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HLSLCubeMappingDynamic.fx

//--------------------------------------------------------------
// Desc: 效果文件
//--------------------------------------------------------------


//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
float4x4 matWorldViewProj;    
float4x4 matWorld;    
float4x4 matView;    
float4   vecEye;


//---------------------------------------------------------------
// 立方体纹理采样器
//---------------------------------------------------------------
texture CubeMap;
samplerCUBE CubeMapSampler 
= sampler_state
{
   Texture 
= <CubeMap>;
   MinFilter 
= Linear;
   MagFilter 
= Linear;
   AddressU  
= Wrap;
   AddressV  
= Wrap;
};


//--------------------------------------------------------------
//顶点渲染器输出结构
//--------------------------------------------------------------
struct VS_OUTPUT
{
    float4 Pos  : POSITION;
    float3 Reflect: TEXCOORD4;    
    float3 Reflect2: TEXCOORD5;    
};

//-------------------------------------------------------------
// 顶点渲染器主函数
//-------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float3 Normal : NORMAL)
{
    VS_OUTPUT Out 
= (VS_OUTPUT)0;
        
    
//坐标变换    
    Out.Pos = mul(Pos, matWorldViewProj);
    
    
//计算世界空间中的顶点法线并标准化
    float3 Norm = normalize(mul(Normal, matWorld));
   
    
//计算从顶点指向观察点的方向向量并标准化
    float3 PosWorld  = normalize(mul(Pos, matWorld));
    float3 Incident 
= normalize(PosWorld - vecEye);
    
    
//计算立方体映射的反射向量
    Out.Reflect = normalize(reflect(Incident, Norm));

    
//折射向量
    float3 ShortNorm = mul(Norm, 0.4);
    Out.Reflect2 
= normalize(reflect(Incident, ShortNorm));
    
   
return Out;
}


//-------------------------------------------------------------
// 像素渲染器主函数
//-------------------------------------------------------------
float4 PS(VS_OUTPUT In) : COLOR
{
    float4 tex1 
= texCUBE(CubeMapSampler, In.Reflect); 
    float4 tex2 
= texCUBE(CubeMapSampler, In.Reflect2);
    
    
return tex2 * 0.5 + tex1;
}


//-------------------------------------------------------------
// 技术 
//-------------------------------------------------------------
technique TShader
{
    pass P0
    {
        VertexShader 
= compile vs_2_0 VS();
        PixelShader  
= compile ps_2_0 PS();
    }
}




//=============================================================================
// 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 

#define CUBEMAP_RESOLUTION  256  //立方体纹理分辨率

//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精灵对象
bool                       g_bShowHelp = true;      //标识是否显示简单说明文本

CDXUTDialogResourceManager g_DialogResourceManager; 
//对话框资源管理器
CD3DSettingsDlg            g_SettingsDlg;           //Direct3D设备设置对话框
CDXUTDialog                g_HUD;                   //对话框
CDXUTDialog                g_SampleUI;              //对话框

LPD3DXMESH                 g_pTeapotMesh;
CDXUTMesh
*                 g_pLobbyMesh;
CDXUTMesh
*                 g_pPlaneMesh; 

LPDIRECT3DCUBETEXTURE9       g_pCubeMap;
ID3DXRenderToEnvMap
*       g_pRenderToEnvMap = NULL;
LPD3DXEFFECT               g_pEffect  
= NULL; 

D3DXVECTOR3                g_vEyePos;
D3DXMATRIXA16              g_matProject;
D3DXMATRIXA16              g_matView;
D3DXMATRIXA16              g_matWorld;
D3DXMATRIXA16              g_matAirplane;



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


//-----------------------------------------------------------------------------
// Desc: 函数声明
//------------------------------------------------------------------------------
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();
void    BuildAndSetCubeTexture(IDirect3DDevice9* pd3dDevice);


//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
//为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
//设置回调函数
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );

    
//应用程序相关的初始化
    InitApp();

    
//初始化DXUT, 创建窗口, 创建Direct3D设备对象
    DXUTInit( truetruetrue );
    DXUTSetCursorSettings( 
truetrue );
    DXUTCreateWindow( L
"HLSLCubeMappingDynamic" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480
        IsDeviceAcceptable, ModifyDeviceSettings );

    
//进入消息循环和场景渲染
    DXUTMainLoop();

    
//在此进行应用程序相关的清除工作

    
return DXUTGetExitCode();
}


//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
    
//初始化对话框
    g_SettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( 
&g_DialogResourceManager );
    g_SampleUI.Init( 
&g_DialogResourceManager );

    
//为g_HUD对话框设置消息处理函数,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: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, 
                                  
void* pUserContext )
{
    
//检查后台缓冲区格式是否支持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;

    
//检查顶点渲染器
    if( pCaps->VertexShaderVersion < D3DVS_VERSION(2,0) )
        
return FALSE;

