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📄 dtmachinestate.h

📁 游戏编程精华02-含有几十个游戏编程例子
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    { 
        msData().colorkeyenable = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE     , b); 
    }   /* true to enable source colorkeyed textures */
/*    static HRESULT SetZBias(const LONG &zbias) 
    { 
        msData().zbias = zbias;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_ZBIAS              , zbias) ;
    }   /* LONG Z bias */
/*    static HRESULT EnableRangeFog(const bool &b) 
    { 
        msData().rangefogenable = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_RANGEFOGENABLE     , b); 
    }   /* Enables range-based fog */
/*    static HRESULT EnableStencil(const bool &b) 
    { 
        msData().stencil_enable = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILENABLE      , b); 
    }   /* bool enable/disable stenciling */
/*    static HRESULT SetStencilFail(const D3DSTENCILOP &op) 
    { 
        msData().stencil_fail = op;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILFAIL        , op) ;
    }   /* D3DSTENCILOP to do if stencil test fails */
/*    static HRESULT SetStencilZFail(const D3DSTENCILOP &op) 
    { 
        msData().stencil_zfail = op;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILZFAIL       , op) ;
    }   /* D3DSTENCILOP to do if stencil test passes and Z test fails */
/*    static HRESULT SetStencilPass(const D3DSTENCILOP &op) 
    { 
        msData().stencil_pass = op;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILPASS        , op) ;
    }   /* D3DSTENCILOP to do if both stencil and Z tests pass */
/*    static HRESULT SetStencilFunc(const D3DCMPFUNC &func) 
    { 
        msData().stencil_func = func;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILFUNC        , func) ;
    }   /* D3DCMPFUNC fn.  Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */
/*    static HRESULT SetStencilRef(const BYTE &ref) 
    { 
        msData().stencil_ref = ref;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILREF         , ref) ;
    }   /* Reference value used in stencil test */
/*    static HRESULT SetStencilMask(const BYTE &mask) 
    { 
        msData().stencil_mask = mask;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILMASK        , mask) ;
    }   /* Mask value used in stencil test */
/*    static HRESULT SetStencilWriteMask(const BYTE &mask) 
    { 
        msData().stencil_write_mask = mask;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK   , mask) ;
    }   /* Write mask applied to values written to stencil buffer */
/*    static HRESULT SetTextureFactor(const DWORD &factor) 
    { 
        msData().texturefactor = factor;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_TEXTUREFACTOR      , factor) ;
    }  /* D3DCOLOR used for multi-texture blend */

