a ));	if(FAILED(res))	{		ReportErr("sprite draw failed");	}}
开发者ID:sssa2000,项目名称:AIGameDemo,代码行数:23,


示例11: render_frame

// render a single framevoid render_frame(void){   // clear the render target (this should be the back buffer) to a deep blue   g_dev_context_ptr->ClearRenderTargetView(g_render_target_ptr, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));   // do 3D render to the render target (this should be the back buffer)   // select which vertex buffer to display (we only have one, so this is simple)   UINT stride = sizeof(MY_VERTEX);   UINT offset = 0;   g_dev_context_ptr->IASetVertexBuffers(0, 1, &g_vertex_buffer_ptr, &stride, &offset);   // select the drawing routine for the primitives that will be drawn   g_dev_context_ptr->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);   // draw the vertex buffer to the render target   g_dev_context_ptr->Draw(3, 0);   // switch the back buffer and the front buffer   g_swap_chain_ptr->Present(0, 0);}
开发者ID:amdreallyfast,项目名称:directx_graphics_pad,代码行数:24,


示例12: D3DXVECTOR2

GameSprite::GameSprite(int width, int height){	originalSize.x = (float)width;	originalSize.y = (float)height;	frameSize.x = (float)Stats::getTilesize();	frameSize.y = (float)Stats::getTilesize();	position.x = 0;	position.y = 0;	position.z = 0;	scale.x = 1;	scale.y = 1;	velocity = D3DXVECTOR2(0,0);	texCoord = D3DXVECTOR2(0,0);	color = D3DXCOLOR(1, 1, 1, 1);	hasAnimation = false;	animationPos = 0;	numFrames = width / Stats::getTilesize();	timePerFrame = 200;	animationRow = 0;	sprite = new D3DX10_SPRITE();}
开发者ID:mcmonkey,项目名称:cglory,代码行数:23,


示例13: WinMain

// the entry point for any Windows programint WINAPI WinMain(HINSTANCE hInstance,                   HINSTANCE hPrevInstance,                   LPSTR lpCmdLine,                   int nCmdShow){	EngineConfig config;	// TODO:	// Load this from a file.	ZeroMemory(&config, sizeof(EngineConfig));	config.screen_width = 800;	config.screen_height = 600;	config.min_world_coords = D3DXVECTOR3(-5000.0f, -5000.0f, -5000.0f);	config.max_world_coords = D3DXVECTOR3(5000.0f, 5000.0f, 5000.0f);	config.num_octree_levels = 4;	config.near_clip = 0.1f;	config.far_clip = 5000.0f;	config.fov = 45.0f;	config.ambient_color = D3DXVECTOR3(0.1f, 0.1f, 0.1f);	config.background_color = D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f);	config.camera_speed = 0.06f;	config.mouse_sensitivity = 0.01f;	config.hInstance = hInstance;	config.hPrevInstance = hPrevInstance;	config.lpCmdLine = lpCmdLine;	config.nCmdShow = nCmdShow;	config.draw_debug_objects = false;	config.window_class_name = "GameWindow";	config.window_caption = "Hi, this is 3D, coming to you in 2D(where available)";	g_engine = new Engine(config);	InitObjects();	WPARAM main_loop_result = Engine::instance->MainLoop();	return main_loop_result;}
开发者ID:x1024,项目名称:D3D-Renderer,代码行数:38,


示例14: __ApplyDiffuseRenderState

void CGrannyMaterial::__ApplySpecularRenderState(){	if (TRUE == STATEMANAGER.GetRenderState(D3DRS_ALPHABLENDENABLE))	{		__ApplyDiffuseRenderState();		return;	}	CGraphicTexture* pkTexture=ms_akSphereMapInstance[m_bSphereMapIndex].GetTexturePointer();	STATEMANAGER.SetTexture(0, GetD3DTexture(0));	if (pkTexture)		STATEMANAGER.SetTexture(1, pkTexture->GetD3DTexture());	else		STATEMANAGER.SetTexture(1, NULL);	STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, D3DXCOLOR(g_fSpecularColor.r, g_fSpecularColor.g, g_fSpecularColor.b, __GetSpecularPower()));	STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);	STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG1,	D3DTA_TEXTURE);	STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG2,	D3DTA_DIFFUSE);	STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLOROP,	D3DTOP_MODULATE);	STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG1,	D3DTA_TEXTURE);	STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG2,	D3DTA_TFACTOR);	STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAOP,	D3DTOP_MODULATE);	STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1,	D3DTA_CURRENT);	STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2,	D3DTA_TEXTURE);	STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP,	D3DTOP_MODULATEALPHA_ADDCOLOR);	STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1,	D3DTA_CURRENT);	STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP,	D3DTOP_SELECTARG1);	STATEMANAGER.SetTransform(D3DTS_TEXTURE1, &ms_matSpecular);	STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);	STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);	STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);}
开发者ID:adi97ida,项目名称:Client,代码行数:37,