    
//检查像素渲染器
    if( pCaps->PixelShaderVersion < D3DPS_VERSION(2,0) )
        
return FALSE;

    
return true;
}


//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
                                    
const D3DCAPS9* pCaps, void* pUserContext )
{
    
//如果不支持硬件顶点处理则使用软件顶点处理
    if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
    {
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }

    
//如果使用参考设备,则弹出警告对话框
    static bool s_bFirstTime = true;
    
if( s_bFirstTime )
    {
        s_bFirstTime 
= false;
        
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
            DXUTDisplaySwitchingToREFWarning();
    }

    
//调试顶点渲染器需要参考设备或软件顶点处理
#ifdef DEBUG_VS
    
if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
    {
        pDeviceSettings
->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
        pDeviceSettings
->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;                            
        pDeviceSettings
->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }
#endif

    
//调试像素渲染器需要参考设备
#ifdef DEBUG_PS
    pDeviceSettings
->DeviceType = D3DDEVTYPE_REF;
#endif

    
return true;
}


//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
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 ) );
    
    
//创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
| FF_DONTCARE, 
                         L
"Arial"&g_pFont ) );

    
//创建茶壶网格模型
    V_RETURN( D3DXLoadMeshFromX( L"teapot.x", D3DXMESH_MANAGED, pd3dDevice, NULL, 
                                   NULL, NULL, NULL,  
&g_pTeapotMesh ));

    
//创建大厅网格模型
    g_pLobbyMesh = new CDXUTMesh();
    V_RETURN(g_pLobbyMesh
->Create(pd3dDevice, L"lobby.x"));
    
    
    
//创建飞机网格模型
    g_pPlaneMesh = new CDXUTMesh();
    V_RETURN(g_pPlaneMesh
->Create(pd3dDevice, L"plane.x"));

    
//创建立方体环境映射对象
    V_RETURN( D3DXCreateRenderToEnvMap( pd3dDevice, CUBEMAP_RESOLUTION, 1,
        pBackBufferSurfaceDesc
->Format, TRUE, D3DFMT_D16, &g_pRenderToEnvMap ));

    
//创建效果
    V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, L"HLSLCubeMappingDynamic.fx", NULL, NULL, 
        D3DXSHADER_DEBUG, NULL, 
&g_pEffect, NULL ));

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

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

    
//设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170
                            pBackBufferSurfaceDesc
->Height-350 );
    g_SampleUI.SetSize( 
170300 );

    
//恢复字体
    if( g_pFont )
        V_RETURN( g_pFont
->OnResetDevice() );
   
    
//创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    
//根据后台缓冲区的格式,创建立方体纹理对象
    V_RETURN( D3DXCreateCubeTexture( pd3dDevice, CUBEMAP_RESOLUTION, 1,
                           D3DUSAGE_RENDERTARGET, pBackBufferSurfaceDesc
->Format, 
                           D3DPOOL_DEFAULT, 
&g_pCubeMap ));

    
//恢复立方体环境映射对象
    g_pRenderToEnvMap->OnResetDevice();

    
//恢复效果
    if(g_pEffect)
        g_pEffect
->OnResetDevice();

    
    
//构造大厅和茶壶模型世界矩阵
    D3DXMatrixIdentity(&g_matWorld);

    
//构造投影矩阵
    float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH(
&g_matProject, D3DX_PI / 4, fAspectRatio, 1.0f100.0f);
    
    
//设置纹理阶段状态
    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    
//构造飞机的世界变换矩阵
    D3DXMATRIXA16  mat;
    D3DXMatrixScaling( 
&g_matAirplane, 0.2f0.2f0.2f );
    D3DXMatrixTranslation( 
&mat, 0.0f2.0f0.0f );
    D3DXMatrixMultiply( 
&g_matAirplane, &g_matAirplane, &mat );
    D3DXMatrixRotationX( 
&mat, -2.9f * (float)fTime );
    D3DXMatrixMultiply( 
&g_matAirplane, &g_matAirplane, &mat );
    D3DXMatrixRotationY( 
&mat, 1.055f * (float)fTime );
    D3DXMatrixMultiply( 
&g_matAirplane, &g_matAirplane, &mat );

    
//构造观察矩阵
    float angle = (float)fTime / 2.0f;
    g_vEyePos 
= D3DXVECTOR3(3.0f * sin(angle), 0.0f3.0f * cos(angle));
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMatrixLookAtLH( 
&g_matView, &g_vEyePos, &vLookatPt, &vUpVec );

