随笔 - 505  文章 - 1034  trackbacks - 0
<2007年8月>
2930311234
567891011
12131415161718
19202122232425
2627282930311
2345678


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 - 905125
  • 排名 - 14

最新随笔

最新评论

阅读排行榜

评论排行榜





Source.x



Target.x




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


//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont*                 g_pFont = NULL;          //字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite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
LPD3DXMESH       g_pResultMesh;         //结果网格模型
DWORD            g_dwNumMaterials = 0L//网格模型子块数量

LPDIRECT3DVERTEXBUFFER9  g_pSourceVB;   
//源网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9  g_pTargetVB;   //目标网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9  g_pResultVB;   //结构网格模型顶点缓冲区


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


//-----------------------------------------------------------------------------
// Desc: 网格模型顶点格式
//-----------------------------------------------------------------------------
struct D3DVERTEX
{
    
float px, py, pz;
    
float nx, ny, nz;
    
static const DWORD FVF;
};
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ|D3DFVF_NORMAL;



//-----------------------------------------------------------------------------
// 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
"Tweening" );
    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 );

    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 );

    g_SampleUI.SetCallback( OnGUIEvent ); iY 
= 10

}


//-----------------------------------------------------------------------------
// 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;

    
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: 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;

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

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

    
//以指定的顶点格式克隆源网格模型
    LPD3DXMESH pTempMesh = NULL;
    
if( FAILED( g_pSourceMesh->CloneMeshFVF( g_pSourceMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
        pd3dDevice, 
&pTempMesh ) ) )
    {
        SAFE_RELEASE( pTempMesh );
        
return E_FAIL;
    }
    SAFE_RELEASE( g_pSourceMesh );
    g_pSourceMesh 
= pTempMesh;

    
//以指定的顶点格式克隆目标网格模型
    if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
        pd3dDevice, 
&pTempMesh ) ) )
    {
        SAFE_RELEASE( pTempMesh );
        
return E_FAIL;
    }
    SAFE_RELEASE( g_pTargetMesh );
    g_pTargetMesh 
= pTempMesh;

    
//以指定的顶点格式克隆结果网格模型
    if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
        pd3dDevice, 
&g_pResultMesh ) ) )
    {
        SAFE_RELEASE( g_pResultMesh );
        
return E_FAIL;
    }

    
//通过网格模型获取顶点缓冲区
    g_pSourceMesh->GetVertexBuffer(&g_pSourceVB);
    g_pTargetMesh
->GetVertexBuffer(&g_pTargetVB);
    g_pResultMesh
->GetVertexBuffer(&g_pResultVB);    

    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 ) );

    
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() );

    
//恢复字体
    if( g_pFont )
        V_RETURN( g_pFont
->OnResetDevice() );
   

    V_RETURN( D3DXCreateSprite( pd3dDevice, 
&g_pTextSprite ) );

    
//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 );

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f0.0f,-8 );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    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, 1.0f2000.0f );
    pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );

    
//设置材质
    D3DMATERIAL9 mtrl;
    ZeroMemory( 
&mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Diffuse.r 
= 0.3f;
    mtrl.Diffuse.g 
= 0.3f;
    mtrl.Diffuse.b 
= 0.65f;
    mtrl.Diffuse.a 
= 1.0f;

    mtrl.Ambient.r 
= 0.3f;
    mtrl.Ambient.g 
= 0.3f;
    mtrl.Ambient.b 
= 0.65f;
    mtrl.Ambient.a 
= 1.0f;
    pd3dDevice
->SetMaterial( &mtrl );

    D3DLIGHT9 light;
    ZeroMemory( 
&light, sizeof(D3DLIGHT9) );
    light.Type       
= D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  
= 0.01f;
    light.Diffuse.g  
= 0.01f;
    light.Diffuse.b  
= 0.5f;
    light.Diffuse.a  
= 1.0f;

    light.Ambient.r  
= 0.02f;
    light.Ambient.g  
= 0.02f;
    light.Ambient.b  
= 0.65f;
    light.Ambient.a  
= 1.0f;

