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📄 dxutenum.cpp

📁 January 2006 archive. Contains Holger Gruen s Making The Grass code fragments/examples.
💻 CPP
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        case D3DFMT_A2B10G10R10:
            return 10;
        case D3DFMT_A8B8G8R8:
            return 8;
        case D3DFMT_A2R10G10B10:
            return 10;
        case D3DFMT_A16B16G16R16:
            return 16;
        default:
            return 0;
    }
}




//--------------------------------------------------------------------------------------
// Returns the number of alpha channel bits in the specified D3DFORMAT
//--------------------------------------------------------------------------------------
UINT DXUTAlphaChannelBits( D3DFORMAT fmt )
{
    switch( fmt )
    {
        case D3DFMT_R8G8B8:
            return 0;
        case D3DFMT_A8R8G8B8:
            return 8;
        case D3DFMT_X8R8G8B8:
            return 0;
        case D3DFMT_R5G6B5:
            return 0;
        case D3DFMT_X1R5G5B5:
            return 0;
        case D3DFMT_A1R5G5B5:
            return 1;
        case D3DFMT_A4R4G4B4:
            return 4;
        case D3DFMT_R3G3B2:
            return 0;
        case D3DFMT_A8R3G3B2:
            return 8;
        case D3DFMT_X4R4G4B4:
            return 0;
        case D3DFMT_A2B10G10R10:
            return 2;
        case D3DFMT_A8B8G8R8:
            return 8;
        case D3DFMT_A2R10G10B10:
            return 2;
        case D3DFMT_A16B16G16R16:
            return 16;
        default:
            return 0;
    }
}




//--------------------------------------------------------------------------------------
// Returns the number of depth bits in the specified D3DFORMAT
//--------------------------------------------------------------------------------------
UINT DXUTDepthBits( D3DFORMAT fmt )
{
    switch( fmt )
    {
        case D3DFMT_D32F_LOCKABLE:
        case D3DFMT_D32:
            return 32;

        case D3DFMT_D24X8:
        case D3DFMT_D24S8:
        case D3DFMT_D24X4S4:
        case D3DFMT_D24FS8:
            return 24;

        case D3DFMT_D16_LOCKABLE:
        case D3DFMT_D16:
            return 16;

        case D3DFMT_D15S1:
            return 15;

        default:
            return 0;
    }
}




//--------------------------------------------------------------------------------------
// Returns the number of stencil bits in the specified D3DFORMAT
//--------------------------------------------------------------------------------------
UINT DXUTStencilBits( D3DFORMAT fmt )
{
    switch( fmt )
    {
        case D3DFMT_D16_LOCKABLE:
        case D3DFMT_D16:
        case D3DFMT_D32F_LOCKABLE:
        case D3DFMT_D32:
        case D3DFMT_D24X8:
            return 0;

        case D3DFMT_D15S1:
            return 1;

        case D3DFMT_D24X4S4:
            return 4;

        case D3DFMT_D24S8:
        case D3DFMT_D24FS8:
            return 8;

        default:
            return 0;
    }
}



//--------------------------------------------------------------------------------------
// Used to sort D3DDISPLAYMODEs
//--------------------------------------------------------------------------------------
static int __cdecl SortModesCallback( const void* arg1, const void* arg2 )
{
    D3DDISPLAYMODE* pdm1 = (D3DDISPLAYMODE*)arg1;
    D3DDISPLAYMODE* pdm2 = (D3DDISPLAYMODE*)arg2;

    if (pdm1->Width > pdm2->Width)
        return 1;
    if (pdm1->Width < pdm2->Width)
        return -1;
    if (pdm1->Height > pdm2->Height)
        return 1;
    if (pdm1->Height < pdm2->Height)
        return -1;
    if (pdm1->Format > pdm2->Format)
        return 1;
    if (pdm1->Format < pdm2->Format)
        return -1;
    if (pdm1->RefreshRate > pdm2->RefreshRate)
        return 1;
    if (pdm1->RefreshRate < pdm2->RefreshRate)
        return -1;
    return 0;
}