示例15: D3DXLoadMeshFromX

bool XModel::load(std::string filename, std::string texturedir) {	LPD3DXBUFFER materialBuffer;	HRESULT res;	res = D3DXLoadMeshFromX(filename.c_str(), D3DXMESH_SYSTEMMEM, mamain->d3ddev, NULL, &materialBuffer, NULL, &materialCount, &mesh);	if (FAILED(res)) {		ErrorHandleCritical(mamain->err, mamain->errCrit, ErrorD3D9, res, "D3DXLoadMeshFromX");		return false;	}	D3DXMATERIAL* xMaterials = (D3DXMATERIAL* )materialBuffer->GetBufferPointer();	materials = new D3DMATERIAL9[materialCount];	textures  = new LPDIRECT3DTEXTURE9[materialCount];	memset(materials, 0, materialCount * sizeof(D3DMATERIAL9));	memset(textures, 0, materialCount * sizeof(LPDIRECT3DTEXTURE9));	for (uint i = 0; i < materialCount; ++i) {		materials[i] = xMaterials[i].MatD3D;		materials[i].Ambient = D3DXCOLOR(0.0, 0.0, 0.0, 0.0);		textures[i] = NULL;		if (xMaterials[i].pTextureFilename != NULL && lstrlen(xMaterials[i].pTextureFilename) > 0) {			std::string file = texturedir + '/' + xMaterials[i].pTextureFilename;			res = D3DXCreateTextureFromFile(mamain->d3ddev, file.c_str(), &textures[i]);			if (FAILED(res))				ErrorHandleCritical(mamain->err, mamain->errCrit, ErrorCreateTexFromFile, res, file);		}	}	materialBuffer->Release();	return true;}
开发者ID:gitter-badger,项目名称:MA-Engine,代码行数:37,


示例16: D3DXCOLOR

//--------------------------------------------------------------------------------------void CDXUTTextHelper::Init( ID3DXFont* pFont9, ID3DXSprite* pSprite9, ID3DX10Font* pFont10, ID3DX10Sprite* pSprite10,                            int nLineHeight ){    m_pFont9 = pFont9;    m_pSprite9 = pSprite9;    m_pFont10 = pFont10;    m_pSprite10 = pSprite10;    m_clr = D3DXCOLOR( 1, 1, 1, 1 );    m_pt.x = 0;    m_pt.y = 0;    m_nLineHeight = nLineHeight;    m_pFontBlendState10 = NULL;    // Create a blend state if a sprite is passed in    if( pSprite10 )    {        ID3D10Device* pDev = NULL;        pSprite10->GetDevice( &pDev );        if( pDev )        {            D3D10_BLEND_DESC StateDesc;            ZeroMemory( &StateDesc, sizeof( D3D10_BLEND_DESC ) );            StateDesc.AlphaToCoverageEnable = FALSE;            StateDesc.BlendEnable[0] = TRUE;            StateDesc.SrcBlend = D3D10_BLEND_SRC_ALPHA;            StateDesc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;            StateDesc.BlendOp = D3D10_BLEND_OP_ADD;            StateDesc.SrcBlendAlpha = D3D10_BLEND_ZERO;            StateDesc.DestBlendAlpha = D3D10_BLEND_ZERO;            StateDesc.BlendOpAlpha = D3D10_BLEND_OP_ADD;            StateDesc.RenderTargetWriteMask[0] = 0xf;            pDev->CreateBlendState( &StateDesc, &m_pFontBlendState10 );            pDev->Release();        }    }}
开发者ID:xahgo,项目名称:tama,代码行数:38,