    D3DXVECTOR3 vecDir 
= D3DXVECTOR3(-10 ,1); //方向光方向
    D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
    pd3dDevice
->SetLight( 0&light );
    pd3dDevice
->LightEnable( 0true );
    pd3dDevice
->SetRenderState( D3DRS_LIGHTING, true );

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    
struct VERTEX 
    { 
        
float x,y,z;
        
float nx, ny, nz;
    };

    VERTEX    
*pSourceVertices;
    VERTEX    
*pTargetVertices;
    D3DVERTEX 
*pResultVertices;

    
//锁定各网格模型顶点缓冲区
    g_pSourceVB->Lock( 00, (void**)&pSourceVertices, 0 );
    g_pTargetVB
->Lock( 00, (void**)&pTargetVertices, 0 );
    g_pResultVB
->Lock( 00, (void**)&pResultVertices, 0 );

    
//生成渐变网格
    float DolphinTimeFactor = (float)(timeGetTime() % 2000/ 1000.0f;
    
float Scalar = (DolphinTimeFactor<=1.0f)?DolphinTimeFactor:(2.0f-DolphinTimeFactor);

    
for( DWORD i=0; i<g_pResultMesh->GetNumVertices(); i++ )
    {
        
//对顶点坐标进行插值
        pResultVertices[i].px= pSourceVertices[i].x*(1.0f - Scalar) + pTargetVertices[i].x*Scalar;
        pResultVertices[i].py
= pSourceVertices[i].y*(1.0f - Scalar) + pTargetVertices[i].y*Scalar;
        pResultVertices[i].pz
= pSourceVertices[i].z*(1.0f - Scalar) + pTargetVertices[i].z*Scalar;

        
//顶点法线进行插值
        pResultVertices[i].nx= pSourceVertices[i].nx*(1.0f - Scalar) + pTargetVertices[i].nx*Scalar;
        pResultVertices[i].ny
= pSourceVertices[i].ny*(1.0f - Scalar) + pTargetVertices[i].ny*Scalar;
        pResultVertices[i].nz
= pSourceVertices[i].nz*(1.0f - Scalar) + pTargetVertices[i].nz*Scalar;
    }

    
//释放各网格模型顶点缓冲区
    g_pSourceVB->Unlock();
    g_pTargetVB
->Unlock();
    g_pResultVB
->Unlock();

    
//使海豚沿圆周运动
    float fKickFreq    = 2*(float)fTime;
    
float fPhase       = (float)fTime/3;

    D3DXMATRIXA16 matDolphin, matTrans, matRotate1, matRotate2;
    D3DXMatrixScaling( 
&matDolphin, 0.01f0.01f0.01f );
    D3DXMatrixRotationZ( 
&matRotate1, -cosf(fKickFreq)/6 );
    D3DXMatrixRotationY( 
&matRotate2, fPhase );
    D3DXMatrixTranslation( 
&matTrans, -5*sinf(fPhase), sinf(fKickFreq)/210-10*cosf(fPhase) );
    matDolphin 
= matDolphin*matRotate1*matRotate2*matTrans;
    pd3dDevice
->SetTransform( D3DTS_WORLD, &matDolphin );
}


//-----------------------------------------------------------------------------
// 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() ) )
    {
        
//渲染渐变动画
        for( DWORD i=0; i<g_dwNumMaterials; i++ )
        {
            g_pResultMesh
->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
"渐变网格模型" );
    
    
//显示简单帮助信息
    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 )
{
    
//释放各网格模型顶点缓冲区
    SAFE_RELEASE(g_pSourceVB);
    SAFE_RELEASE(g_pTargetVB);
    SAFE_RELEASE(g_pResultVB);

    
//释放各网格模型
    SAFE_RELEASE(g_pSourceMesh);
    SAFE_RELEASE(g_pTargetMesh);
    SAFE_RELEASE(g_pResultMesh);

    
//释放对话框管理器资源、设置对话框资源、字体
    g_DialogResourceManager.OnDestroyDevice();
    g_SettingsDlg.OnDestroyDevice();
    SAFE_RELEASE( g_pFont );
}















posted on 2008-04-03 04:34 七星重剑 阅读(392) 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   博问   Chat2DB   管理