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            EffectLighting.fx

            //==============================================================
            // Desc: Effect文件
            //==============================================================


            //--------------------------------------------------------------
            // 全局變量
            //--------------------------------------------------------------
            float4x4 matWorldViewProj;    
            float4x4 matWorld;    
            float4   vecLightDir;
            float4   vecEye;
            float4   materialAmbient;
            float4   materialDiffuse;
            float4   materialSpecular;


            //-------------------------------------------------------------
            // 頂點渲染器渲染輸出結(jié)構(gòu)
            //-------------------------------------------------------------
            struct VS_OUTPUT
            {
               float4 Pos   : POSITION;
               float4 Color : COLOR;
            };


            //-------------------------------------------------------------
            // 頂點渲染器主函數(shù)
            //-------------------------------------------------------------
            VS_OUTPUT VS( float4 Pos: POSITION, float3 Normal: NORMAL )
            {
               
            //計算位置
               VS_OUTPUT Out   = (VS_OUTPUT) 0
               Out.Pos         
            = mul(Pos, matWorldViewProj);
               
               float3 LightDir 
            = normalize( vecLightDir );         //計算光的方向
               float3 PosWorld = normalize( mul(Pos, matWorld) );
               float3 ViewDir  
            = normalize( vecEye - PosWorld );   //計算觀察方向 
               float3 NormalWorld = normalize( mul(Normal, matWorld) );         //計算法向量
               float4 diff        = saturate( dot(NormalWorld, LightDir) );     //計算漫反射強度
               float3 Reflect = normalize( 2 * diff * NormalWorld - LightDir ); //計算反射光方向
               float4 specu   = pow( saturate(dot(Reflect, ViewDir)), 0.5 );    //計算鏡面反射強度
              
               
            //計算頂點顏色 
               float4 diffuseColor  = { 1.0f1.0f1.0f1.0f};   
               float4 ambientColor  
            = { 1.0f1.0f1.0f1.0f}; 
               float4 specularColor 
            = { 1.0f1.0f1.0f1.0f};  
               Out.Color 
            = ambientColor * materialAmbient + 
                           diffuseColor 
            * diff * materialDiffuse + 
                           specularColor 
            * specu * materialSpecular; 
               
               
            return Out;
            }


            //--------------------------------------------------------------
            // 技術(shù)
            //--------------------------------------------------------------
            technique TShader
            {
                pass P0
                {
                    
            //編譯頂點渲染器
                    VertexShader = compile vs_2_0 VS();
                }
            }



            //=============================================================================
            // Desc: 主程序源文件
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "resource.h"

            //#define DEBUG_VS   // Uncomment this line to debug vertex shaders 
            //#define DEBUG_PS   // Uncomment this line to debug pixel shaders


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字體對象
            ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精靈對象
            bool                       g_bShowHelp = true;      //標識是否顯示簡單說明文本

            CDXUTDialogResourceManager g_DialogResourceManager; 
            //對話框資源管理器
            CD3DSettingsDlg            g_SettingsDlg;           //Direct3D設備設置對話框
            CDXUTDialog                g_HUD;                   //對話框
            CDXUTDialog                g_SampleUI;              //對話框

            LPDIRECT3DVERTEXBUFFER9    g_pVB     
            = NULL;        //頂點緩沖區(qū)
            LPD3DXEFFECT               g_pEffect = NULL;        //效果對象


            //頂點結(jié)構(gòu)和靈活頂點格式
            struct CUSTOMVERTEX
            {
                D3DXVECTOR3 position;   
            //位置
                D3DXVECTOR3 normal;     //法線
            };
            #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)


            //-----------------------------------------------------------------------------
            // 控件ID
            //-----------------------------------------------------------------------------
            #define IDC_TOGGLEFULLSCREEN      1
            #define IDC_TOGGLEREF             2
            #define IDC_CHANGEDEVICE          3


            //-----------------------------------------------------------------------------
            // Desc: 函數(shù)聲明
            //-----------------------------------------------------------------------------
            bool    CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
            bool    CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
            * pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
            * pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
            void    CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
            void    CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
            LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
            bool* pbNoFurtherProcessing, void* pUserContext );
            void    CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
            void    CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
            void    CALLBACK OnLostDevice( void* pUserContext );
            void    CALLBACK OnDestroyDevice( void* pUserContext );

            void    InitApp();
            void    RenderText();


            //-----------------------------------------------------------------------------
            // Desc: 入口函數(shù)
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
            {
                
