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C++ IDirect3DStateBlock9类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中IDirect3DStateBlock9的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DStateBlock9类的具体用法?C++ IDirect3DStateBlock9怎么用?C++ IDirect3DStateBlock9使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了IDirect3DStateBlock9类的20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: DrawShadow

	//
	//	Use stencil buffer as a mask. draw shadows to the scene
	//
	HRESULT DrawShadow(IDirect3DDevice9* pd3dDevice)
	{
		IDirect3DStateBlock9* pStateBlock = NULL;
		pd3dDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);

		// Set renderstates (disable z-buffering, enable stencil, disable fog, and
		// turn on alphablending)
		SetRenderStateSafe(pd3dDevice, D3DRS_ZENABLE,			FALSE);
		SetRenderStateSafe(pd3dDevice, D3DRS_STENCILENABLE,		TRUE);
		SetRenderStateSafe(pd3dDevice, D3DRS_FOGENABLE,			FALSE);
		SetRenderStateSafe(pd3dDevice, D3DRS_ALPHABLENDENABLE,	TRUE);
		SetRenderStateSafe(pd3dDevice, D3DRS_SRCBLEND,			D3DBLEND_SRCALPHA);
		SetRenderStateSafe(pd3dDevice, D3DRS_DESTBLEND,			D3DBLEND_INVSRCALPHA);
		SetRenderStateSafe(pd3dDevice, D3DRS_ALPHATESTENABLE,	FALSE);
		
		// Only write where stencil val >= 1 (count indicates # of shadows that
		// overlap that pixel)
		SetRenderStateSafe(pd3dDevice, D3DRS_STENCILREF,		0x1);
		SetRenderStateSafe(pd3dDevice, D3DRS_STENCILFUNC,		D3DCMP_LESSEQUAL);
		SetRenderStateSafe(pd3dDevice, D3DRS_CULLMODE,			D3DCULL_CCW); // counter clock-wise render triangles
		pd3dDevice->EndStateBlock(&pStateBlock);

		// Draw a big, gray square
		pd3dDevice->SetFVF( SHADOWVERTEX::FVF );
		pd3dDevice->SetStreamSource( 0, g_pBigSquareVB, 0, sizeof(SHADOWVERTEX) );
		pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );

		pStateBlock->Apply();
		SAFE_RELEASE(pStateBlock);
		return S_OK;
	}
开发者ID:dima424658,项目名称:Direct3D8to9,代码行数:34,代码来源:ShadowVolumeHandler.cpp


示例2: cullGrass

// renderStage1 - Render grass and shadows over near features, and write depth texture for scene 0
void DistantLand::renderStage1()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    ///LOG::logline("Stage 1 prims: %d", recordMW.size());

    if(!isRenderCached)
    {
        // Save state block manually since we can change FVF/decl
        device->CreateStateBlock(D3DSBT_ALL, &stateSaved);

        // TODO: Locate this properly
        if(isDistantCell())
            cullGrass(&mwView, &mwProj);

        if(isDistantCell())
        {
            // Render over Morrowind domain
            effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

            // Draw grass with shadows
            if(Configuration.MGEFlags & USE_GRASS)
            {
                effect->BeginPass(PASS_RENDERGRASSINST);
                renderGrassInst();
                effect->EndPass();
            }

            // Overlay shadow onto Morrowind objects
            if((Configuration.MGEFlags & USE_SHADOWS) && mwBridge->CellHasWeather())
            {
                effect->BeginPass(PASS_RENDERSHADOW);
                renderShadow();
                effect->EndPass();

            }

            effect->End();
        }

        // Depth texture from recorded renders and distant land
        effectDepth->Begin(&passes, D3DXFX_DONOTSAVESTATE);
        renderDepth();
        effectDepth->End();

        // Restore render state
        stateSaved->Apply();
        stateSaved->Release();
    }

    recordMW.clear();
}
开发者ID:europop,项目名称:MGE-XE,代码行数:55,代码来源:distantland.cpp


示例3: RenderShadow

	//
	// Render shadow information to stencil buffer
	//
	HRESULT RenderShadow(IDirect3DDevice9* pd3dDevice)
	{
		IDirect3DStateBlock9* pStateBlock = NULL;
		pd3dDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);

		// Disable z-buffer writes (note: z-testing still occurs), and enable the
		// stencil-buffer
		SetRenderStateSafe(pd3dDevice, D3DRS_ZWRITEENABLE,	FALSE);
		SetRenderStateSafe(pd3dDevice, D3DRS_STENCILENABLE,	TRUE);

		// If ztest passes, inc/decrement stencil buffer value
		SetRenderStateSafe(pd3dDevice, D3DRS_STENCILREF,	0x1);
		SetRenderStateSafe(pd3dDevice, D3DRS_STENCILPASS,	D3DSTENCILOP_INCR);
	
