EffectParam.fx
//==============================================================
// Desc: 效果文件
//==============================================================
//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
shared float4x4 g_mWorld;
shared float4x4 g_mView;
shared float4x4 g_mProj;
shared float4 g_vLight = float4( 0.0f, 0.0f, -10.0f, 1.0f ); //光源在观察空间中的位置
shared float4 g_vLightColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
texture g_txScene;
float4 Diffuse;
//--------------------------------------------------------------
// 纹理采样器
//--------------------------------------------------------------
sampler2D g_samScene = sampler_state
{
Texture = <g_txScene>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
//--------------------------------------------------------------
// Desc: 顶点渲染
//--------------------------------------------------------------
void VertScene( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float2 vTex0 : TEXCOORD0,
out float4 oDiffuse : COLOR0,
out float4 oPos : POSITION,
out float2 oTex0 : TEXCOORD0 )
{
//顶点坐标变换
oPos = mul( vPos, g_mWorld );
oPos = mul( oPos, g_mView );
oPos = mul( oPos, g_mProj );
//计算顶点在观察空间中的坐标
float4 wPos = mul( vPos, g_mWorld );
wPos = mul( wPos, g_mView );
//计算顶点在观察空间中的法线向量
float3 N = mul( vNormal, (float3x3)g_mWorld );
N = normalize( mul( N, (float3x3)g_mView ) );
//计算灯光方向
float3 InvL = g_vLight - wPos;
InvL = normalize( InvL );
//计算顶点漫反射颜色
oDiffuse = saturate( dot( N, InvL ) ) * Diffuse * g_vLightColor;
//简单复制输出纹理坐标
oTex0 = vTex0;
}
//--------------------------------------------------------------
// Desc: 像素渲染
//--------------------------------------------------------------
float4 PixScene( float4 Diffuse : COLOR0,
float2 Tex0 : TEXCOORD0 ) : COLOR0
{
return tex2D( g_samScene, Tex0 ) * Diffuse;
}
//--------------------------------------------------------------
// Desc: 技术
//-------------------------------------------------------------
technique RenderScene
{
pass P0
{
VertexShader = compile vs_2_0 VertScene();
PixelShader = compile ps_2_0 PixScene();
}
}
//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
#include <crtdbg.h>
//#define DEBUG_VS // Uncomment this line to debug vertex shaders
//#define DEBUG_PS // Uncomment this line to debug pixel shaders
// SCROLL_TIME dictates the time one scroll op takes, in seconds.
#define SCROLL_TIME 0.5f
//-----------------------------------------------------------------------------
// Desc: 网格列表结构
//-----------------------------------------------------------------------------
struct MESHLISTDATA
{
WCHAR wszName[MAX_PATH];
WCHAR wszFile[MAX_PATH];
DWORD dwNumMat; //材质数量
} g_MeshListData[] =
{
{ L"Car", L"car2.x", 0 },
{ L"Banded Earth", L"sphereband.x", 0 },
{ L"Dwarf", L"dwarf\\DwarfWithEffectInstance.x", 0 },
{ L"Virus", L"cytovirus.x", 0 },
{ L"Car", L"car2.x", 0 },
{ L"Banded Earth", L"sphereband.x", 0 },
{ L"Dwarf", L"dwarf\\DwarfWithEffectInstance.x", 0 },
};
//-----------------------------------------------------------------------------
// Desc: 顶点结构和灵活顶点格式
//-----------------------------------------------------------------------------
struct MESHVERTEX
{
D3DXVECTOR3 Position;
D3DXVECTOR3 Normal;
D3DXVECTOR2 Tex;
const static D3DVERTEXELEMENT9 Decl[4];
};
//-----------------------------------------------------------------------------
// Desc: 顶点声明
//-----------------------------------------------------------------------------
const D3DVERTEXELEMENT9 MESHVERTEX::Decl[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
//-----------------------------------------------------------------------------
// Desc: 网格材质结构
//-----------------------------------------------------------------------------
struct CMeshMaterial
{
ID3DXEffect *m_pEffect;
D3DXHANDLE m_hParam;
IDirect3DTexture9 *m_pTexture;
public:
CMeshMaterial()
{
m_pEffect = NULL;
m_hParam = NULL;
m_pTexture = NULL;
}
~CMeshMaterial()
{
SAFE_RELEASE( m_pEffect );
SAFE_RELEASE( m_pTexture );
}
const CMeshMaterial &operator=( const CMeshMaterial &rhs )
{
m_pEffect = rhs.m_pEffect;
m_hParam = rhs.m_hParam;
m_pTexture = rhs.m_pTexture;
m_pEffect->AddRef();
m_pTexture->AddRef();
return *this;
}
};
//外部变量
extern ID3DXEffect* g_pEffect; //效果
extern IDirect3DTexture9* g_pDefaultTex; //纹理
extern IDirect3DCubeTexture9* g_pEnvMapTex; //立方体纹理
//-----------------------------------------------------------------------------
// Desc: 效果网格类
//-----------------------------------------------------------------------------
class CEffectMesh
{
WCHAR m_wszMeshFile[MAX_PATH];
ID3DXMesh *m_pMesh;
CMeshMaterial *m_pMaterials;
DWORD m_dwNumMaterials;
public:
CEffectMesh()
{
m_pMesh = NULL;
m_pMaterials = NULL;
m_dwNumMaterials = 0;
}
CEffectMesh( const CEffectMesh &old )
{
m_pMesh = NULL;
m_pMaterials = NULL;
*this = old;
}
~CEffectMesh()
{
Destroy();
}
const CEffectMesh &operator=( const CEffectMesh &rhs )
{
if( this == &rhs )
return *this;
StringCchCopyW( m_wszMeshFile, MAX_PATH, rhs.m_wszMeshFile );
m_dwNumMaterials = rhs.m_dwNumMaterials;
SAFE_RELEASE( m_pMesh );
if( ( m_pMesh = rhs.m_pMesh ) != 0 ) m_pMesh->AddRef();
delete[] m_pMaterials;
m_pMaterials = new CMeshMaterial[m_dwNumMaterials];
if( m_pMaterials )
{
for( UINT i = 0; i < m_dwNumMaterials; ++i )
m_pMaterials[i] = rhs.m_pMaterials[i];
}
return *this;
}
DWORD GetNumMaterials() const { return m_dwNumMaterials; }
ID3DXMesh *GetMesh() { return m_pMesh; }
HRESULT Create( LPCWSTR wszFileName, IDirect3DDevice9 *pd3dDevice );
HRESULT Destroy()
{
delete[] m_pMaterials;
m_pMaterials = NULL;
m_dwNumMaterials = 0;
SAFE_RELEASE( m_pMesh );
return S_OK;
}
void Render( IDirect3DDevice9 *pd3dDevice )
{
HRESULT hr;
for( UINT i = 0; i < m_dwNumMaterials; ++i )
{
CMeshMaterial *pMat = &m_pMaterials[i];
V( pMat->m_pEffect->ApplyParameterBlock( pMat->m_hParam ) );
UINT cPasses;
V( pMat->m_pEffect->Begin( &cPasses, 0 ) );
for( UINT p = 0; p < cPasses; ++p )
{
V( pMat->m_pEffect->BeginPass( p ) );
V( m_pMesh->DrawSubset( i ) );
V( pMat->m_pEffect->EndPass() );
}
V( pMat->m_pEffect->End() );
}
}
};
//-----------------------------------------------------------------------------
// Desc: 网格控制球类
//-----------------------------------------------------------------------------
class CMeshArcBall : public CD3DArcBall
{
public:
void OnBegin( int nX, int nY, D3DXMATRIXA16 *pmInvViewRotate )
{
m_bDrag = true;
m_qDown = m_qNow;
m_vDownPt = ScreenToVector( (float)nX, (float)nY );
D3DXVECTOR4 v;
D3DXVec3Transform( &v, &m_vDownPt, pmInvViewRotate );
m_vDownPt = (D3DXVECTOR3)v;
}
void OnMove( int nX, int nY, D3DXMATRIXA16 *pmInvViewRotate )
{
if (m_bDrag)
{
m_vCurrentPt = ScreenToVector( (float)nX, (float)nY );
D3DXVECTOR4 v;
D3DXVec3Transform( &v, &m_vCurrentPt, pmInvViewRotate );
m_vCurrentPt = (D3DXVECTOR3)v;
m_qNow = m_qDown * QuatFromBallPoints( m_vDownPt, m_vCurrentPt );
}
}
LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, D3DXMATRIXA16 *pmInvViewRotate )
{
// Current mouse position
int iMouseX = (short)LOWORD(lParam);
int iMouseY = (short)HIWORD(lParam);
switch( uMsg )
{
case WM_LBUTTONDOWN:
case WM_LBUTTONDBLCLK:
SetCapture( hWnd );
OnBegin( iMouseX, iMouseY, pmInvViewRotate );
return TRUE;
case WM_LBUTTONUP:
ReleaseCapture();
OnEnd();
return TRUE;
case WM_CAPTURECHANGED:
if( (HWND)lParam != hWnd )
{
ReleaseCapture();
OnEnd();
}
return TRUE;
case WM_MOUSEMOVE:
if( MK_LBUTTON&wParam )
{
