随笔 - 505  文章 - 1034  trackbacks - 0
<2006年12月>
262728293012
3456789
10111213141516
17181920212223
24252627282930
31123456


子曾经曰过:编程无他,唯手熟尔!

常用链接

留言簿(94)

随笔分类(649)

随笔档案(505)

相册

BCB

Crytek

  • crymod
  • Crytek's Offical Modding Portal

Game Industry

OGRE

other

Programmers

Qt

WOW Stuff

搜索

  •  

积分与排名

  • 积分 - 899833
  • 排名 - 14

最新随笔

最新评论

阅读排行榜

评论排行榜

   






//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include 
"resource.h"
#pragma warning(disable : 
4995)


//-----------------------------------------------------------------------------
// 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_pMesh          
= NULL; //网格模型
D3DMATERIAL9*              g_pMeshMaterials = NULL; //模型材质
LPDIRECT3DTEXTURE9*        g_pMeshTextures  = NULL; //模型纹理
DWORD                      g_dwNumMaterials = 0L;    //模型子块数量

LPDIRECT3DTEXTURE9         g_pEnvMapTexture;        
//环境纹理
LPDIRECT3DTEXTURE9         g_pEarthBumpTexture;     //轮廓纹理
LPDIRECT3DTEXTURE9         g_RealBumpMap;           //凹凸纹理

//-----------------------------------------------------------------------------
// 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
"BumpTexture" );
    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;

    
//检查当前设备是否支持凹凸纹理
    if(0 == (pCaps->TextureOpCaps&(D3DTEXOPCAPS_BUMPENVMAP|D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)))
        
return false;

    
//检查当前设备是否支持3层纹理混合
    if(pCaps->MaxTextureBlendStages < 3)
        
return false;

    
//检查当前设备是否支持设置的凹凸纹理像素格式
    if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                                         AdapterFormat, D3DUSAGE_QUERY_LEGACYBUMPMAP,  
                                         D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8 ) ) )
        
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();
    }


    
return true;
}


//--------------------------------------------------------------------------------------------
// Desc: 辅助函数, 根据纹理文件路径提取纹理文件名
//--------------------------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR pcfullname, LPWSTR pcname)
{
    
// pcfullname的数据类型变换为LPWSTR
    WCHAR* wszName;
    WCHAR wszBuf[MAX_PATH];
    wszName 
= wszBuf;
    MultiByteToWideChar( CP_ACP, 
0, pcfullname, -1, wszBuf, MAX_PATH );
    wszBuf[MAX_PATH 
- 1= L'\0';
    

    LPWSTR pch
=wcsrchr(wszName,'\\');
    
if (pch)
        lstrcpy(pcname,
++pch);
    
else
        lstrcpy(pcname,wszName);
}


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

    
//加载网格模型
    LPD3DXBUFFER pD3DXMtrlBuffer;
    V_RETURN( D3DXLoadMeshFromX(L
"sphereearth.x", D3DXMESH_MANAGED,  pd3dDevice, NULL, 
                                
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh ));
    
    
//提取材质属性和纹理文件名称
    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials 
= new D3DMATERIAL9[g_dwNumMaterials];
    g_pMeshTextures  
= new LPDIRECT3DTEXTURE9[g_dwNumMaterials];

    
for( DWORD i=0; i<g_dwNumMaterials; i++ )
    
{
        g_pMeshMaterials[i] 
= d3dxMaterials[i].MatD3D;
        g_pMeshMaterials[i].Ambient 
= g_pMeshMaterials[i].Diffuse;

        WCHAR filename[
256];
        RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

        g_pMeshTextures[i] 
= NULL;
        
if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(filename)>0)
        
{
            
//创建纹理
            V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, filename, &g_pMeshTextures[i]));
        }

    }


    pD3DXMtrlBuffer
->Release();

    
//创建轮廓纹理
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Earthbump.bmp"&g_pEarthBumpTexture ));
    
    
//创建环境纹理
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"earthenvmap.bmp"&g_pEnvMapTexture ));

    
//根据轮廓纹理计算得出凹凸纹理
    LPDIRECT3DTEXTURE9 psBumpSrc = g_pEarthBumpTexture;
    D3DSURFACE_DESC    d3dsd;
    D3DLOCKED_RECT     d3dlr;
    D3DFORMAT m_BumpMapFormat
= D3DFMT_X8L8V8U8 ;
    psBumpSrc
->GetLevelDesc( 0&d3dsd );

    
//创建凹凸纹理对象
    V_RETURN(pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 10,
                          m_BumpMapFormat, D3DPOOL_MANAGED, 
&g_RealBumpMap, NULL ));
    psBumpSrc
->LockRect( 0&d3dlr, 00 );
    DWORD dwSrcPitch 
= (DWORD)d3dlr.Pitch;
    BYTE
* pSrcTopRow = (BYTE*)d3dlr.pBits;
    BYTE
* pSrcCurRow = pSrcTopRow;
    BYTE
* pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) );

    g_RealBumpMap
->LockRect( 0&d3dlr, 00 );
    DWORD dwDstPitch 
= (DWORD)d3dlr.Pitch;
    BYTE
* pDstTopRow = (BYTE*)d3dlr.pBits;
    BYTE
* pDstCurRow = pDstTopRow;

    
for( DWORD y=0; y<d3dsd.Height; y++ )
    