		// Make sure that no pixels get drawn to the frame buffer
		SetRenderStateSafe(pd3dDevice, D3DRS_ALPHABLENDENABLE,	TRUE);
		SetRenderStateSafe(pd3dDevice, D3DRS_SRCBLEND,			D3DBLEND_ZERO);
		SetRenderStateSafe(pd3dDevice, D3DRS_DESTBLEND,			D3DBLEND_ONE);

		// TODO: Check device caps
		if(true)
		{
			// With 2-sided stencil, we can avoid rendering twice:
			SetRenderStateSafe(pd3dDevice, D3DRS_TWOSIDEDSTENCILMODE,	TRUE);
			SetRenderStateSafe(pd3dDevice, D3DRS_CCW_STENCILPASS,		D3DSTENCILOP_DECR);
			SetRenderStateSafe(pd3dDevice, D3DRS_CULLMODE,				D3DCULL_NONE);

			// Draw both sides of shadow volume in stencil/z only
			g_baseShadow.Render( pd3dDevice );

			SetRenderStateSafe(pd3dDevice, D3DRS_TWOSIDEDSTENCILMODE,	FALSE);
		}
		else
		{
			// Draw front-side of shadow volume in stencil/z only
			SetRenderStateSafe(pd3dDevice, D3DRS_CULLMODE,		D3DCULL_CCW);
			g_baseShadow.Render( pd3dDevice );

			// Now reverse cull order so back sides of shadow volume are written.
			SetRenderStateSafe(pd3dDevice, D3DRS_CULLMODE,		D3DCULL_CW);

			// Decrement stencil buffer value
			SetRenderStateSafe(pd3dDevice, D3DRS_STENCILPASS,	D3DSTENCILOP_DECR);

			// Draw back-side of shadow volume in stencil/z only
			g_baseShadow.Render( pd3dDevice );
		}

		pd3dDevice->EndStateBlock(&pStateBlock);
		pStateBlock->Apply();
		SAFE_RELEASE(pStateBlock);
		return S_OK;
	}
开发者ID:dima424658,项目名称:Direct3D8to9,代码行数:56,代码来源:ShadowVolumeHandler.cpp


示例4: renderStageBlend

// renderStageBlend - Blend between MGE distant land and Morrowind, rendering caustics first so it blends out
void DistantLand::renderStageBlend()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    if(isRenderCached)
        return;

    // Save state block manually since we can change FVF/decl
    device->CreateStateBlock(D3DSBT_ALL, &stateSaved);
    effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

    // Render caustics
    if(mwBridge->IsExterior() && Configuration.DL.WaterCaustics > 0)
    {
        D3DXMATRIX m;
        IDirect3DTexture9 *tex = PostShaders::borrowBuffer(0);
        D3DXMatrixTranslation(&m, eyePos.x, eyePos.y, mwBridge->WaterLevel());

        effect->SetTexture(ehTex0, tex);
        effect->SetTexture(ehTex1, texWater);
        effect->SetTexture(ehTex3, texDepthFrame);
        effect->SetMatrix(ehWorld, &m);
        effect->SetFloat(ehAlphaRef, Configuration.DL.WaterCaustics);
        effect->CommitChanges();

        effect->BeginPass(PASS_RENDERCAUSTICS);
        PostShaders::applyBlend();
        effect->EndPass();
    }

    // Blend MW/MGE
    if(isDistantCell() && (~Configuration.MGEFlags & NO_MW_MGE_BLEND))
    {
        effect->SetTexture(ehTex0, texDistantBlend);
        effect->SetTexture(ehTex3, texDepthFrame);
        effect->CommitChanges();

        effect->BeginPass(PASS_BLENDMGE);
        PostShaders::applyBlend();
        effect->EndPass();
    }

    effect->End();
    stateSaved->Apply();
    stateSaved->Release();
}
开发者ID:europop,项目名称:MGE-XE,代码行数:49,代码来源:distantland.cpp


示例5: RenderMeshes

void Overlay::RenderMeshes()
{
    if(g_Globals.UsingOverlay && _Meshes.Length() > 0)
	{
        IDirect3DStateBlock9* pStateBlock = NULL;
        _Device->CreateStateBlock( D3D9Base::D3DSBT_ALL, &pStateBlock );

        const UINT MaxTextureSlots = 8;
        for(UINT TextureIndex = 0; TextureIndex < MaxTextureSlots; TextureIndex++)
        {
            _Device->SetTexture(TextureIndex, NULL);
        }

        D3D9Base::D3DXMATRIXA16 NewTransformWorld, NewTransformView, NewTransformProjection;
        NewTransformWorld = Matrix4ToD3DXMATRIX(Matrix4::Identity());
        NewTransformView = Matrix4ToD3DXMATRIX(Matrix4::Identity());
        NewTransformProjection = Matrix4ToD3DXMATRIX(_MeshTransform);

        _Device->SetTransform(D3DTS_WORLD, &NewTransformWorld);
        _Device->SetTransform(D3D9Base::D3DTS_VIEW, &NewTransformView);
        _Device->SetTransform(D3D9Base::D3DTS_PROJECTION, &NewTransformProjection);

