📄 dtmachinestate.h
字号:
{
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
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -