SetRenderState 设置渲染状态
2011-11-16 14:19
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1). 设置着色模式:
SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT) //设置平面着色模式
SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD) //设置格劳德着色模式
2). 设置多边形填充模式:
SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT) //点填充模式,D3D在多边形的每个顶点绘制一个像素
SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME) //线填充模式,D3D在多边形的每个边绘制一条线
SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) //面模式,D3D默认模式,对多边形的面进行填充
3). 设置全景图形抗锯齿:
SetRenderState(D3DRS_MUTISAMPLEANTIALIAS, TRUE) //抗锯齿
SetRenderState(D3DRS_MUTISAMPLEANTIALIAS, FALSE) //不抗锯齿
4). 设置剔除模式:
SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) //不剔除任何面
5). 设置光照模式:
SetRenderState(D3DRS_AMBIENT, D3DCOLOR ambientColor); //为整个场景设置环境光
SetRenderState(D3DRS_SPECULARENABLE, TRUE); //激活镜面反射计算(D3D默认情况下关闭)
6). 启动/关闭深度测试:
SetRenderState( D3DRS_ZENABLE, TRUE ); //启用深度测试
7) 设置纹理过滤器
//线性纹理
SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//最近点采样
SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ POINT);
SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
//各向异性纹理过滤
SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC)
SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_ ANISOTROPIC);
8)
SetRenderState( D3DRS_POINTSCALEENABLE, TRUE ); //打开缩放功能
9)
SetRenderState( D3DRS_POINTSCALE_A , FtoDW( 1.00f ));//设置因子,下同
SetRenderState( D3DRS_POINTSCALE_B , FtoDW( 1.00F ));
SetRenderState( D3DRS_POINTSCALE_C , FtoDW( 1.00f ));
10)
SetRenderState( D3DRS_POINTSIZE_MAX, FtoDW( 5.00f ));//设置点大小上限,下类似
SetRenderState( D3DRS_POINTSIZE_MAX, FtoDW( 5.00f ));
SetRenderState( D3DRS_POINTSPRITEENABLE , TRUE ) ; //打开点精灵效果
SetRenderState( D3DRS_AMBIENT, 0xffffffff ); //设置环境光颜色开启 ALPHA混合效果
11)
设置混合因子:
源:SetRenderState( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
目的:SetRenderState( D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA);
第二个参数是 D3DBLEND的枚举结构。
//背景空的PNG图片,剔除背景
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );//开启ALPHA混合功能
g_pMyd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);//设置源混合因子为(As,As,As,As)
g_pMyd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);//设置目标混合因子为(1-As,1-As,1-As,1-As);
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );//开启ALPHA测试功能
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x0f );//设置ALPHA测试参考值
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHAFUNC,D3DCMP_GREATEREQUAL );//设置APLHA测试比较规则
//渲染
//在渲染完毕后,不要忘了关闭开启的功能
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
//纹理透明
pd3dDevice-> SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
pd3dDevice-> SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCCOLOR);
pd3dDevice-> SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCCOLOR);
//渲染
pd3dDevice-> SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
// D3DRS_POINTSPRITEENABLE = TRUE,则将当前纹理整个映射到点精灵上去不用指定纹理坐标
g_D3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
g_D3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
g_D3DDevice->SetRenderState(D3DRS_POINTSIZE, FtoDW(1.0));
g_D3DDevice->SetRenderState(D3DRS_POINTSIZE_MIN, FtoDW(1.0f));
g_D3DDevice->SetRenderState(D3DRS_POINTSCALE_A, FtoDW(0.0f));
g_D3DDevice->SetRenderState(D3DRS_POINTSCALE_B, FtoDW(0.0f));
g_D3DDevice->SetRenderState(D3DRS_POINTSCALE_C, FtoDW(1.0f));
SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT) //设置平面着色模式
SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD) //设置格劳德着色模式
2). 设置多边形填充模式:
SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT) //点填充模式,D3D在多边形的每个顶点绘制一个像素
SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME) //线填充模式,D3D在多边形的每个边绘制一条线
SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) //面模式,D3D默认模式,对多边形的面进行填充
3). 设置全景图形抗锯齿:
SetRenderState(D3DRS_MUTISAMPLEANTIALIAS, TRUE) //抗锯齿
SetRenderState(D3DRS_MUTISAMPLEANTIALIAS, FALSE) //不抗锯齿
4). 设置剔除模式:
SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) //不剔除任何面
5). 设置光照模式:
SetRenderState(D3DRS_AMBIENT, D3DCOLOR ambientColor); //为整个场景设置环境光
SetRenderState(D3DRS_SPECULARENABLE, TRUE); //激活镜面反射计算(D3D默认情况下关闭)
6). 启动/关闭深度测试:
SetRenderState( D3DRS_ZENABLE, TRUE ); //启用深度测试
7) 设置纹理过滤器
//线性纹理
SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//最近点采样
SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ POINT);
SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
//各向异性纹理过滤
SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC)
SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_ ANISOTROPIC);
8)
SetRenderState( D3DRS_POINTSCALEENABLE, TRUE ); //打开缩放功能
9)
SetRenderState( D3DRS_POINTSCALE_A , FtoDW( 1.00f ));//设置因子,下同
SetRenderState( D3DRS_POINTSCALE_B , FtoDW( 1.00F ));
SetRenderState( D3DRS_POINTSCALE_C , FtoDW( 1.00f ));
10)
SetRenderState( D3DRS_POINTSIZE_MAX, FtoDW( 5.00f ));//设置点大小上限,下类似
SetRenderState( D3DRS_POINTSIZE_MAX, FtoDW( 5.00f ));
SetRenderState( D3DRS_POINTSPRITEENABLE , TRUE ) ; //打开点精灵效果
SetRenderState( D3DRS_AMBIENT, 0xffffffff ); //设置环境光颜色开启 ALPHA混合效果
11)
设置混合因子:
源:SetRenderState( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
目的:SetRenderState( D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA);
第二个参数是 D3DBLEND的枚举结构。
//背景空的PNG图片,剔除背景
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );//开启ALPHA混合功能
g_pMyd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);//设置源混合因子为(As,As,As,As)
g_pMyd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);//设置目标混合因子为(1-As,1-As,1-As,1-As);
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );//开启ALPHA测试功能
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x0f );//设置ALPHA测试参考值
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHAFUNC,D3DCMP_GREATEREQUAL );//设置APLHA测试比较规则
//渲染
//在渲染完毕后,不要忘了关闭开启的功能
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
g_pMyd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
//纹理透明
pd3dDevice-> SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
pd3dDevice-> SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCCOLOR);
pd3dDevice-> SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCCOLOR);
//渲染
pd3dDevice-> SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
// D3DRS_POINTSPRITEENABLE = TRUE,则将当前纹理整个映射到点精灵上去不用指定纹理坐标
g_D3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
g_D3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
g_D3DDevice->SetRenderState(D3DRS_POINTSIZE, FtoDW(1.0));
g_D3DDevice->SetRenderState(D3DRS_POINTSIZE_MIN, FtoDW(1.0f));
g_D3DDevice->SetRenderState(D3DRS_POINTSCALE_A, FtoDW(0.0f));
g_D3DDevice->SetRenderState(D3DRS_POINTSCALE_B, FtoDW(0.0f));
g_D3DDevice->SetRenderState(D3DRS_POINTSCALE_C, FtoDW(1.0f));
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