        _Device->SetRenderState(D3D9Base::D3DRS_ALPHABLENDENABLE, FALSE);
        //_Device->SetRenderState(D3D9Base::D3DRS_ZENABLE, D3D9Base::D3DZB_TRUE);
        _Device->SetRenderState(D3D9Base::D3DRS_ZENABLE, D3D9Base::D3DZB_FALSE);
        _Device->SetRenderState(D3D9Base::D3DRS_LIGHTING, FALSE);
        _Device->SetRenderState(D3D9Base::D3DRS_ZFUNC, D3D9Base::D3DCMP_ALWAYS);
        _Device->SetRenderState(D3D9Base::D3DRS_ALPHATESTENABLE, FALSE);
        _Device->SetRenderState(D3D9Base::D3DRS_CULLMODE, D3D9Base::D3DCULL_NONE);

        const DWORD D3DMeshFlags = D3DFVF_DIFFUSE | D3DFVF_NORMAL | D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEX1;
        _Device->SetFVF(D3DMeshFlags);
        
        _Device->SetVertexShader(NULL);
        _Device->SetPixelShader(NULL);
        
        for(UINT MeshIndex = 0; MeshIndex < _Meshes.Length(); MeshIndex++)
        {
            Mesh &CurMesh = *(_Meshes[MeshIndex]);
            _Device->DrawIndexedPrimitiveUP(D3D9Base::D3DPT_TRIANGLELIST, 0, CurMesh.VertexCount(), CurMesh.FaceCount(), CurMesh.Indices(), D3D9Base::D3DFMT_INDEX32, CurMesh.Vertices(), sizeof(MeshVertex));
        }

        pStateBlock->Apply();
        pStateBlock->Release();
    }
}
开发者ID:kbinani,项目名称:dxrip,代码行数:46,代码来源:Overlay.cpp


示例6: renderShadow

// renderStage2 - Render shadows and depth texture for scenes 1+ (post-stencil redraw/alpha/1st person)
void DistantLand::renderStage2()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    ///LOG::logline("Stage 2 prims: %d", recordMW.size());

    // Early out if nothing is happening
    if(recordMW.empty())
        return;

    if(!isRenderCached)
    {
        // Save state block manually since we can change FVF/decl
        device->CreateStateBlock(D3DSBT_ALL, &stateSaved);

        if(isDistantCell())
        {
            // Shadowing onto recorded renders
            if((Configuration.MGEFlags & USE_SHADOWS) && mwBridge->CellHasWeather())
            {
                effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

                effect->BeginPass(PASS_RENDERSHADOW);
                renderShadow();
                effect->EndPass();

                effect->End();
            }
        }

        // Depth texture from recorded renders
        effectDepth->Begin(&passes, D3DXFX_DONOTSAVESTATE);
        renderDepthAdditional();
        effectDepth->End();

        // Restore state
        stateSaved->Apply();
        stateSaved->Release();
    }

    recordMW.clear();
}
开发者ID:europop,项目名称:MGE-XE,代码行数:45,代码来源:distantland.cpp


示例7: ods

void DevState::createCleanState() {
	if (dwMyThread != 0) {
		ods("D3D9: CreateCleanState from other thread.");
	}
	Stash<DWORD> stashThread(&dwMyThread, GetCurrentThreadId());

	if (pSB)
		pSB->Release();
	pSB = NULL;

	IDirect3DStateBlock9* pStateBlock = NULL;
	dev->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
	if (! pStateBlock)
		return;

	pStateBlock->Capture();

	dev->CreateStateBlock(D3DSBT_ALL, &pSB);
	if (! pSB) {
		pStateBlock->Release();
		return;
	}

	D3DVIEWPORT9 vp;
	dev->GetViewport(&vp);

	dev->SetVertexShader(NULL);
	dev->SetPixelShader(NULL);
	dev->SetFVF(D3DFVF_TLVERTEX);

	dev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
	dev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
	dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // 0x16
	dev->SetRenderState(D3DRS_WRAP0, FALSE); // 0x80

	dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	dev->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_ONE);
	dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	dev->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
	dev->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);

	dev->SetRenderState(D3DRS_ZENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
	dev->SetRenderState(D3DRS_COLORVERTEX, FALSE);

	dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

	dev->SetRenderState(D3DRS_LIGHTING, FALSE);

	pSB->Capture();

	pStateBlock->Apply();
	pStateBlock->Release();
}
开发者ID:Andrew-McLeod,项目名称:mumble,代码行数:58,代码来源:d3d9.cpp


示例8: doPresent

static void doPresent(IDirect3DDevice9 *idd) {
	DevMapType::iterator it = devMap.find(idd);
	DevState *ds = it != devMap.end() ? it->second : NULL;

	if (ds && ds->pSB) {
		if (ds->dwMyThread != 0) {
			ods("D3D9: doPresent from other thread");
		}
		Stash<DWORD> stashThread(&(ds->dwMyThread), GetCurrentThreadId());