            //為Debug配置啟用運行時內(nèi)存檢查功能
            #if defined(DEBUG) | defined(_DEBUG)
                _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
            | _CRTDBG_LEAK_CHECK_DF );
            #endif

                
            //設置回調(diào)函數(shù)
                DXUTSetCallbackDeviceCreated( OnCreateDevice );
                DXUTSetCallbackDeviceReset( OnResetDevice );
                DXUTSetCallbackDeviceLost( OnLostDevice );
                DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
                DXUTSetCallbackMsgProc( MsgProc );
                DXUTSetCallbackKeyboard( KeyboardProc );
                DXUTSetCallbackFrameRender( OnFrameRender );
                DXUTSetCallbackFrameMove( OnFrameMove );

                
            //應用程序相關(guān)的初始化
                InitApp();

                
            //初始化DXUT, 創(chuàng)建窗口, 創(chuàng)建Direct3D設備對象
                DXUTInit( truetruetrue );
                DXUTSetCursorSettings( 
            truetrue );
                DXUTCreateWindow( L
            "EffectLighting" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                                  IsDeviceAcceptable, ModifyDeviceSettings );

                
            //進入消息循環(huán)和場景渲染
                DXUTMainLoop();

                
            //在此進行應用程序相關(guān)的清除工作

                
            return DXUTGetExitCode();
            }


            //-----------------------------------------------------------------------------
            // Desc: 應用程序相關(guān)初始化
            //-----------------------------------------------------------------------------
            void InitApp()
            {
                
            //初始化對話框
                g_SettingsDlg.Init( &g_DialogResourceManager );
                g_HUD.Init( 
            &g_DialogResourceManager );
                g_SampleUI.Init( 
            &g_DialogResourceManager );

                
            //為g_HUD對話框設置消息處理函數(shù),添加控件
                g_HUD.SetCallback( OnGUIEvent ); int iY = 10
                g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
            "Toggle full screen"35, iY, 12522 );
                g_HUD.AddButton( IDC_TOGGLEREF, L
            "Toggle REF (F3)"35, iY += 2412522 );
                g_HUD.AddButton( IDC_CHANGEDEVICE, L
            "Change device (F2)"35, iY += 2412522, VK_F2 );
            }


            //-----------------------------------------------------------------------------
            // Desc: 設備能力檢查
            //-----------------------------------------------------------------------------
            bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                              D3DFORMAT BackBufferFormat, 
            bool bWindowed, 
                                              
            void* pUserContext )
            {
                
            //檢查后臺緩沖區(qū)格式是否支持Alpha混合等操作(post pixel blending operations)
                IDirect3D9* pD3D = DXUTGetD3DObject(); 
                
            if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                                AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                                D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
                    
            return false;

                
            //檢查當前設備支持頂點渲染器版本是否符合要求
                if( pCaps->VertexShaderVersion < D3DVS_VERSION(2,0) )
                    
            return FALSE;

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 修改Direct3D渲染設備設置
            //-----------------------------------------------------------------------------
            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
                                                
            const D3DCAPS9* pCaps, void* pUserContext )
            {
                
            //如果不支持硬件頂點處理則使用軟件頂點處理
                if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
                {
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }

                
            //調(diào)試頂點渲染器需要參考設備或軟件頂點處理
            #ifdef DEBUG_VS
                
            if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
                {
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;                            
                    pDeviceSettings
            ->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }
            #endif

                
            //調(diào)試像素渲染器需要參考設備
            #ifdef DEBUG_PS
                pDeviceSettings
            ->DeviceType = D3DDEVTYPE_REF;
            #endif

                
            //如果使用參考設備,則彈出警告對話框
                static bool s_bFirstTime = true;
                
            if( s_bFirstTime )
                {
                    s_bFirstTime 
            = false;
                    
            if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
                        DXUTDisplaySwitchingToREFWarning();
                }

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建管理內(nèi)存資源對象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
                V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
                
                
            //創(chuàng)建字體
                V_RETURN( D3DXCreateFont( pd3dDevice, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                                     OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
            | FF_DONTCARE, 
                                     L
            "Arial"&g_pFont ) );

                
            //創(chuàng)建頂點緩沖區(qū)
                V_RETURN( pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
                                                          
            0, D3DFVF_CUSTOMVERTEX,
                                                          D3DPOOL_MANAGED, 
            &g_pVB, NULL ));
                
