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固定函数流水线实现方法:
《精通DirectX 3D》第十三章 网格模型高级技术 05_Tweening




HLSLTweening.fx

//==============================================================
// Desc: 效果文件
//==============================================================


//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
float4x4 matWorldViewProj;    
float4x4 matWorld;    
float4   vecLightDir;
float4   vecEye;
float4   materialAmbient;
float4   materialDiffuse;
float    scale_sou;
float    scale_tar;


//-------------------------------------------------------------
// 顶点渲染器渲染输出结构
//-------------------------------------------------------------
struct VS_OUTPUT
{
   float4 Pos   : POSITION;
   float4 Color : COLOR;
};


//-------------------------------------------------------------
// 顶点渲染器主函数
//-------------------------------------------------------------
VS_OUTPUT VS( float4 Pos_sou: POSITION0, float3 Normal_sou: NORMAL0,
              float4 Pos_tar: POSITION1, float3 Normal_tar: NORMAL1 )
{
    VS_OUTPUT Out   
= (VS_OUTPUT) 0

    
//根据各自的权重混合源网格和目标网格顶点坐标
    float4 Pos = scale_sou * Pos_sou + scale_tar * Pos_tar;
    Out.Pos    
= mul(Pos, matWorldViewProj);                
    
    
//根据各自的权重混合源网格和目标网格顶点法线
    float3 Normal = scale_sou * Normal_sou + scale_tar * Normal_tar;    
   
    
//标准化光的方向
    float3 LightDir = normalize( vecLightDir );
   
    
//计算观察方向向量, 并标准
    float3 PosWorld = normalize( mul(Pos, matWorld) );
    float3 ViewDir  
= normalize( vecEye - PosWorld );
   
    
//计算并标准化世界空间中的顶点法线
    float3 NormalWorld = normalize( mul(Normal, matWorld) );
    
    
//计算漫反射颜色
    float4 diff = saturate( dot(NormalWorld, LightDir));
  
    
//计算顶点颜色 
    float4 diffuseColor  = { 1.0f1.0f1.0f1.0f};   
    float4 ambientColor  
= { 0.5f0.5f0.5f1.0f};  
    Out.Color 
= ambientColor * materialAmbient + diffuseColor * diff * materialDiffuse; 

    
return Out;
}


//-------------------------------------------------------------
// 像素渲染器渲染输出结构
//-------------------------------------------------------------
struct PS_OUTPUT
{
    float4 RGBColor : COLOR0;  
};


//-------------------------------------------------------------
// 像素渲染器主函数
//-------------------------------------------------------------
PS_OUTPUT PS( VS_OUTPUT In ) 

    PS_OUTPUT Output;

    
    Output.RGBColor 
= In.Color;

    
return Output;
}

//--------------------------------------------------------------
// 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 

//-----------------------------------------------------------------------------
// 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_pSourceMesh;           
//源网格模型
LPD3DXMESH                 g_pTargetMesh;           //目标网格模型

LPDIRECT3DVERTEXBUFFER9    g_pDolphinVB1;           
//源网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9    g_pDolphinVB2;           //源网格模型顶点缓冲区
LPDIRECT3DINDEXBUFFER9     g_pDolphinIB;            //网格模型索引缓冲区
DWORD                      g_dwNumDolphinVertices;  //顶点数
DWORD                      g_dwNumDolphinFaces;     //面数

LPD3DXEFFECT                  g_pEffect = NULL;            
//效果
LPDIRECT3DVERTEXDECLARATION9  g_pDolphinVertexDeclaration; //顶点声明

D3DXMATRIXA16              g_matWorld, g_matView, g_matProject;

//顶点结构
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position;   
//顶点位置
    D3DXVECTOR3 normal;     //顶点法线
};

//-----------------------------------------------------------------------------
// 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();


//-----------------------------------------------------------------------------
// 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"HLSLTweening" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true, 640, 480, 
        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, 125, 22 );
    g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, 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;

    
//检查当前设备支持顶点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;
    }

    
//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

    
//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();
    }

    
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, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, 
                         L"Arial", &g_pFont ) );

    
//创建源网格模型
    V_RETURN( D3DXLoadMeshFromX( L"Source.x", D3DXMESH_MANAGED, 
                                   pd3dDevice, NULL, NULL, NULL, 
                                   NULL, &g_pSourceMesh));

    
//创建目标网格模型
    V_RETURN( D3DXLoadMeshFromX( L"Target.x", D3DXMESH_MANAGED, 
                                   pd3dDevice, NULL, NULL, NULL, 
                                   NULL, &g_pTargetMesh ));

    
//得到网格模型的顶点数目和面数目
    g_dwNumDolphinVertices = g_pSourceMesh->GetNumVertices();
    g_dwNumDolphinFaces    = g_pSourceMesh->GetNumFaces();

    
//获取顶点缓冲区和索引缓冲区
    g_pSourceMesh->GetVertexBuffer( &g_pDolphinVB1 );
    g_pTargetMesh->GetVertexBuffer( &g_pDolphinVB2 );
    g_pSourceMesh->GetIndexBuffer( &g_pDolphinIB );

    
//后面只需使用上面获取的顶点缓冲区和索引缓冲区渲染, 所以在此释放网格模型
    SAFE_RELEASE( g_pSourceMesh );
    SAFE_RELEASE( g_pTargetMesh );