		IDirect3DSurface9 *pTarget = NULL;
		IDirect3DSurface9 *pRenderTarget = NULL;
		idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
		idd->GetRenderTarget(0, &pRenderTarget);

		// Present is called for each frame. Thus, we do not want to always log here.
		#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
		ods("D3D9: doPresent BackB %p RenderT %p", pTarget, pRenderTarget);
		#endif

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget)
			idd->SetRenderTarget(0, pTarget);

		idd->BeginScene();
		ds->draw();
		idd->EndScene();

		pStateBlock->Apply();
		pStateBlock->Release();

		pRenderTarget->Release();
		pTarget->Release();

//		ods("D3D9: Finished ref is %d %d", ds->myRefCount, ds->refCount);
	}
}
开发者ID:Andrew-McLeod,项目名称:mumble,代码行数:42,代码来源:d3d9.cpp


示例9: doPresent

static void doPresent(IDirect3DDevice9 *idd) {
	DevState *ds = devMap[idd];

	if (ds && ds->pSB) {
		DWORD dwOldThread = ds->dwMyThread;
		if (dwOldThread)
			ods("doPresent from other thread");
		ds->dwMyThread = GetCurrentThreadId();

		IDirect3DSurface9 *pTarget = NULL;
		IDirect3DSurface9 *pRenderTarget = NULL;
		idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
		idd->GetRenderTarget(0, &pRenderTarget);

		ods("D3D9: doPresent Back %p RenderT %p",pTarget,pRenderTarget);

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget)
			idd->SetRenderTarget(0, pTarget);

		idd->BeginScene();
		ds->draw();
		idd->EndScene();

		pStateBlock->Apply();
		pStateBlock->Release();

		pRenderTarget->Release();
		pTarget->Release();

//		ods("Finished ref is %d %d", ds->myRefCount, ds->refCount);
		ds->dwMyThread = dwOldThread;
	}
}
开发者ID:ergrelet,项目名称:mumble_ol,代码行数:39,代码来源:d3d9.cpp


示例10: OnRender

		//--------------------------------------------------------------------------------
		void System::OnRender(IDirect3DDevice9* pDevice)
		{
			//if(clock() - TheGameWorld->GetRendering() < 400)
			{
				IDirect3DStateBlock9* pStateBlock = NULL;
 				pDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
 				pStateBlock->Capture();
				try
				{
					if(mUI && mPlatform)
					{
						Update();
						mPlatform->getRenderManagerPtr()->drawOneFrame();
					}
				}
				catch(...)
				{
				}
				pStateBlock->Apply();
				pStateBlock->Release();
			}
		}
开发者ID:679565,项目名称:SkyrimOnline,代码行数:23,代码来源:System.cpp


示例11: renderStageWater

// renderStageWater - Render distant water without blend, for exceptional cases
void DistantLand::renderStageWater()
{
    DECLARE_MWBRIDGE
    IDirect3DStateBlock9 *stateSaved;
    UINT passes;

    if(isRenderCached)
        return;

    if(mwBridge->CellHasWater())
    {
        // Save state block manually since we can change FVF/decl
        device->CreateStateBlock(D3DSBT_ALL, &stateSaved);
        effect->Begin(&passes, D3DXFX_DONOTSAVESTATE);

        // Draw water plane
        bool u = mwBridge->IsUnderwater(eyePos.z);
        bool i = !mwBridge->IsExterior();

        if(u || i)
        {
            // Set up clip plane at fog end for certain environments to save fillrate
            float clipAt = Configuration.DL.InteriorFogEnd * 8192.0;
            D3DXPLANE clipPlane(0, 0, -clipAt, mwProj._33 * clipAt + mwProj._43);
            device->SetClipPlane(0, clipPlane);
            device->SetRenderState(D3DRS_CLIPPLANEENABLE, 1);
        }

        // Switch to appropriate shader and render
        effect->BeginPass(u ? PASS_RENDERUNDERWATER : PASS_RENDERWATER);
        renderWaterPlane();
        effect->EndPass();

        effect->End();
        stateSaved->Apply();
        stateSaved->Release();
    }
}
开发者ID:europop,项目名称:MGE-XE,代码行数:39,代码来源:distantland.cpp


示例12: sample_EndScene

HRESULT WINAPI sample_EndScene(IDirect3DDevice9* device){

  Vert v[] = {
      {100.0f,100.0f,0.0f,0.0f,0xFF00FF00},
      {200.0f,100.0f,0.0f,0.0f,0xFF00FF00},
      {200.0f,200.0f,0.0f,0.0f,0xFF00FF00},
      {100.0f,200.0f,0.0f,0.0f,0xFF00FF00},
  };

  IDirect3DStateBlock9* stateBlock = NULL;
  device->CreateStateBlock(D3DSBT_ALL, &stateBlock); // Stateblock saves all the rendersettings, as we are going to modify them in order to draw our stuff

  device->SetRenderState(D3DRS_ALPHABLENDENABLE,1);
  device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);

  device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,v,sizeof(Vert));

  stateBlock->Apply();
  stateBlock->Release();

  return endscene_og(device);
}
开发者ID:GregLando113,项目名称:dx9hook,代码行数:24,代码来源:sample_gw.cpp


示例13:

STDMETHODIMP CDirect3DDevice8::DeleteStateBlock(THIS_ DWORD Token)
{
	IDirect3DStateBlock9* pBlock = (IDirect3DStateBlock9*)Token;
	pBlock->Release();
	return D3D_OK;
}
开发者ID:RuStAk,项目名称:Direct3D8to9,代码行数:6,代码来源:Direct3DDevice8.cpp


示例14: DbgMsg

/******************************Public*Routine*****************************\
* Render
\**************************************************************************/
STDMETHODIMP
CGameUILayer::Render(
                     IDirect3DDevice9 *pDevice)
{
    HRESULT hr = S_OK;
    IDirect3DStateBlock9 *pState = NULL;
    D3DMATRIX matW;
    D3DXMATRIX matW1;

    if( !pDevice )
    {
        return E_POINTER;
    }

    try
    {
        CHECK_HR(
            hr = pDevice->BeginStateBlock(),
            DbgMsg(""));

        CHECK_HR(
            hr = pDevice->EndStateBlock(&pState),
            DbgMsg(""));

        pDevice->GetTransform( D3DTS_WORLD, &matW);
        D3DXMatrixIdentity( &matW1);
        pDevice->SetTransform( D3DTS_WORLD, &matW1);

        pDevice->SetRenderState( D3DRS_ZENABLE,  D3DZB_FALSE );
        pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
        pDevice->SetRenderState( D3DRS_SRCBLEND,    D3DBLEND_SRCALPHA );
        pDevice->SetRenderState( D3DRS_DESTBLEND,  D3DBLEND_INVSRCALPHA );
        pDevice->SetRenderState( D3DRS_ALPHATESTENABLE,  TRUE );
        pDevice->SetRenderState( D3DRS_ALPHAREF,         0x06 );
        pDevice->SetRenderState( D3DRS_ALPHAFUNC,  D3DCMP_GREATEREQUAL );

        CHECK_HR(
            hr = pDevice->SetRenderState( D3DRS_FILLMODE,   D3DFILL_SOLID ),
            DbgMsg(""));

        CHECK_HR(
            hr = pDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ),
            DbgMsg(""));

        CHECK_HR(
            hr = pDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ),
            DbgMsg(""));

        CHECK_HR(
            hr = pDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ),
            DbgMsg(""));

        CHECK_HR(
            hr = pDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ),
            DbgMsg(""));

        if( m_bViewing )
        {
			if( m_pTextureButtonResume )
			{
				CHECK_HR(
					hr = pDevice->SetTexture(0, m_pTextureButtonResume),
					DbgMsg(""));
			}
        }
        else
        {
			if( m_pTextureButtonView )
			{
				CHECK_HR(
					hr = pDevice->SetTexture(0, m_pTextureButtonView),
					DbgMsg(""));
			}
        }

        CHECK_HR(
            hr = pDevice->SetFVF( m_FVFUILayer ),
            DbgMsg(""));

        CHECK_HR(
            hr = pDevice->DrawPrimitiveUP(  D3DPT_TRIANGLESTRIP,
                                            2,
                                            (LPVOID)(m_V),
                                            sizeof(m_V[0])),
            DbgMsg(""));

        pDevice->SetTransform( D3DTS_WORLD, &matW);

        CHECK_HR(
            hr = pDevice->SetTexture(0, NULL),
            DbgMsg(""));

        CHECK_HR(
            hr = pState->Apply(),
            DbgMsg(""));
    }
    catch( HRESULT hr1 )
//.........这里部分代码省略.........
开发者ID:hgl888,项目名称:nashtest,代码行数:101,代码来源:CustomUILayer.cpp


示例15: if


//.........这里部分代码省略.........
		// index buffer ?
		if ((!m_pcDistortionIndexBufferLeft) || (!m_pcDistortionIndexBufferRight))
			return nullptr;

		// index buffer description ?
		if (!m_sIndexBufferDescLeft.Size)
		{
			m_pcDistortionIndexBufferLeft->GetDesc(&m_sIndexBufferDescLeft);

			// index buffer length matches vertex buffer size ? TODO !!
			/*if ()
			{
			OutputDebugString(L"OculusRenderer Node : Connected index buffer size mismatch !");
			return nullptr;
			}*/
		}
		if (!m_sIndexBufferDescRight.Size)
		{
			m_pcDistortionIndexBufferRight->GetDesc(&m_sIndexBufferDescRight);

			// index buffer length matches vertex buffer size ? TODO !!
			/*if ()
			{
			OutputDebugString(L"OculusRenderer Node : Connected index buffer size mismatch !");
			return nullptr;
			}*/
		}
	}

	// start to render
	pcDevice->BeginScene();