示例17: GOTemplate

void D3DSample::SceneInit(){		//GCTTest::RegisterTemplate();	//gctVisualSphere::RegisterTemplate();	GOTemplate* got = new GOTemplate("Test");	got->addGCTemplate(new gctVisualSphere);	got->addGCTemplate(new GCTTest);	GOTManager::getInstance()->registerTemplate(got);		GOComponent* goc = new gocCamera();	GameObject* go = GOTManager::getInstance()->createGO("Test");	go->setGOComponent(goc);	go->setPosition(vector3df(1.0f, 0.0f, 1.0f));	objects.push_back(go);	//go = GOTManager::getInstance()->createGO("Test");	//objects.push_back(go);	Graphics()->AddLight(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), vector3df(0.0f, 10.0f, 0.0f));	//Graphics()->AddLight(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), vector3df(1.0f, 0.0f, 0.0f).toD3DXVECTOR3());}
开发者ID:zeno60,项目名称:projectsin,代码行数:24,


示例18: cBaseObject

HRESULT creditScene::Scene_Init(){	_credit = new cBaseObject();	_credit->SetMesh(RESOURCE_STATICXMESH->GetResource("../Resources/OurModel/Credit/Credit.X"));	_credit->SetActive(true);	_credit->pTransform->SetScale({ 0.1f, 0.1f, 0.1f });	_credit->pTransform->SetLocalPosition(-2, 2, 5);	m_pDirLight = new cLight_Direction();	m_pDirLight->pTransform->LookDirection(D3DXVECTOR3(1, 0, 1));	m_pDirLight->Color = D3DXCOLOR(1, 1, 1, 1);	m_pDirLight->Intensity = 0.3f;	lights.push_back(m_pDirLight);	_fog = new titleFog();	_fog->Init();	_user = new cBaseObject();	_user->SetMesh(RESOURCE_STATICXMESH->GetResource("../Resources/OurModel/Credit/User.X"));	_user->SetActive(true);	_user->pTransform->SetScale({ 0.1f, 0.1f, 0.1f });	_user->pTransform->SetLocalPosition(2, -4, 5);	return S_OK;}
开发者ID:tkc12000,项目名称:HYKS,代码行数:24,


示例19: D3DXCOLOR

void cParticlesFire::Update(float fDelta){	for (size_t i = 0; i < m_vecVertex.size(); i++){		m_vecVertex[i].p = m_vecVertex[i].p + (m_vecMoveInfo[i]._direction * m_vecMoveInfo[i]._speed * fDelta);		float alpha = 1.0f - (m_vecMoveInfo[i]._currentTime / m_vecMoveInfo[i]._lifeSpan);		if (alpha < 0.0f){			alpha = 0.0f;		}		m_vecVertex[i].c = D3DXCOLOR(128 / 255.0f, 80 / 255.0f, 13 / 255.0f, alpha);		m_vecMoveInfo[i]._currentTime += fDelta;		if (m_vecMoveInfo[i]._currentTime > m_vecMoveInfo[i]._lifeSpan){			m_vecMoveInfo[i]._currentTime = 0.0f;			m_vecVertex[i].p = m_vecMoveInfo[i]._vInitialPos;			m_vecMoveInfo[i]._lifeSpan = (rand() % 400) / 200.0f;			m_vecMoveInfo[i]._currentTime = 0.0f;			m_vecMoveInfo[i]._speed = (rand() % 200) / 200.0f;			D3DXMATRIXA16 rot, rotX, rotY, rotZ;			D3DXMatrixRotationX(&rotX, D3DXToRadian(0));			D3DXMatrixRotationY(&rotY, D3DXToRadian(0));			D3DXMatrixRotationZ(&rotZ, D3DXToRadian(0));			rot = rotX*rotY*rotZ;			D3DXVECTOR3 vDirection(0, 1, 0);			D3DXMATRIXA16 localMat;			localMat = rot;			D3DXVECTOR3 vDir;			D3DXVec3TransformNormal(&vDir, &vDirection, &localMat);			m_vecMoveInfo[i]._direction = vDir;		}	}}
开发者ID:arkiny,项目名称:Direct3D,代码行数:36,


