恢复CEGUI渲染状态
刚刚接触CEGUI,在原D3D程序上画了一个小窗口后,发现渲染效果于以前的大相径庭,查看了源代码后发现,原来CEGUI在渲染后并没有恢复到默认的渲染状态,于是改之,再编译、运行、一切正常。。。
下面是恢复其渲染状态的代码,与初始化渲染状态函数initPerFrameStates()对应
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void DirectX9Renderer::UnitFrameStates()
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{
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// setup vertex stream
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d_device -> SetFVF(NULL);
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// set device states
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d_device -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
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d_device -> SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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d_device -> SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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d_device -> SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
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d_device -> SetRenderState(D3DRS_FOGENABLE, FALSE);
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d_device -> SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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// setup texture addressing settings/*
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d_device -> SetSamplerState( 0 , D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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d_device -> SetSamplerState( 0 , D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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// setup colour calculations
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d_device -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
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d_device -> SetTextureStageState( 0 , D3DTSS_COLORARG2, D3DTA_CURRENT);
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d_device -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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// setup alpha calculations
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d_device -> SetTextureStageState( 0 , D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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d_device -> SetTextureStageState( 0 , D3DTSS_ALPHAARG2, D3DTA_CURRENT);
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d_device -> SetTextureStageState( 0 , D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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// setup filtering
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d_device -> SetSamplerState( 0 , D3DSAMP_MINFILTER, D3DTEXF_POINT);
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d_device -> SetSamplerState( 0 , D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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// disable texture stages we do not need.
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d_device -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_DISABLE);
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// setup scene alpha blending
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d_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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d_device -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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d_device -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO);
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}
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另外CEGUI有2种渲染模式:立即渲染和缓冲渲染。所以在这2种渲染模式结束后都需要调用上面的代码以恢复渲染状态
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