            //填充頂點緩沖區(qū)
                CUSTOMVERTEX* pVertices;
                V_RETURN( g_pVB
            ->Lock( 00, (void**)&pVertices, 0 ) );
                
            for( DWORD i=0; i<50; i++ )
                {
                    FLOAT theta 
            = (2*D3DX_PI*i)/(50-1);
                    pVertices[
            2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
                    pVertices[
            2*i+0].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
                    pVertices[
            2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
                    pVertices[
            2*i+1].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
                }
                g_pVB
            ->Unlock();

                
            //創(chuàng)建效果
                V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L"EffectLighting.fx", NULL, NULL, 
                                                   D3DXSHADER_DEBUG, NULL, 
            &g_pEffect, NULL ));

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建默認內(nèi)存類型資源對象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnResetDevice() );
                V_RETURN( g_SettingsDlg.OnResetDevice() );

                
            //設置對話框位置和尺寸
                g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
                g_HUD.SetSize( 
            170170 );
                g_SampleUI.SetLocation( pBackBufferSurfaceDesc
            ->Width-170
                                        pBackBufferSurfaceDesc
            ->Height-350 );
                g_SampleUI.SetSize( 
            170300 );

                
            //恢復字體
                if( g_pFont )
                    V_RETURN( g_pFont
            ->OnResetDevice() );
               
                
            //創(chuàng)建ID3DXSprite接口對象
                V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

                
            //恢復效果對象
                if( g_pEffect )
                    V_RETURN( g_pEffect
            ->OnResetDevice() );

                
            //構(gòu)造世界矩陣
                D3DXMATRIX matWorld;
                D3DXMatrixIdentity( 
            &matWorld );

                
            //構(gòu)造觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f3.0f,-5 );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );

                
            //構(gòu)造投影矩陣
                D3DXMATRIXA16 matProj;
                
            float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/4, fAspectRatio, 1.0f100.0f );

                
            //為效果設置組合變換矩陣和世界矩陣
                D3DXMATRIX mWorldViewProj = matWorld * matView * matProj;
                g_pEffect
            ->SetMatrix( "matWorldViewProj"&mWorldViewProj );
                g_pEffect
            ->SetMatrix( "matWorld"&matWorld );

                
            //為效果設置觀察點位置
                D3DXVECTOR4 vecEyeInEffect = D3DXVECTOR4(vEyePt.x, vEyePt.y, vEyePt.z, 0);
                g_pEffect
            ->SetVector( "vecEye"&vecEyeInEffect );


                
            //為效果設置材質(zhì)反射系數(shù)
                D3DXVECTOR4 mtrlAmbientInEffect  = D3DXVECTOR4( 0.5f0.5f0.0f1.0f );
                D3DXVECTOR4 mtrlDiffuseInEffect  
            = D3DXVECTOR4( 1.0f1.0f0.0f1.0f );
                D3DXVECTOR4 mtrlSpecularInEffect 
            = D3DXVECTOR4( 1.0f1.0f1.0f1.0f );
                g_pEffect
            ->SetVector( "materialAmbient",  &mtrlAmbientInEffect );
                g_pEffect
            ->SetVector( "materialDiffuse",  &mtrlDiffuseInEffect );
                g_pEffect
            ->SetVector( "materialSpecular"&mtrlSpecularInEffect);

                
            //設置剔出模式,為不剔出任何面
                hr = pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                
            //為效果設置光的方向 
                D3DXVECTOR4 lightDir = D3DXVECTOR4( cosf(timeGetTime()/350.0f), 1.0f,
                                                    sinf(timeGetTime()
            /350.0f), 1.0f );
                g_pEffect
            ->SetVector( "vecLightDir"&lightDir );
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                                        
            float fElapsedTime, void* pUserContext )
            {
                HRESULT hr 
            = S_OK;

                
            //如果正在利用Direct3D設備設置對話框進行設置, 則不渲染場景
                if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.OnRender( fElapsedTime );
                    
            return;
                }

                
            //清除后臺顏色緩沖區(qū)和深度緩沖區(qū)
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_ARGB(
            04550170), 1.0f0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            //使用效果渲染圖形
                    D3DXHANDLE hTechnique = g_pEffect->GetTechniqueByName( "TShader" );
                    V(g_pEffect
            ->SetTechnique( hTechnique ));