示例20: cBaseObject

HRESULT Title_Scene::Scene_Init(){	_Img = RESOURCE_TEXTURE->GetResource("../Resources/OurModel/Texture/title.png");	_rc = { 0, 0, 512, 256 };	_x = 0;	_y = 0;	_obj = new cBaseObject();	_obj->SetMesh(RESOURCE_STATICXMESH->GetResource("../Resources/OurModel/Player/weapon/sword2.X"));	_obj->SetActive(true);	_obj->pTransform->SetScale({ 0.1f, 0.1f, 0.1f });		_obj->pTransform->SetLocalPosition({ 3.5f, -2, 5 });		m_pDirLight = new cLight_Direction();	m_pDirLight->pTransform->LookDirection(D3DXVECTOR3(1, 0, 1));	m_pDirLight->Color = D3DXCOLOR(1, 1, 1, 1);	m_pDirLight->Intensity = 0.3f;	lights.push_back(m_pDirLight);	_fog = new titleFog();	_fog->Init();	SOUNDMANAGER->play("title", 0.5f);	_btStart = RESOURCE_TEXTURE->GetResource("../Resources/OurModel/Texture/btStart.png");	_rcStart = { 0, 0, 256, 64 };	_btCredit = RESOURCE_TEXTURE->GetResource("../Resources/OurModel/Texture/btCredit.png");	_rcCredit = { 0, 0, 256, 64 };	_btQuit = RESOURCE_TEXTURE->GetResource("../Resources/OurModel/Texture/btQuit.png");	_rcQuit = { 0, 0, 256, 64 };	return S_OK;}
开发者ID:tkc12000,项目名称:HYKS,代码行数:36,


示例21: D3DXCOLOR

D3DApp::D3DApp(HINSTANCE hInstance){	mhAppInst   = hInstance;	mhMainWnd   = 0;	mAppPaused  = false;	mMinimized  = false;	mMaximized  = false;	mResizing   = false;	mFrameStats = L""; 	md3dDevice          = 0;	mSwapChain          = 0;	mDepthStencilBuffer = 0;	mRenderTargetView   = 0;	mDepthStencilView   = 0;	mFont               = 0;	mMainWndCaption = L"D3D10 Application";	md3dDriverType  = D3D10_DRIVER_TYPE_HARDWARE;	mClearColor     = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);	mClientWidth    = 800;	mClientHeight   = 600;}
开发者ID:a-melnichuk,项目名称:D3D,代码行数:24,


示例22: D3DXCOLOR

void Battle::addText(Pokemon a_user, Move a_move) {	D3DXCOLOR tempcolor = D3DXCOLOR(0.0f,0.0f,0.0f,1.0f);	battletext[curtextincrement].text = a_user.getName();// User's name	battletext[curtextincrement].rec.top = 375;	battletext[curtextincrement].rec.bottom = 450;	battletext[curtextincrement].rec.left = 300;	battletext[curtextincrement].rec.right = 500;	battletext[curtextincrement].textColor = tempcolor;	++curtextincrement;	battletext[curtextincrement].text = L"used";// Used	battletext[curtextincrement].rec.top = 375;	battletext[curtextincrement].rec.bottom = 450;	battletext[curtextincrement].rec.left = 425;	battletext[curtextincrement].rec.right = 625;	battletext[curtextincrement].textColor = tempcolor;	++curtextincrement;	battletext[curtextincrement].text = a_move.getName();// User's move's name	battletext[curtextincrement].rec.top = 375;	battletext[curtextincrement].rec.bottom = 450;	battletext[curtextincrement].rec.left = 575;	battletext[curtextincrement].rec.right = 775;	battletext[curtextincrement].textColor = tempcolor;	++curtextincrement;}
开发者ID:Ishoa,项目名称:EeveeHound,代码行数:24,


示例23: DeviceHandler

GraphicsHandler::GraphicsHandler(HWND _hWnd, ConfigFile* _configFile){	this->m_deviceHandler = new DeviceHandler(_hWnd, _configFile->getWindowed(), _configFile->getScreenSize());	this->m_world = new World(this->m_deviceHandler, _hWnd, _configFile->getWindowed());	this->m_resourceHolder = new ResourceHolder(this->m_deviceHandler->getDevice());	this->m_windowed = _configFile->getWindowed();		this->m_configScreenSize = _configFile->getScreenSize();	// If we run in windowed, set the real screen size to be config screen size or the bars and crap outside of the window are counted in	if(_configFile->getWindowed())	{		this->m_realScreenSize = _configFile->getScreenSize();	}	// Else get the real screen size	else	{		RECT rc;		GetWindowRect(_hWnd, &rc);		this->m_realScreenSize = INT2(rc.right-rc.left, rc.bottom-rc.top);	}		this->m_fpsText = this->createText("", INT2(300, 300), 40, D3DXCOLOR(1.0f, 0.2f, 0.2f, 1.0f));}
开发者ID:ghazp,项目名称:Spelprojekt,代码行数:24,