//--------------------------------------------------------------------------------------
CD3DEnumAdapterInfo::~CD3DEnumAdapterInfo( void )
{
    CD3DEnumDeviceInfo* pDeviceInfo;
    for( int i=0; i<deviceInfoList.GetSize(); i++ )
    {
        pDeviceInfo = deviceInfoList.GetAt(i);
        delete pDeviceInfo;
    }
    deviceInfoList.RemoveAll();
}




//--------------------------------------------------------------------------------------
CD3DEnumDeviceInfo::~CD3DEnumDeviceInfo( void )
{
    CD3DEnumDeviceSettingsCombo* pDeviceCombo;
    for( int i=0; i<deviceSettingsComboList.GetSize(); i++ )
    {
        pDeviceCombo = deviceSettingsComboList.GetAt(i);
        delete pDeviceCombo;
    }
    deviceSettingsComboList.RemoveAll();
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::ResetPossibleDepthStencilFormats()
{
    m_DepthStecilPossibleList.RemoveAll();
    m_DepthStecilPossibleList.Add( D3DFMT_D16 );
    m_DepthStecilPossibleList.Add( D3DFMT_D15S1 );
    m_DepthStecilPossibleList.Add( D3DFMT_D24X8 );
    m_DepthStecilPossibleList.Add( D3DFMT_D24S8 );
    m_DepthStecilPossibleList.Add( D3DFMT_D24X4S4 );
    m_DepthStecilPossibleList.Add( D3DFMT_D32 );
}


//--------------------------------------------------------------------------------------
CGrowableArray<D3DFORMAT>* CD3DEnumeration::GetPossibleDepthStencilFormatList() 
{
    return &m_DepthStecilPossibleList;
}


//--------------------------------------------------------------------------------------
CGrowableArray<D3DMULTISAMPLE_TYPE>* CD3DEnumeration::GetPossibleMultisampleTypeList()
{
    return &m_MultiSampleTypeList;
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::ResetPossibleMultisampleTypeList()
{
    m_MultiSampleTypeList.RemoveAll();
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_NONE );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_NONMASKABLE );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_2_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_3_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_4_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_5_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_6_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_7_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_8_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_9_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_10_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_11_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_12_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_13_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_14_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_15_SAMPLES );
    m_MultiSampleTypeList.Add( D3DMULTISAMPLE_16_SAMPLES );
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::GetPossibleVertexProcessingList( bool* pbSoftwareVP, bool* pbHardwareVP, bool* pbPureHarewareVP, bool* pbMixedVP )
{
    *pbSoftwareVP = m_bSoftwareVP;
    *pbHardwareVP = m_bHardwareVP;
    *pbPureHarewareVP = m_bPureHarewareVP;
    *pbMixedVP = m_bMixedVP;
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::SetPossibleVertexProcessingList( bool bSoftwareVP, bool bHardwareVP, bool bPureHarewareVP, bool bMixedVP )
{
    m_bSoftwareVP = bSoftwareVP;
    m_bHardwareVP = bHardwareVP;
    m_bPureHarewareVP = bPureHarewareVP;
    m_bMixedVP = bMixedVP;
}


//--------------------------------------------------------------------------------------
CGrowableArray<UINT>* CD3DEnumeration::GetPossiblePresentIntervalList()
{
    return &m_PresentIntervalList;
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::ResetPossiblePresentIntervalList()
{
    m_PresentIntervalList.RemoveAll();
    m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_IMMEDIATE );
    m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_DEFAULT );
    m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_ONE );
    m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_TWO );
    m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_THREE );
    m_PresentIntervalList.Add( D3DPRESENT_INTERVAL_FOUR );
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::SetResolutionMinMax( UINT nMinWidth, UINT nMinHeight, 
                                           UINT nMaxWidth, UINT nMaxHeight )
{
    m_nMinWidth = nMinWidth;
    m_nMinHeight = nMinHeight;
    m_nMaxWidth = nMaxWidth;
    m_nMaxHeight = nMaxHeight;
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::SetRefreshMinMax( UINT nMin, UINT nMax )
{
    m_nRefreshMin = nMin;
    m_nRefreshMax = nMax;
}


//--------------------------------------------------------------------------------------
void CD3DEnumeration::SetMultisampleQualityMax( UINT nMax )
{
    if( nMax > 0xFFFF )
        nMax = 0xFFFF;
    m_nMultisampleQualityMax = nMax;
}

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