	// save states
	IDirect3DStateBlock9* pStateBlock = nullptr;
	pcDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);

	// set ALL render states to default
	SetAllRenderStatesDefault(pcDevice);

	// set states
	pcDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
	pcDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	pcDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
	pcDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
	pcDevice->SetTextureStageState(0, D3DTSS_CONSTANT, 0xffffffff);
	pcDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	pcDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	pcDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	pcDevice->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, 0);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
	pcDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
	pcDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

	D3DCOLOR clearColor = D3DCOLOR_RGBA(0, 0, 0, 0);

	pcDevice->Clear(0, NULL, D3DCLEAR_TARGET, clearColor, 0, 0);

	// required fields
	D3DSURFACE_DESC sSurfaceDesc;
	ovrSizei sTextureSize;
	ovrRecti sRenderViewport;
	ovrVector2f UVScaleOffset[2];
开发者ID:Innovative-Ideas,项目名称:Perception,代码行数:66,代码来源:OculusRenderer.cpp


示例16: SAFE_RELEASE

////////////////////////////////////////////////////////////////
//
// CRenderItemManager::FlushNonAARenderTarget
//
// If using AA hacks, change everything back
//
////////////////////////////////////////////////////////////////
void CRenderItemManager::FlushNonAARenderTarget( void )
{
    if ( m_pSavedSceneDepthSurface )
    {
        m_pDevice->SetDepthStencilSurface ( m_pSavedSceneDepthSurface );
        SAFE_RELEASE( m_pSavedSceneDepthSurface );
    }

    if ( m_pSavedSceneRenderTargetAA )
    {
        // Restore GTA AA render target, and copy our non-AA data to it
        m_pDevice->SetRenderTarget( 0, m_pSavedSceneRenderTargetAA );

        if ( m_pNonAARenderTarget )
        {
            if ( !m_bIsSwiftShader )
                m_pDevice->StretchRect( m_pNonAARenderTarget, NULL, m_pSavedSceneRenderTargetAA, NULL, D3DTEXF_POINT );
            else
            {
                // Emulate StretchRect using DrawPrimitive

                // Save render states
                IDirect3DStateBlock9* pSavedStateBlock = NULL;
                m_pDevice->CreateStateBlock( D3DSBT_ALL, &pSavedStateBlock );

                // Prepare vertex buffer
                float fX1 = -0.5f;
                float fY1 = -0.5f;
                float fX2 = m_uiDefaultViewportSizeX + fX1;
                float fY2 = m_uiDefaultViewportSizeY + fY1;
                float fU1 = 0;
                float fV1 = 0;
                float fU2 = 1;
                float fV2 = 1;

                const SRTVertex vertices[] = {  { fX1, fY1, 0, 1, fU1, fV1 }, 
                                                { fX2, fY1, 0, 1, fU2, fV1 }, 
                                                { fX1, fY2, 0, 1, fU1, fV2 }, 

                                                { fX2, fY1, 0, 1, fU2, fV1 }, 
                                                { fX2, fY2, 0, 1, fU2, fV2 }, 
                                                { fX1, fY2, 0, 1, fU1, fV2 } };

                // Set vertex stream
                uint PrimitiveCount                 = NUMELMS( vertices ) / 3;
                const void* pVertexStreamZeroData   = &vertices[0];
                uint VertexStreamZeroStride         = sizeof(SRTVertex);
                m_pDevice->SetFVF( SRTVertex::FVF );

                // Set render states
                m_pDevice->SetRenderState( D3DRS_ZENABLE,          D3DZB_FALSE );
                m_pDevice->SetRenderState( D3DRS_CULLMODE,         D3DCULL_NONE );
                m_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
                m_pDevice->SetRenderState( D3DRS_ALPHATESTENABLE,  FALSE );
                m_pDevice->SetRenderState( D3DRS_LIGHTING,         FALSE);
                m_pDevice->SetRenderState( D3DRS_ZWRITEENABLE,     FALSE );
                m_pDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                m_pDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                m_pDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
                m_pDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
                m_pDevice->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );
                m_pDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );
                m_pDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
                m_pDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
                m_pDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT );

                // Draw using texture
                m_pDevice->SetTexture( 0, m_pNonAARenderTargetTexture );
                m_pDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride );

                // Restore render states
                if ( pSavedStateBlock )
                {
                    pSavedStateBlock->Apply();
                    SAFE_RELEASE( pSavedStateBlock );
                }
            }
        }
        SAFE_RELEASE( m_pSavedSceneRenderTargetAA );
    }
}
开发者ID:tousuke,项目名称:mtasa-blue,代码行数:88,代码来源:CRenderItemManager.cpp


示例17: doPresent

/// Present the overlay.
///
/// If called via IDirect3DDevice9::present() or IDirect3DDevice9Ex::present(),
/// idd will be non-NULL and ids ill be NULL.
///
/// If called via IDirect3DSwapChain9::present(), both idd and ids will be
/// non-NULL.
///
/// The doPresent function expects the following assumptions to be valid:
///
/// - Only one swap chain used at the same time.
/// - Windowed? IDirect3D9SwapChain::present() is used. ("Additional swap chain" is used)
/// - Full screen? IDirect3D9Device::present() is used. (Implicit swap chain for IDirect3D9Device is used)
///
/// It's either/or.
///
/// If doPresent is called multiple times per frame (say, for different swap chains),
/// the overlay will break badly when DevState::draw() is called. FPS counting will be off,
/// different render targets with different sizes will cause a size-renegotiation with Mumble
/// every frame, etc.
static void doPresent(IDirect3DDevice9 *idd, IDirect3DSwapChain9 *ids) {
	DevMapType::iterator it = devMap.find(idd);
	DevState *ds = it != devMap.end() ? it->second : NULL;
	HRESULT hres;

	if (ds && ds->pSB) {
		if (ds->dwMyThread != 0) {
			ods("D3D9: doPresent from other thread");
		}
		Stash<DWORD> stashThread(&(ds->dwMyThread), GetCurrentThreadId());

		// Get the back buffer.
		// If we're called via IDirect3DSwapChain9, acquire it via the swap chain object.
		// Otherwise, acquire it via the device itself.
		IDirect3DSurface9 *pTarget = NULL;
		if (ids) {
			hres = ids->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
			if (FAILED(hres)) {
				if (hres == D3DERR_INVALIDCALL) {
					ods("D3D9: IDirect3DSwapChain9::GetBackBuffer failed. BackBuffer index equals or exceeds the total number of back buffers");
				} else {
					ods("D3D9: IDirect3DSwapChain9::GetBackBuffer failed");
				}
			}
		} else {
			hres = idd->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pTarget);
			if (FAILED(hres)) {
				if (hres == D3DERR_INVALIDCALL) {
					ods("D3D9: IDirect3DDevice9::GetBackBuffer failed. BackBuffer index equals or exceeds the total number of back buffers");
				} else {
					ods("D3D9: IDirect3DDevice9::GetBackBuffer failed");
				}
			}
		}

		IDirect3DSurface9 *pRenderTarget = NULL;
		hres = idd->GetRenderTarget(0, &pRenderTarget);
		if (FAILED(hres)) {
			if (hres == D3DERR_NOTFOUND) {
				ods("D3D9: IDirect3DDevice9::GetRenderTarget failed. There is no render target with the specified index");
			} else if (hres == D3DERR_INVALIDCALL) {
				ods("D3D9: IDirect3DDevice9::GetRenderTarget failed. One of the passed arguments was invalid");
			} else {
				ods("D3D9: IDirect3DDevice9::GetRenderTarget failed");
			}
		}

		// Present is called for each frame. Thus, we do not want to always log here.
		#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
		ods("D3D9: doPresent BackB %p RenderT %p", pTarget, pRenderTarget);
		#endif

		IDirect3DStateBlock9* pStateBlock = NULL;
		idd->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
		pStateBlock->Capture();

		ds->pSB->Apply();

		if (pTarget != pRenderTarget) {
			hres = idd->SetRenderTarget(0, pTarget);
			if (FAILED(hres)) {
				ods("D3D9: IDirect3DDevice9::SetRenderTarget failed");
			}
		}

		// If we're called via IDirect3DSwapChain9::present(), we have to
		// get the size of the back buffer and manually set the viewport size
		// to match it.
		//
		// Although the call to IDirect3DDevice9::SetRenderTarget() above is
		// documented as updating the device's viewport:
		//
		//     "Setting a new render target will cause the viewport (see Viewports
		//      and Clipping (Direct3D 9)) to be set to the full size of the new
		//      render target."
		//
		//  (via https://msdn.microsoft.com/en-us/library/windows/desktop/bb174455(v=vs.85).aspx)
		//
		// ...this doesn't happen. At least for some programs such as Final Fantasy XIV
		// and Battle.net Launcher. For these programs, we get a viewport of 1x1.
//.........这里部分代码省略.........
开发者ID:Abextm,项目名称:mumble,代码行数:101,代码来源:d3d9.cpp


示例18: SDLOG

void RSManagerDX9::initResources(bool downsampling, unsigned rw, unsigned rh,
	unsigned numBBs, D3DFORMAT bbFormat, D3DMULTISAMPLE_TYPE multiSampleType, unsigned multiSampleQuality,
	D3DSWAPEFFECT swapEff, bool autoDepthStencil, D3DFORMAT depthStencilFormat) {

	if(inited) releaseResources();
	SDLOG(0, "RenderstateManager resource initialization started\n");

	this->downsampling = downsampling;
	renderWidth = rw;
	renderHeight = rh;
	numBackBuffers = numBBs;
	if(bbFormat != D3DFMT_UNKNOWN) backbufferFormat = bbFormat;
	swapEffect = swapEff == D3DSWAPEFFECT_COPY ? SWAP_COPY : (swapEff == D3DSWAPEFFECT_DISCARD ? SWAP_DISCARD : SWAP_FLIP);
	if(swapEffect == SWAP_FLIP) numBackBuffers++; // account for the "front buffer" in the swap chain

	console.initialize(d3ddev, downsampling ? Settings::get().getPresentWidth() : rw, downsampling ? Settings::get().getPresentHeight() : rh);
	Console::setLatest(&console);
	imgWriter.reset(new ImageWriter(d3ddev, max(rw, max(Settings::get().getRenderWidth(), Settings::get().getPresentWidth())), max(rh, max(Settings::get().getRenderHeight(), Settings::get().getPresentHeight()))));