示例24: DrawText

    void DrawText()    {        g_pTxtHelper->Begin();        g_pTxtHelper->SetInsertionPos(5, 5);        g_pTxtHelper->SetForegroundColor(D3DXCOLOR(0.f, 0.f, 0.f, 1.f));        g_pTxtHelper->DrawTextLine(DXUTGetDeviceStats());        g_pTxtHelper->DrawFormattedTextLine(L"FPS: %.1f, VSync: %s" , DXUTGetFPS(), !DXUTIsVsyncEnabled() ? L"On" : L"Off");        g_pTxtHelper->DrawFormattedTextLine(L"AO Resolution: %d x %d", g_BackBufferWidth, g_BackBufferHeight);        g_pTxtHelper->DrawFormattedTextLine(L"Allocated Video Memory: %d MB/n", g_AORenderer.GetAllocatedVideoMemoryBytes() / (1024*1024));        g_pTxtHelper->DrawFormattedTextLine(L"GPU Times Per Frame (ms):");        g_pTxtHelper->DrawFormattedTextLine(L"  RenderAO: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_TOTAL));        g_pTxtHelper->DrawFormattedTextLine(L"    LinearZ: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_LINEAR_Z));        g_pTxtHelper->DrawFormattedTextLine(L"    DeinterleaveZ: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_DEINTERLEAVE_Z));        g_pTxtHelper->DrawFormattedTextLine(L"    ReconstructN: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_RECONSTRUCT_NORMAL));        g_pTxtHelper->DrawFormattedTextLine(L"    GenerateAO: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_GENERATE_AO));        g_pTxtHelper->DrawFormattedTextLine(L"    ReinterleaveAO: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_REINTERLEAVE_AO));        g_pTxtHelper->DrawFormattedTextLine(L"    BlurX: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_BLURX));        g_pTxtHelper->DrawFormattedTextLine(L"    BlurY: %.2f", g_AORenderer.GetGPUTimeInMS(GPU_TIME_BLURY));        g_pTxtHelper->End();    }
开发者ID:151706061,项目名称:D3DSamples,代码行数:24,


示例25: chrtestSetAddRenderModeRGB

PyObject * chrtestSetAddRenderModeRGB(PyObject* poSelf, PyObject* poArgs){	int iVirtualID;	if (!PyTuple_GetInteger(poArgs, 0, &iVirtualID))		return Py_BuildException();	float fr;	if (!PyTuple_GetFloat(poArgs, 1, &fr))		return Py_BuildException();	float fg;	if (!PyTuple_GetFloat(poArgs, 2, &fg))		return Py_BuildException();	float fb;	if (!PyTuple_GetFloat(poArgs, 3, &fb))		return Py_BuildException();	CInstanceBase * pkInst = CPythonCharacterManager::Instance().GetInstancePtr(iVirtualID);	if (pkInst)	{		pkInst->SetAddRenderMode();		pkInst->SetAddColor(D3DXCOLOR(fr, fg, fb, 1.0f));	}	return Py_BuildNone();}
开发者ID:adi97ida,项目名称:Client,代码行数:24,


示例26: Cube

BOOL jcd3d::jcd3d_setup(){	cube = new Cube(lpd3dd);	D3DLIGHT9 light;	ZeroMemory(&light, sizeof(D3DLIGHT9));	light.Type = D3DLIGHT_DIRECTIONAL;	light.Ambient = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);	light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	light.Specular = D3DXCOLOR(0.2f, 0.2f, 0.2f, 1.0f);	light.Direction = D3DXVECTOR3(1.0f, -1.0f, 0.0f);	lpd3dd->SetLight(0, &light);	lpd3dd->LightEnable(0, TRUE);	lpmtrl = new D3DMATERIAL9();	lpmtrl->Ambient = D3DXCOLOR(D3DCOLOR_XRGB(255, 255, 255));	lpmtrl->Diffuse = D3DXCOLOR(D3DCOLOR_XRGB(255, 255, 255));	lpmtrl->Specular = D3DXCOLOR(D3DCOLOR_XRGB(255, 255, 255));	lpmtrl->Emissive = D3DXCOLOR(D3DCOLOR_XRGB(0, 0, 0));	lpmtrl->Power = 2.0f;	lpd3dd->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);	//lpd3dd->SetRenderState(D3DRS_SPECULARENABLE, TRUE);	//lpd3dd->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);	D3DXCreateTextureFromFile(lpd3dd, L"cube.jpg", &lptex);	lpd3dd->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);	lpd3dd->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);	lpd3dd->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);	D3DXMATRIX proj;	D3DXMatrixPerspectiveLH(		&proj, D3DX_PI * 0.5f, (FLOAT)WIN_WIDTH / (FLOAT)WIN_HEIGHT, 1.0f, 1000.0f	);	lpd3dd->SetTransform(D3DTS_PROJECTION, &proj);	return TRUE;}
开发者ID:chengkehan,项目名称:lab,代码行数:38,


示例27: D3DApp

MultiTexDemo::MultiTexDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP): D3DApp(hInstance, winCaption, devType, requestedVP){	if(!checkDeviceCaps())	{		MessageBox(0, "checkDeviceCaps() Failed", 0, 0);		PostQuitMessage(0);	}	mGfxStats = new GfxStats();	mCameraRadius    = 6.0f;	mCameraRotationY = 1.2 * D3DX_PI;	mCameraHeight    = 3.0f;	mLightVecW     = D3DXVECTOR3(0.0, 0.707f, -0.707f);	mDiffuseMtrl   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	mDiffuseLight  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	mAmbientMtrl   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	mAmbientLight  = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f);	mSpecularMtrl  = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);	mSpecularLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	mSpecularPower = 8.0f;	D3DXMatrixIdentity(&mWorld);	// Load textures from file.	HR(D3DXCreateTextureFromFile(gd3dDevice, "grass0.dds", &mTex0));	HR(D3DXCreateTextureFromFile(gd3dDevice, "stone2.dds", &mTex1));	HR(D3DXCreateTextureFromFile(gd3dDevice, "ground0.dds", &mTex2));	HR(D3DXCreateTextureFromFile(gd3dDevice, "blendmap.jpg", &mBlendMap));		buildGridGeometry();	mGfxStats->addVertices(mNumGridVertices);	mGfxStats->addTriangles(mNumGridTriangles);	buildFX();	onResetDevice();	InitAllVertexDeclarations();}
开发者ID:derekqian,项目名称:d3dcoder,代码行数:42,


示例28: Vector3

void Gizmo::Build(){	/*axisX.Build(Vector3::Zero, Vector3(1, 0, 0), D3DXCOLOR(1, 0, 0, 1), 4.0f);	axisY.Build(Vector3::Zero, Vector3(0, 1, 0), D3DXCOLOR(0, 1, 0, 1), 4.0f);	axisZ.Build(Vector3::Zero, Vector3(0, 0, 1), D3DXCOLOR(0, 0, 1, 1), 4.0f);*/	axisX = Cylinder(0.02f, 0.02f, 1.0f, 12, 8, D3DXCOLOR(1, 0, 0, 1));	axisX.CalculateNormals();	axisX.Build(XYZ_N);	axisX.rotation = Quaternion(0, 0, -PI/2);		axisY = Cylinder(0.02f, 0.02f, 1.0f, 12, 8, D3DXCOLOR(0, 1, 0, 1));	axisY.CalculateNormals();	axisY.Build(XYZ_N);		axisZ = Cylinder(0.02f, 0.02f, 1.0f, 12, 8, D3DXCOLOR(0, 0, 1, 1));	axisZ.CalculateNormals();	axisZ.Build(XYZ_N);	axisZ.rotation = Quaternion(PI/2, 0, 0);	coneX = Cylinder(0.0f, 0.08f, 0.2f, 12, 8, D3DXCOLOR(1, 0, 0, 1));	coneX.CalculateNormals();	coneX.Build(XYZ_N);	coneX.position = Vector3(1, 0, 0);	coneX.rotation = Quaternion(0, 0, -PI/2);			coneY = Cylinder(0.0f, 0.08f, 0.2f, 12, 8, D3DXCOLOR(0, 1, 0, 1));	coneY.CalculateNormals();	coneY.Build(XYZ_N);	coneY.position = Vector3(0, 1, 0);			coneZ = Cylinder(0.0f, 0.08f, 0.2f, 12, 8, D3DXCOLOR(0, 0, 1, 0));	coneZ.CalculateNormals();	coneZ.Build(XYZ_N);	coneZ.position = Vector3(0, 0, 1);	coneZ.rotation = Quaternion(PI/2, 0, 0);}
开发者ID:SinYocto,项目名称:Siny,代码行数:37,