    
//顶点声明
    D3DVERTEXELEMENT9 declDolphin[] =
    {
        
//第一组数据流是第一个网格模型
        { 0,  0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,  D3DDECLUSAGE_POSITION, 0}, 
        { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,  D3DDECLUSAGE_NORMAL,   0}, 

        
//第二组数据流是第二个网格模型
        { 1,  0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,  D3DDECLUSAGE_POSITION, 1}, 
        { 1, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,  D3DDECLUSAGE_NORMAL,   1}, 

        D3DDECL_END()
    };

    
//创建顶点声明对象
    V_RETURN(pd3dDevice->CreateVertexDeclaration( declDolphin,
                                                 &g_pDolphinVertexDeclaration ));

    
//创建效果
    V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L"HLSLTweening.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-170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170, 
                            pBackBufferSurfaceDesc->Height-350 );
    g_SampleUI.SetSize( 170, 300 );

    
//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 ) );

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

    
//构造观察矩阵
    D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-8 );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &g_matView, &vEyePt, &vLookatPt, &vUpVec );

    
//构造投影矩阵
    float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH( &g_matProject, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f );
 
    
//为效果设置摄影机位置参数
    D3DXVECTOR4 eyePos = D3DXVECTOR4(vEyePt.x, vEyePt.y, vEyePt.z, 0);
    g_pEffect->SetVector( "vecEye", &eyePos);

    
//为效果设置光的方向参数
    D3DXVECTOR4 LightDirection( -1.0f, 0.0f, 1.0f, 0.0f ); 
    g_pEffect->SetVector( "vecLightDir", &LightDirection );

    
//为效果设置材质参数
    D3DXVECTOR4 material  = D3DXVECTOR4( 0.27f, 0.30f, 0.65f, 1.0f );
    g_pEffect->SetVector( "materialAmbient", &material);
    g_pEffect->SetVector( "materialDiffuse", &material);

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    
//构造海豚网格模型世界矩阵, 使海豚沿圆周运动
    float fKickFreq    = 2*(float)fTime;
    
float fPhase       = (float)fTime/3;
    D3DXMATRIXA16 matDolphin, matTrans, matRotate1, matRotate2;
    D3DXMatrixScaling( &g_matWorld, 0.01f, 0.01f, 0.01f );
    D3DXMatrixRotationZ( &matRotate1, -cosf(fKickFreq)/6 );
    D3DXMatrixRotationY( &matRotate2, fPhase );
    D3DXMatrixTranslation( &matTrans, -5*sinf(fPhase), sinf(fKickFreq)/2, 10-10*cosf(fPhase) );
    g_matWorld = g_matWorld*matRotate1*matRotate2*matTrans;

    
//为效果设置各矩阵参数
    D3DXMATRIX mWorldViewProj = g_matWorld * g_matView * g_matProject;
    g_pEffect->SetMatrix( "matWorldViewProj", &mWorldViewProj );
    g_pEffect->SetMatrix( "matWorld", &g_matWorld );

    
//计算并设置权重(用于生成渐变网格)
    float DolphinTimeFactor = (float)(timeGetTime() % 2000) / 1000.0f;
    
float Scalar_tar = (DolphinTimeFactor<=1.0f)?DolphinTimeFactor:(2.0f-DolphinTimeFactor);
    
float Scalar_sou = 1 - Scalar_tar;
    g_pEffect->SetFloat( "scale_sou", Scalar_sou );
    g_pEffect->SetFloat( "scale_tar", Scalar_tar );
}


//-----------------------------------------------------------------------------
// 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(0, 45, 50, 170), 1.0f, 0) );

    
//渲染场景
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        
//使用效果渲染海豚网格模型
        D3DXHANDLE hTechnique = g_pEffect->GetTechniqueByName( "TShader" );
        g_pEffect->SetTechnique( hTechnique );

        UINT nPasses;
        g_pEffect->Begin( &nPasses, 0 );
        
for(UINT iPass = 0; iPass < nPasses; iPass++)
        {
            g_pEffect->BeginPass( iPass );
            pd3dDevice->SetVertexDeclaration( g_pDolphinVertexDeclaration );
            pd3dDevice->SetStreamSource( 0, g_pDolphinVB1, 0, 
sizeof(CUSTOMVERTEX) );
            pd3dDevice->SetStreamSource( 1, g_pDolphinVB2, 0, 
sizeof(CUSTOMVERTEX) );
            pd3dDevice->SetIndices( g_pDolphinIB );
            pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 
                              g_dwNumDolphinVertices, 0, g_dwNumDolphinFaces );

            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( 5, 5 );
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
//显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
    txtHelper.DrawTextLine( L"通过HLSL编程实现渐变动画" );
    
    
//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( 1.0f, 0.75f, 0.0f, 1.0f ) );
        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( 1.0f, 1.0f, 1.0f, 1.0f ) );
        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();
}


//------------------------------------------------------------------------------
// 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_pEffect);
    SAFE_RELEASE(g_pDolphinVB1);
    SAFE_RELEASE(g_pDolphinVB2);
    SAFE_RELEASE(g_pDolphinIB);
    SAFE_RELEASE(g_pDolphinVertexDeclaration);
}






posted on 2008-04-16 10:43 七星重剑 阅读(646) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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