                    UINT nPasses;
                    g_pEffect
            ->Begin( &nPasses, 0 );
                    
            for( UINT iPass = 0; iPass < nPasses; iPass ++ )
                    {
                        V(g_pEffect
            ->BeginPass( iPass ));
                        V(pd3dDevice
            ->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) ));
                        V(pd3dDevice
            ->SetFVF( D3DFVF_CUSTOMVERTEX ));
                        V(pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02*50-2 ));
                        V(g_pEffect
            ->EndPass());
                    }
                    g_pEffect
            ->End(); 

                    
            //渲染文本和控件
                    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
                    RenderText();
                    V( g_HUD.OnRender( fElapsedTime ) );
                    V( g_SampleUI.OnRender( fElapsedTime ) );
                    DXUT_EndPerfEvent();

                    V( pd3dDevice
            ->EndScene() );
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染文本
            //-----------------------------------------------------------------------------
            void RenderText()
            {
                CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
            15 );

                
            //顯示當前Direct3D設備狀態(tài)和渲染幀速率
                txtHelper.Begin();
                txtHelper.SetInsertionPos( 
            55 );
                txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f0.0f1.0f ) );
                txtHelper.DrawTextLine( DXUTGetFrameStats(
            true) );
                txtHelper.DrawTextLine( DXUTGetDeviceStats() );

                
            //顯示其他簡要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawTextLine( L
            "使用效果實現(xiàn)基本光照模型" );
                
                
            //顯示簡單幫助文本
                const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
                
            if( g_bShowHelp )
                {
                    txtHelper.SetInsertionPos( 
            10, pd3dsdBackBuffer->Height-15*6 );
                    txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f0.75f0.0f1.0f ) );
                    txtHelper.DrawTextLine( L
            "Controls (F1 to hide):" );

                    txtHelper.SetInsertionPos( 
            40, pd3dsdBackBuffer->Height-15*5 );
                    txtHelper.DrawTextLine( L
            "Quit: ESC" );
                }
                
            else
                {
                    txtHelper.SetInsertionPos( 
            10, pd3dsdBackBuffer->Height-15*2 );
                    txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f1.0f1.0f ) );
                    txtHelper.DrawTextLine( L
            "Press F1 for help" );
                }
                txtHelper.End();
            }


            //-----------------------------------------------------------------------------
            // Desc: 消息處理
            //-----------------------------------------------------------------------------
            LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                                     
            bool* pbNoFurtherProcessing, void* pUserContext )
            {
                
            *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
                
            if*pbNoFurtherProcessing )
                    
            return 0;

                
            if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
                    
            return 0;
                }

                
            *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
                
            if*pbNoFurtherProcessing )
                    
            return 0;
               
                
            *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
                
            if*pbNoFurtherProcessing )
                    
            return 0;

                
            return 0;
            }


            //-----------------------------------------------------------------------------
            // Desc: 鍵盤消息處理
            //-----------------------------------------------------------------------------
            void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
            {
                
            if( bKeyDown )
                {
                    
            switch( nChar )
                    {
                        
            case VK_F1: g_bShowHelp = !g_bShowHelp; break;
                    }
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 各種控件消息處理
            //-----------------------------------------------------------------------------
            void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, 
                                     
            void* pUserContext )
            {
                
            switch( nControlID )
                {
                    
            case IDC_TOGGLEFULLSCREEN:
                        DXUTToggleFullScreen(); 
                        
            break;

                    
            case IDC_TOGGLEREF:
                        DXUTToggleREF(); 
                        
            break;

                    
            case IDC_CHANGEDEVICE:
                        g_SettingsDlg.SetActive( 
            !g_SettingsDlg.IsActive() ); 
                        
            break;
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放在OnResetDevice()中創(chuàng)建的資源
            //-----------------------------------------------------------------------------
            void CALLBACK OnLostDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnLostDevice();
                g_SettingsDlg.OnLostDevice();
                
            if( g_pFont )
                    g_pFont
            ->OnLostDevice();
                SAFE_RELEASE( g_pTextSprite );

                
            //
                if( g_pEffect )
                    g_pEffect
            ->OnLostDevice();
            }


            //------------------------------------------------------------------------------
            // Desc: 釋放在OnCreateDevice()中創(chuàng)建的資源
            //------------------------------------------------------------------------------
            void CALLBACK OnDestroyDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnDestroyDevice();
                g_SettingsDlg.OnDestroyDevice();
                SAFE_RELEASE( g_pFont );

                SAFE_RELEASE(g_pVB);
                SAFE_RELEASE(g_pEffect);
            }















            posted on 2008-04-11 03:51 七星重劍 閱讀(462) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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