/*    static HRESULT EnableClipping(const bool & b)                
    { 
        msData().clipping = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_CLIPPING, b);               
    }
/*    static HRESULT EnableLighting(const bool & b)                
    { 
        msData().lighting = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_LIGHTING               , b);
    }
*/
/*    static HRESULT EnableExtents(const bool & b)                 
    { 
        msData().extents = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_EXTENTS                , b);
    }
/*    static HRESULT SetAmbientLight(const DWORD & color)                 
    { 
        msData().ambient = color;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_AMBIENT                , color);
    }
*/
/*    static HRESULT SetFogVertexMode(const D3DFOGMODE & mode)           
    { 
        msData().fog_vertex_mode = mode;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE          , mode);
    }
/*    static HRESULT EnableColorVertex(const bool & b)             
    { 
        msData().colorvertex = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_COLORVERTEX            , b);
    }
/*    static HRESULT EnableLocalViewer(const bool & b)             
    { 
        msData().localviewer = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_LOCALVIEWER            , b);
    }
/*    static HRESULT EnableNormalizeNormals(const bool & b)        
    { 
        msData().normalizenormals = b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_NORMALIZENORMALS       , b);
    }
/*    static HRESULT EnableColorkeyBlend(const bool & b)     
    { 
        msData().colorkeyblendenable =b;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_COLORKEYBLENDENABLE    , b);
    }
*/
/*    static HRESULT SetDiffuseMaterialSource(const D3DMATERIALCOLORSOURCE & src)   
    { 
        msData().diffusematerialsource  = src;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_DIFFUSEMATERIALSOURCE  , src);
    }
/*    static HRESULT SetSpecularMaterialSource(const D3DMATERIALCOLORSOURCE & src)  
    { 
        msData().specularmaterialsource  = src;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_SPECULARMATERIALSOURCE  , src);
    }
/*    static HRESULT SetAmbientMaterialSource(const D3DMATERIALCOLORSOURCE & src)   
    { 
        msData().ambientmaterialsource  = src;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_AMBIENTMATERIALSOURCE   , src);
    }
/*    static HRESULT SetEmissiveMaterialSource(const D3DMATERIALCOLORSOURCE & src)  
    { 
        msData().emissivematerialsource  = src;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_EMISSIVEMATERIALSOURCE  , src);
    }
/*    static HRESULT SetVertexBlend(const D3DVERTEXBLENDFLAGS & flags)             
    { 
        msData().vertexblendflags = flags;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_VERTEXBLEND             , flags);
    }
/*    static HRESULT EnableClipPlane(const DWORD & planes)         
    { 
        msData().clipplaneenable = planes;
        return GetpD3DDevice()->SetRenderState(D3DRENDERSTATE_CLIPPLANEENABLE         , planes);
    }
	*/
/*    static HRESULT SetColorOp(const int &stage,   const D3DTEXTUREOP &op) 
    { 
        msData().ts[stage].colorop = op;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_COLOROP        , op);
    } /* D3DTEXTUREOP - per-stage blending controls for color channels */
/*    static HRESULT SetColorArg1(const int &stage,   const DWORD &arg) 
    { 
        msData().ts[stage].colorarg1 = arg;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_COLORARG1      ,  arg);
    } /* D3DTA_* (texture arg) */
/*    static HRESULT SetColorArg2(const int &stage,   const DWORD &arg) 
    { 
        msData().ts[stage].colorarg2 = arg;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_COLORARG2      ,  arg);
    } /* D3DTA_* (texture arg) */
/*    static HRESULT SetAlphaOp(const int &stage,   const D3DTEXTUREOP &op ) 
    { 
        msData().ts[stage].alphaop = op;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_ALPHAOP        , op );
    } /* D3DTEXTUREOP - per-stage blending controls for alpha channel */
/*    static HRESULT SetAlphaArg1(const int &stage,   const DWORD &arg) 
    { 
        msData().ts[stage].alphaarg1 = arg;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_ALPHAARG1      ,  arg);
    } /* D3DTA_* (texture arg) */
/*    static HRESULT SetAlphaArg2(const int &stage,   const DWORD &arg) 
    { 
        msData().ts[stage].alphaarg2 = arg;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_ALPHAARG2      ,  arg);
    } /* D3DTA_* (texture arg) */

/*
    static HRESULT SetBumpEnvMat00(const int &stage,    const Float32 &v) 
    { 
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_BUMPENVMAT00   , *(DWORD *)&v);
    } /* D3DVALUE (bump mapping matrix) */
/*    static HRESULT SetBumpEnvMat01(const int &stage,    const Float32 &v) 
    { 
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_BUMPENVMAT01   , *(DWORD *)&v);
    } /* D3DVALUE (bump mapping matrix) */
/*    static HRESULT SetBumpEnvMat10(const int &stage,    const Float32 &v) 
    { 
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_BUMPENVMAT10   , *(DWORD *)&v);
    } /* D3DVALUE (bump mapping matrix) */
/*    static HRESULT SetBumpEnvMat11(const int &stage,    const Float32 &v) 
    { 
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_BUMPENVMAT11   , *(DWORD *)&v);
    } /* D3DVALUE (bump mapping matrix) */


/*    static HRESULT SetTexCoordIndex(const int &stage,   const DWORD &index) 
    { 
        msData().ts[stage].texcoordindex = index;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_TEXCOORDINDEX  , index );
    } /* identifies which set of texture coordinates index this texture */


/*    static HRESULT SetTextureAddress(const int &stage,   const D3DTEXTUREADDRESS &addr) 
    { 
        msData().ts[stage].address = addr;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_ADDRESS        , addr);
    } /* D3DTEXTUREADDRESS for both coordinates */