    
//设置效果参数
    D3DXMATRIX mWorldViewProj;
    mWorldViewProj 
= g_matWorld*g_matView*g_matProject;
    g_pEffect
->SetMatrix( "matWorldViewProj"&mWorldViewProj );
    g_pEffect
->SetMatrix( "matWorld"&g_matWorld);
    g_pEffect
->SetMatrix( "matView"&g_matView);
    D3DXVECTOR4  eyePosInEffect 
= D3DXVECTOR4(g_vEyePos.x, g_vEyePos.y, g_vEyePos.z, 0.0f);
    g_pEffect
->SetVector( "vecEye"&eyePosInEffect);
    
    
//将当前场景渲染到立方体映射的表面
    BuildAndSetCubeTexture(pd3dDevice);
}


//-----------------------------------------------------------------------------
// Desc: 辅助函数, 动态生成立方体环境映射图, 并为效果设置立方体纹理参数
//-----------------------------------------------------------------------------
void BuildAndSetCubeTexture(IDirect3DDevice9* pd3dDevice)
{
    HRESULT hr;

    
//为渲染图像到立方体问题贴图构造投影矩阵,视域为90度
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/21.0f0.5f1000.0f );

    
//为渲染图像到立方体问题贴图构造观察矩阵
    D3DXMATRIXA16 matViewDir( g_matView );
    matViewDir._41 
= 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;

    
//渲染六个面到环境纹理对象
    V(g_pRenderToEnvMap->BeginCube( g_pCubeMap ));

    
for( UINT i = 0; i < 6; i++ )
    {
        g_pRenderToEnvMap
->Face( (D3DCUBEMAP_FACES) i, 0 );

        
//为每个立方体面构造观察矩阵
        D3DXMATRIXA16 matView;
        matView 
= DXUTGetCubeMapViewMatrix( (D3DCUBEMAP_FACES) i );
        D3DXMatrixMultiply( 
&matView, &matViewDir, &matView );

        
//将场景渲染到立方体纹理, 注意不能渲染茶壶
        pd3dDevice->SetTransform( D3DTS_WORLD, &g_matWorld);
        pd3dDevice
->SetTransform( D3DTS_VIEW,  &matView );
        pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );

        pd3dDevice
->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
        g_pLobbyMesh
->Render(pd3dDevice);
        pd3dDevice
->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );

        pd3dDevice
->SetTransform( D3DTS_WORLD, &g_matAirplane );
        g_pPlaneMesh
->Render(pd3dDevice);
    }
    g_pRenderToEnvMap
->End( 0 );

    
//为效果设置动态生成的立方体纹理
    g_pEffect->SetTexture("CubeMap", g_pCubeMap);
}


//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                            
float fElapsedTime, void* pUserContext )
{
    HRESULT hr;
  
    
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        
return;
    }

    
//清除后台颜色缓冲区和深度缓冲区
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_ARGB(
04550170), 1.0f0) );

    
//渲染场景
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        
//为渲染大厅和飞机设置观察矩阵和投影矩阵
        pd3dDevice->SetTransform( D3DTS_VIEW,  &g_matView );
        pd3dDevice
->SetTransform( D3DTS_PROJECTION, &g_matProject );

        
//渲染大厅模型
        pd3dDevice->SetTransform( D3DTS_WORLD, &g_matWorld);
        pd3dDevice
->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
        g_pLobbyMesh
->Render(pd3dDevice);
        pd3dDevice
->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );

        
//渲染飞机模型
        pd3dDevice->SetTransform( D3DTS_WORLD, &g_matAirplane );
        g_pPlaneMesh
->Render(pd3dDevice);

        
//渲染茶壶模型
        UINT nPasses;
        g_pEffect
->Begin( &nPasses, 0 );

        
for( UINT iPass = 0; iPass < nPasses; iPass ++ )
        {
            g_pEffect
->BeginPass( iPass );
            g_pTeapotMesh
->DrawSubset( 0 );
            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 );

    
//显示当前Direct3D设备状态和渲染帧速率
    txtHelper.Begin();
    txtHelper.SetInsertionPos( 
55 );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f0.0f1.0f ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
//显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
    txtHelper.DrawTextLine( L
"通过HLSL编程实现动态并且具有折射效果的立方体环境映射" );
    
    
//显示简单帮助文本
    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: 消息处理
//-----------------------------------------------------------------------------
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: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
    
if( bKeyDown )
    {
        
switch( nChar )
        {
            
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
        }
    }
}


//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
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: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
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();

    SAFE_RELEASE( g_pCubeMap );
    g_pRenderToEnvMap
->OnLostDevice();
}


//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnDestroyDevice();
    g_SettingsDlg.OnDestroyDevice();
    SAFE_RELEASE( g_pFont );

    SAFE_RELEASE(g_pTeapotMesh);
    g_pLobbyMesh
->Destroy();
    g_pPlaneMesh
->Destroy();
    SAFE_RELEASE( g_pRenderToEnvMap );
    SAFE_RELEASE(g_pEffect);
}















posted on 2008-04-16 09:17 七星重剑 阅读(785) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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