	// performance measurement
	console.add(frameTimeText);
	perfMonitor.reset(new D3DPerfMonitor(d3ddev, 60));
	console.add(traceText);

	// store current state temporarily
	IDirect3DStateBlock9 *startState;
	d3ddev->CreateStateBlock(D3DSBT_ALL, &startState);

	// create and capture default state block
	d3ddev->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	d3ddev->SetRenderState(D3DRS_STENCILENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);
	d3ddev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	d3ddev->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
	d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
	d3ddev->SetRenderState(D3DRS_CLIPPING, FALSE);
	d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
	d3ddev->SetRenderState(D3DRS_FOGENABLE, FALSE);
	d3ddev->CreateStateBlock(D3DSBT_ALL, &initStateBlock);


	if(downsampling) {
		scaler.reset(new Scaler(d3ddev, rw, rh, Settings::get().getPresentWidth(), Settings::get().getPresentHeight()));

		// generate backbuffers
		SDLOG(2, "Generating backbuffers:\n")
		for(unsigned i = 0; i < numBackBuffers; ++i) {
			backBuffers.push_back(rtMan->createTexture(rw, rh, backbufferFormat, multiSampleType, multiSampleQuality));
			SDLOG(2, "Backbuffer %u: %p\n", i, backBuffers[i]);
		}

		// set back buffer 0 as initial rendertarget
		d3ddev->SetRenderTarget(0, backBuffers[0]->getSurf());
		// generate additional buffer to emulate flip if required
		if(swapEffect == SWAP_FLIP && Settings::get().getEmulateFlipBehaviour()) {
			extraBuffer = rtMan->createSurface(rw, rh, backbufferFormat);
			SDLOG(2, "Extra backbuffer: %p\n", extraBuffer);
		}

		// if required, determine depth/stencil surf type and create
		if(autoDepthStencil) {
			d3ddev->CreateDepthStencilSurface(rw, rh, depthStencilFormat, multiSampleType, multiSampleQuality, FALSE, &depthStencilSurf, NULL);
			SDLOG(2, "Generated depth stencil surface - format: %s\n", D3DFormatToString(depthStencilFormat));
			// set our depth stencil surface
			d3ddev->SetDepthStencilSurface(depthStencilSurf);
		}
	}

	plugin = GamePlugin::getPlugin(d3ddev, *this);
	plugin->initialize(rw, rh, bbFormat, depthStencilFormat);

	// restore initial state
	startState->Apply();
	startState->Release();

	SDLOG(0, "RenderstateManager resource initialization completed\n");
	inited = true;
}
开发者ID:Abarbula,项目名称:gedosato,代码行数:81,代码来源:renderstate_manager_dx9.cpp


示例19: V

	void D3D9statemanager::setSamplerStateBlock( DWORD stage, Texture::ClampMode clampmode, Texture::FilterMode filtermode )
	{
		int hash = stage << 24 | clampmode << 16 | filtermode;
		HRESULT hr;

		Dict<int,IDirect3DStateBlock9*>::const_iterator it = m_states.find(hash);
		if (it != m_states.end()) {
			if (m_stageSamplerStates[stage] != it->second) {
				V(it->second->Apply());
				m_stageSamplerStates[stage] = it->second;
			}
			return;
		}

		IDirect3DStateBlock9* state = 0;
		d3d9Device->BeginStateBlock();

		switch (clampmode) {
		case Texture::CM_Clamp:
		case Texture::CM_ClampToEdge:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
			break;
		case Texture::CM_ClampToBorder:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSW, D3DTADDRESS_BORDER);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_BORDERCOLOR, 0);
			break;
		case Texture::CM_Repeat:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_ADDRESSW, D3DTADDRESS_WRAP);
		}

		switch (filtermode) {
		case Texture::FM_Nearest:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_POINT);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
			break;
		case Texture::FM_Linear:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
			break;
		case Texture::FM_Bilinear:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
			break;
		case Texture::FM_Trilinear:
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			d3d9StateManager->SetSamplerState(stage, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
			break;
		}

		d3d9Device->EndStateBlock(&state);

		m_states[hash] = state;
		state->Apply();
		m_stageSamplerStates[stage] = state;
	}
开发者ID:CharlieCraft,项目名称:axonengine,代码行数:65,代码来源:d3d9statemanager.cpp


示例20: draw

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