OnMove( iMouseX, iMouseY, pmInvViewRotate );
}
return TRUE;
}
return FALSE;
}
};
//-----------------------------------------------------------------------------
// 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
IDirect3DTexture9* g_pDefaultTex = NULL; //默认纹理
IDirect3DCubeTexture9* g_pEnvMapTex = NULL; //环境映射纹理
ID3DXEffect* g_pEffect = NULL; //效果接口
IDirect3DVertexDeclaration9 *g_pDecl = NULL; //顶点声明
ID3DXEffectPool* g_pEffectPool = NULL; //效果池
DWORD g_dwShaderFlags = D3DXFX_NOT_CLONEABLE; //渲染器创建标志
CModelViewerCamera g_Camera; //摄影机
CGrowableArray<CEffectMesh> g_Meshes; //网格模型列表
CGrowableArray<CMeshArcBall> g_ArcBall; //各个网格模型的控制球
CGrowableArray<D3DXMATRIXA16> g_amWorld; //各个网格模型的世界矩阵
int g_nActiveMesh = 0; //激活网格模型书
D3DXMATRIXA16 g_mScroll; //滚动矩阵
float g_fAngleToScroll = 0.0f; //滚动的角度
float g_fAngleLeftToScroll = 0.0f;
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 3
#define IDC_CHANGEDEVICE 4
#define IDC_SHARE 5
#define IDC_SCROLLLEFT 6
#define IDC_SCROLLRIGHT 7
#define IDC_MESHNAME 8
#define IDC_MATCOUNT 9
//-----------------------------------------------------------------------------
// 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();
HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh );
void RenderText();
//-----------------------------------------------------------------------------
// Desc: 效果网格模型创建函数
//-----------------------------------------------------------------------------
HRESULT CEffectMesh::Create( LPCWSTR wszFileName, IDirect3DDevice9 *pd3dDevice )
{
HRESULT hr;
WCHAR str[MAX_PATH];
WCHAR wszMeshPath[MAX_PATH];
ID3DXBuffer *pAdjacency;
ID3DXBuffer *pMaterials;
ID3DXBuffer *pEffectInstance;
DWORD dwNumMaterials;
//保存网格文件名
StringCchCopy( m_wszMeshFile, MAX_PATH, wszFileName );
//加载网格模型
V_RETURN( DXUTFindDXSDKMediaFileCch( wszMeshPath, MAX_PATH, m_wszMeshFile ) );
V_RETURN( D3DXLoadMeshFromX( wszMeshPath, D3DXMESH_MANAGED, pd3dDevice,
&pAdjacency, &pMaterials, &pEffectInstance,
&dwNumMaterials, &m_pMesh ) );
ID3DXMesh *pCloneMesh;
V_RETURN( m_pMesh->CloneMesh( m_pMesh->GetOptions(), MESHVERTEX::Decl, pd3dDevice, &pCloneMesh ) );
m_pMesh->Release();
m_pMesh = pCloneMesh;
//从路径中提取文件名
WCHAR *pLastBSlash = wcsrchr( wszMeshPath, L'\\' );
if( pLastBSlash )
{
*( pLastBSlash + 1 ) = L'\0';
}
else
StringCchCopyW( wszMeshPath, MAX_PATH, L".\\" );
//确保网格模型顶点包含法线信息
bool bHasNormals = ( m_pMesh->GetFVF() & D3DFVF_NORMAL ) != 0;
if( !bHasNormals )
D3DXComputeNormals( m_pMesh, (DWORD*)pAdjacency->GetBufferPointer() );
m_pMaterials = new CMeshMaterial[dwNumMaterials];
if( !m_pMaterials )
return E_OUTOFMEMORY;
//提取材质
D3DXMATERIAL *pXMats = (D3DXMATERIAL *)pMaterials->GetBufferPointer();
D3DXEFFECTINSTANCE *pEI = (D3DXEFFECTINSTANCE *)pEffectInstance->GetBufferPointer();
for( UINT i = 0; i < dwNumMaterials; ++i )
{
// Obtain the effect
hr = S_OK;
StringCchCopyW( str, MAX_PATH, wszMeshPath );
MultiByteToWideChar( CP_ACP, 0, pEI[i].pEffectFilename, -1, str + lstrlenW( str ), MAX_PATH );
if( pEI[i].pEffectFilename == NULL )
hr = E_FAIL;
WCHAR wszFxName[MAX_PATH];
MultiByteToWideChar( CP_ACP, 0, pEI[i].pEffectFilename, -1, wszFxName, MAX_PATH );
if( SUCCEEDED(hr) )
{
WCHAR szTmp[MAX_PATH];
StringCchCopy( szTmp, MAX_PATH, L"SharedFx\\" );
StringCchCat( szTmp, MAX_PATH, wszFxName );
hr = DXUTFindDXSDKMediaFileCch( str, MAX_PATH, szTmp );
if( FAILED( hr ) )
{
//从SKD目录中查找
hr = DXUTFindDXSDKMediaFileCch( str, MAX_PATH, wszFxName );
}
}
if( SUCCEEDED( hr ) )
DXUTGetGlobalResourceCache().CreateEffectFromFile( pd3dDevice, str, NULL, NULL, g_dwShaderFlags, g_pEffectPool,
&m_pMaterials[i].m_pEffect, NULL );
if( !m_pMaterials[i].m_pEffect )
{
// No valid effect for this material. Use the default.