{
        BYTE
* pSrcB0; //当前像素地址
        BYTE* pSrcB1; //当前像素下面像素的地址
        BYTE* pSrcB2; //当前像素上面像素的地址
        BYTE* pDstT;  //目标像素地址

        pSrcB0 
= pSrcCurRow;

        
if( y == d3dsd.Height - 1)
            pSrcB1 
= pSrcTopRow;
        
else
            pSrcB1 
= pSrcCurRow + dwSrcPitch;

        
if( y == 0 )
            pSrcB2 
= pSrcBotRow;
        
else
            pSrcB2 
= pSrcCurRow - dwSrcPitch;

        pDstT 
= pDstCurRow;

        
for( DWORD x=0; x<d3dsd.Width; x++ )
        
{
            LONG v00; 
//当前像素
            LONG v01; //右边像素
            LONG vM1; //左边像素
            LONG v10; //下面像素
            LONG v1M; //上面像素

            v00 
= *(pSrcB0+0);

            
if( x == d3dsd.Width - 1 )
                v01 
= *(pSrcCurRow);
            
else
                v01 
= *(pSrcB0+4);

            
if( x == 0 )
                vM1 
= *(pSrcCurRow + (4 * (d3dsd.Width - 1)));
            
else
                vM1 
= *(pSrcB0-4);
            v10 
= *(pSrcB1+0);
            v1M 
= *(pSrcB2+0);

            LONG iDu 
= (vM1-v01); // The delta-u bump value
            LONG iDv = (v1M-v10); // The delta-v bump value

            
// The luminance bump value
            WORD uL = ( v00>1 ) ? 63 : 127;
            
*pDstT++ = (BYTE)iDu;
            
*pDstT++ = (BYTE)iDv;
            
*pDstT++ = (BYTE)uL;
            
*pDstT++ = (BYTE)0L;

            
// Move one pixel to the right
            pSrcB0+=4;
            pSrcB1
+=4;
            pSrcB2
+=4;
        }


        
// Move to the next line
        pSrcCurRow += dwSrcPitch;
        pDstCurRow 
+= dwDstPitch;
    }


    g_RealBumpMap
->UnlockRect(0);
    psBumpSrc
->UnlockRect(0);

    
return S_OK;
}



inline DWORD F2DW( FLOAT f ) 
return *((DWORD*)&f); }

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

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f-3.0f,0.0f );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f0.0f1.0f );
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );
    pd3dDevice
->SetTransform( D3DTS_VIEW, &matView );

    
//设置投影矩阵
    D3DXMATRIXA16 matProj;
    
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/4, fAspectRatio, 1.0f100.0f );
    pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );

    
//设置凹凸纹理和环境光照纹理
    pd3dDevice->SetTexture( 1, g_RealBumpMap );
    pd3dDevice
->SetTexture( 2, g_pEnvMapTexture );

    
//设置第0层纹理阶段混合状态和纹理过滤方式
    pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
    pd3dDevice
->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice
->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    
//设置第1层纹理阶段状态(凹凸纹理)
    pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(0.5f) );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(0.5f) );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f) );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
    pd3dDevice
->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice
->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    
//设置第二层纹理阶段状态
    D3DXMATRIX mat;
    mat._11 
= 0.5f; mat._12 = 0.0f; mat._13 = 0.0f; mat._14 = 0.0f
    mat._21 
= 0.0f; mat._22 =-0.5f; mat._23 = 0.0f; mat._24 = 0.0f
    mat._31 
= 0.0f; mat._32 = 0.0f; mat._33 = 1.0f; mat._34 = 0.0f
    mat._41 
= 0.5f; mat._42 = 0.5f; mat._43 = 0.0f; mat._44 = 1.0f
    pd3dDevice
->SetTransform( D3DTS_TEXTURE2, &mat );
    pd3dDevice
->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
    pd3dDevice
->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_SPHEREMAP );
    pd3dDevice
->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT);
    pd3dDevice
->SetTextureStageState( 2, D3DTSS_COLOROP,   D3DTOP_ADD);
    pd3dDevice
->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice
->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    
return S_OK;
}



//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    D3DXMATRIXA16 matWorld;
    
//D3DXMatrixRotationZ( &matWorld, timeGetTime()/1000.0f );
    D3DXMatrixRotationZ( &matWorld, 0.1f*D3DX_PI );
    pd3dDevice
->SetTransform( D3DTS_WORLD, &matWorld );
}



//-----------------------------------------------------------------------------
// 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() ) )
    
{
        
//渲染地球网格模型
        for( DWORD i=0; i<g_dwNumMaterials; i++ )
        
{
            pd3dDevice
->SetMaterial( &g_pMeshMaterials[i] );
            pd3dDevice
->SetTexture( 0, g_pMeshTextures[i] );
            g_pMesh
->DrawSubset( i );
        }


        
//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
"凹凸纹理映射" );
    
    
//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 );
}



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

    
if( g_pMeshMaterials != NULL ) 
        delete[] g_pMeshMaterials;

    
if( g_pMeshTextures )
    
{
        
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        
{
            
if( g_pMeshTextures[i] )
                g_pMeshTextures[i]
->Release();
        }

        delete[] g_pMeshTextures;
    }

    SAFE_RELEASE(g_pMesh);
    SAFE_RELEASE(g_pEnvMapTexture);       
    SAFE_RELEASE(g_pEarthBumpTexture);     
    SAFE_RELEASE(g_RealBumpMap);
}







posted on 2008-04-01 17:53 七星重剑 阅读(555) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

只有注册用户登录后才能发表评论。
网站导航: 博客园   IT新闻   BlogJava   知识库   博问   管理