示例29: WinMain

int WINAPI WinMain(HINSTANCE hist,HINSTANCE phist,LPSTR cmd,int show){	srand((unsigned int)time(0));	WinInfo info;	if (!initWindow(800,600,false,"my game",hist,&info))	{		return -1;	}	DxParam param = {info.isFullScreen,info.width,info.height,info.hwnd};	DxFw df;	if (!df.initDx(param))	{		MessageBox(0,"fuck","",MB_OK);	}	if (!df.initInput(info.hwnd,info.hist,false))	{		MessageBox(0,"input failed","",MB_OK);	}	registAllDefaultAffectos();	df.getRenderer()->setAsPerspectiveProjection(PI_OVER_2,800.0f / 600.0f,1.0f,1000.0f);	SceneNodeContainer c;	SceneNode* n = c.createNode("test");	XModel x;	x.mXmodel = df.getResourceManager()->loadXModel(DEFAULT_GROUP_NAME,"ship.x");	n->attach(&x);	MSG msg;	D3DLIGHT9 light;	::ZeroMemory(&light, sizeof(light));	light.Type      = D3DLIGHT_DIRECTIONAL;	light.Ambient   = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);	light.Diffuse   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	light.Specular  = D3DXCOLOR(0.2f, 0.2f, 0.2f, 1.0f);	light.Direction = D3DXVECTOR3(1.0f, -1.0f, 0.0f);	IDirect3DDevice9* device = df.getDevice();	device->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);	device->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);	device->SetSamplerState(0,D3DSAMP_MIPFILTER,D3DTEXF_POINT);	df.getRenderer()->setLight(0,&light);	Node camera;	camera.setPosition(0.0f,100.0f,0.0f);	camera.lookAt(Vector3(0.0f,0.0f,0.0f));	n->yaw(PI);	//Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);	//Device->SetRenderState(D3DRS_SPECULARENABLE, true);	GUISystem* guisys = GUISystem::getSingletonPtr();	guisys->initOnce(df);	//Route r(new LinearPathRel(Vector3(10.0f,0.0f,10.0f),0.5),true);	//r.addPath(new LinearPathRel(Vector3(-10.0f,0.0f,10.0f),0.5));	//TranslateToAction action(n,Vector3(10.0f,0.0f,0.0f),1.0,Node::TS_PARENT);	//guisys->load("media/gui/dx.xml");	//GUIButton* btn = (GUIButton*) guisys->getLayout(0)->getControlById(0);	//btn->setClickListener(fuck);	//GUIImage* img = layout->createImage(0,0,800,600,2);	//img->setImage("menu/mainMenu.jpg");	GUILayout* layout = guisys->createLayout(0);	DxFont* font = guisys->createFont("",15,false,15,0);	GUILabel* label = layout->createLabel(0,0,800,600,0,0);	label->setColor(0xffff0000);	guisys->changeCurrentLayout(0);	loggingInit(label);	DxParticleSystem ps;	loadParticleSystem(&ps,&df,"media/particle/particl_1.lua");	//ps.init(&df,5012,"media/tex/smoke000.tga");	/*	DxParticleEmitter* em = new DxParticleEmitter;		DxColorValue e = {0.7f,0.7f,0.8f,0.7f};	DxColorValue b = {0.7f,0.7f,0.8f,0.7f}; 	em->colorBegine = b;	em->colorEnd = e;		em->angle = 0.0f;	em->up = Vector3::UNIT_Y;	em->direction = Vector3::UNIT_Z;	em->duration = 0.0f;	em->emitRate = 1000.0f;	em->maxPosition = Vector3(1.0f,10.0f,2.0f);	em->minPosition = Vector3(-1.0f,0.0f,-1.0f);	em->minVelocity = 50.0f;	em->maxVelocity = 80.0f;//.........这里部分代码省略.........
开发者ID:wtmsuperman,项目名称:DxFw,代码行数:101,



注:本文中的D3DXCOLOR函数示例整理自Github/MSDocs等源码及文档管理平台,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。


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