m_pMaterials[i].m_pEffect = g_pEffect;
m_pMaterials[i].m_pEffect->AddRef();
}
// Set the technique this material should use
D3DXHANDLE hTech;
m_pMaterials[i].m_pEffect->FindNextValidTechnique( NULL, &hTech );
m_pMaterials[i].m_pEffect->SetTechnique( hTech );
// Create a parameter block to include all parameters for the effect.
m_pMaterials[i].m_pEffect->BeginParameterBlock();
for( UINT param = 0; param < pEI[i].NumDefaults; ++param )
{
D3DXHANDLE hHandle = m_pMaterials[i].m_pEffect->GetParameterByName( NULL, pEI[i].pDefaults[param].pParamName );
D3DXPARAMETER_DESC desc;
if( hHandle != NULL )
{
m_pMaterials[i].m_pEffect->GetParameterDesc( hHandle, &desc );
if( desc.Type == D3DXPT_BOOL ||
desc.Type == D3DXPT_INT ||
desc.Type == D3DXPT_FLOAT ||
desc.Type == D3DXPT_STRING )
{
m_pMaterials[i].m_pEffect->SetValue( pEI[i].pDefaults[param].pParamName,
pEI[i].pDefaults[param].pValue,
pEI[i].pDefaults[param].NumBytes );
}
}
}
//获取纹理
hr = S_OK;
if( pXMats[i].pTextureFilename )
{
StringCchCopyW( str, MAX_PATH, wszMeshPath );
MultiByteToWideChar( CP_ACP, 0, pXMats[i].pTextureFilename, -1, str + lstrlenW( str ), MAX_PATH );
if( INVALID_FILE_ATTRIBUTES == ::GetFileAttributesW( str ) )
{
WCHAR wszTexName[MAX_PATH];
MultiByteToWideChar( CP_ACP, 0, pXMats[i].pTextureFilename, -1, wszTexName, MAX_PATH );
hr = DXUTFindDXSDKMediaFileCch( str, MAX_PATH, wszTexName );
}
if( SUCCEEDED( hr ) )
DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice, str, &m_pMaterials[i].m_pTexture );
}
if( !m_pMaterials[i].m_pTexture )
{
//如果没有纹理, 或纹理加载失败,使用默认纹理
m_pMaterials[i].m_pTexture = g_pDefaultTex;
m_pMaterials[i].m_pTexture->AddRef();
}
// Include the texture in the parameter block if the effect requires one.
D3DXHANDLE hTexture = m_pMaterials[i].m_pEffect->GetParameterByName( NULL, "g_txScene" );
if( hTexture )
m_pMaterials[i].m_pEffect->SetTexture( hTexture, m_pMaterials[i].m_pTexture );
// Include the environment map texture in the parameter block if the effect requires one.