/*
    static HRESULT SetTextureAddressU(const int &stage,   const D3DTEXTUREADDRESS &addr) 
    { 
        //msData().ts[stage].addressu = addr;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_ADDRESSU       , addr);
    } /* D3DTEXTUREADDRESS for U coordinate */
/*    static HRESULT SetTextureAddressV(const int &stage,   const D3DTEXTUREADDRESS &addr) 
    { 
        //msData().ts[stage].addressv = addr;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_ADDRESSV       , addr);
    } /* D3DTEXTUREADDRESS for V coordinate */
/*    static HRESULT SetBorderColor(const int &stage,   const D3DCOLOR &color) 
    { 
        msData().ts[stage].bordercolor = color;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_BORDERCOLOR    , color);
    } /* D3DCOLOR */
/*    static HRESULT SetMagFilter(const int &stage,   const D3DTEXTUREMAGFILTER &filter) 
    { 
        msData().ts[stage].magfilter = filter;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_MAGFILTER      , filter);
    } /* D3DTEXTUREMAGFILTER filter to use for magnification */
/*    static HRESULT SetMinFilter(const int &stage,   const D3DTEXTUREMINFILTER &filter) 
    { 
        msData().ts[stage].minfilter = filter;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_MINFILTER      , filter);
    } /* D3DTEXTUREMINFILTER filter to use for minification */
/*    static HRESULT SetMipFilter(const int &stage,   const D3DTEXTUREMIPFILTER &filter) 
    { 
        msData().ts[stage].mipfilter = filter;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_MIPFILTER      , filter);
    } /* D3DTEXTUREMIPFILTER filter to use between mipmaps during minification */
/*    static HRESULT SetMipMapLODBias(const int &stage,    const Float32 & zbias) 
    { 
        msData().ts[stage].mipmaplodbias = zbias;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_MIPMAPLODBIAS  , *(DWORD *)&zbias);
    }/* D3DVALUE Mipmap LOD bias */
/*    static HRESULT SetMaxMipLevel(const int &stage,   const DWORD &maxlevel) 
    { 
        msData().ts[stage].maxmiplevel = maxlevel;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_MAXMIPLEVEL    , maxlevel);
    } /* DWORD 0..(n-1) LOD index of largest map to use (0 ,, largest) */
/*    static HRESULT SetMaxAnisotropy(const int &stage,   const DWORD &maxani) 
    { 
        msData().ts[stage].maxanisotropy = maxani;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_MAXANISOTROPY  , maxani);
    } /* DWORD maximum anisotropy */
/*    static HRESULT SetBumpEnvlScale(const int &stage,   const DWORD &bs) 
    { 
        //msData().ts[stage]. = ;
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_BUMPENVLSCALE  , bs);
    } /* DWORD scale for bump map luminance */
/*    static HRESULT SetBumpEnvlOffset(const int &stage,    const Float32 & be) 
    { 
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_BUMPENVLOFFSET , *(DWORD *)&be);
    } /* D3DVALUE offset for bump map luminance */


/*    static HRESULT SetTextureTransformFlags(const int &stage, const D3DTEXTURETRANSFORMFLAGS & flags) 
    { 
        msData().ts[stage].texturetransformflags = flags;
        
        return GetpD3DDevice()->SetTextureStageState(stage, D3DTSS_TEXTURETRANSFORMFLAGS , flags);
    }
*/


/*   static HRESULT SetMaterial( LPD3DMATERIAL7 lpMaterial) 
   {
       msData().lpMaterial = lpMaterial;
       return GetpD3DDevice()->SetMaterial(lpMaterial);
   }
    */
    
   
//    static HRESULT SetVertexFogMode(const D3DFOGMODE &vertexfogmode) ;
//    static HRESULT SetVertexFogStart(const Float32 & vertexfogstart) ;
//    static HRESULT SetVertexFogEnd(const Float32 & vertexfogend);
//    static HRESULT SetVertexFogDensity(const Float32 & vertexfogdensity);
    
    
    


/*
 
    static HRESULT GetRenderState(const D3DRENDERSTATETYPE &op, const LPDWORD data) 
    {
        return GetpD3DDevice()->GetRenderState(op, data);
    }
    static HRESULT GetCullMode(D3DCULL * cullmode) 
    { 
        return GetpD3DDevice()->GetRenderState(D3DRENDERSTATE_CULLMODE, (LPDWORD)cullmode) ;
    }   /*  */
/*    static HRESULT GetMaterial( LPD3DMATERIAL7 lpMaterial ) 
    { 
        return GetpD3DDevice()->GetMaterial(lpMaterial);
    }*/

/*
    static HRESULT SetViewport(D3DVIEWPORT_TYPE *lpViewport) 
    { 
        return GetpD3DDevice()->SetViewport(lpViewport);
    }
*/


};
    
#endif

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