hTexture = m_pMaterials[i].m_pEffect->GetParameterByName( NULL, "g_txEnvMap" );
if( hTexture )
m_pMaterials[i].m_pEffect->SetTexture( hTexture, g_pEnvMapTex );
// Save the parameter block
m_pMaterials[i].m_hParam = m_pMaterials[i].m_pEffect->EndParameterBlock();
}
SAFE_RELEASE( pAdjacency );
SAFE_RELEASE( pMaterials );
SAFE_RELEASE( pEffectInstance );
m_dwNumMaterials = dwNumMaterials;
return S_OK;
}
//-----------------------------------------------------------------------------
// 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 );
//全屏幕模式下显示鼠标光标
DXUTSetCursorSettings( true, true );
//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( true, true, true );
DXUTCreateWindow( L"EffectParam" );
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 );
//为g_SampleUI对话框设置消息处理函数,添加控件
g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
g_SampleUI.AddStatic( IDC_MESHNAME, L"Mesh Name", 0, iY, 160, 20 );
g_SampleUI.AddStatic( IDC_MATCOUNT, L"Number of materials: 0", 0, iY += 20, 160, 20 );
g_SampleUI.AddButton( IDC_SCROLLLEFT, L"<<", 5, iY += 24, 70, 24 );
g_SampleUI.AddButton( IDC_SCROLLRIGHT, L">>", 85, iY, 70, 24 );
g_SampleUI.AddCheckBox( IDC_SHARE, L"Enable shared parameters", 0, iY += 32, 160, 24, true );
//初始化控制球
for( int i = 0; i < sizeof(g_MeshListData)/sizeof(g_MeshListData[0]); ++i )
{
g_ArcBall.Add( CMeshArcBall() );
g_ArcBall[g_ArcBall.GetSize()-1].SetTranslationRadius( 2.0f );
}
//设置摄影机
D3DXVECTOR3 vecEye(0.0f, 0.0f, -5.0f);
D3DXVECTOR3 vecAt (0.0f, 0.0f, -3.0f);
g_Camera.SetViewParams( &vecEye, &vecAt );
g_Camera.SetButtonMasks( 0, MOUSE_WHEEL, 0 );
g_Camera.SetRadius( 5.0f, 1.0f );
}
//-----------------------------------------------------------------------------
// 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;
//检查当前设备支持的像素渲染器版本是否低于1.1
if( pCaps->PixelShaderVersion < D3DPS_VERSION( 1, 1 ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
// Turn vsync off
pDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
g_SettingsDlg.GetDialogControl()->GetComboBox( DXUTSETTINGSDLG_PRESENT_INTERVAL )->SetEnabled( false );
//如果硬件不支持, 则切换到软件顶点处理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//如果硬件不支持顶点混合, 则使用软件顶点处理模式
if( pCaps->MaxVertexBlendMatrices < 2 )
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//如果使用硬件顶点处理, 则改为混合顶点处理
if( pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING )
pDeviceSettings->BehaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;
// Add mixed vp to the available vp choices in device settings dialog.
bool bSvp, bHvp, bPHvp, bMvp;
DXUTGetEnumeration()->GetPossibleVertexProcessingList( &bSvp, &bHvp, &bPHvp, &bMvp );
DXUTGetEnumeration()->SetPossibleVertexProcessingList( bSvp, false, false, true );
//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;
WCHAR str[MAX_PATH];
V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
// Create the effect pool object if shared param is enabled
if( g_SampleUI.GetCheckBox( IDC_SHARE )->GetChecked() )
V_RETURN( D3DXCreateEffectPool( &g_pEffectPool ) );
// Create the vertex decl
V_RETURN( pd3dDevice->CreateVertexDeclaration( MESHVERTEX::Decl, &g_pDecl ) );
pd3dDevice->SetVertexDeclaration( g_pDecl );
// Create the 1x1 white default texture
V_RETURN( pd3dDevice->CreateTexture( 1, 1, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED, &g_pDefaultTex, NULL ) );
D3DLOCKED_RECT lr;
V_RETURN( g_pDefaultTex->LockRect( 0, &lr, NULL, 0 ) );
*(LPDWORD)lr.pBits = D3DCOLOR_RGBA( 255, 255, 255, 255 );
V_RETURN( g_pDefaultTex->UnlockRect( 0 ) );
// Create the environment map texture
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"lobby\\lobbycube.dds" ) );
V_RETURN( D3DXCreateCubeTextureFromFile( pd3dDevice, str, &g_pEnvMapTex ) );
// Initialize the font
V_RETURN( DXUTGetGlobalResourceCache().CreateFont( pd3dDevice, 15, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
// Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the
// shader debugger. Debugging vertex shaders requires either REF or software vertex
// processing, and debugging pixel shaders requires REF. The
// D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the
// shader debugger. It enables source level debugging, prevents instruction
// reordering, prevents dead code elimination, and forces the compiler to compile
// against the next higher available software target, which ensures that the
// unoptimized shaders do not exceed the shader model limitations. Setting these
// flags will cause slower rendering since the shaders will be unoptimized and
// forced into software. See the DirectX documentation for more information about
// using the shader debugger.
#ifdef DEBUG_VS
g_dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
#endif
#ifdef DEBUG_PS
g_dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
#endif
// Read the D3DX effect file
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"EffectParam.fx" ) );
// If this fails, there should be debug output as to
// they the .fx file failed to compile
V_RETURN( DXUTGetGlobalResourceCache().CreateEffectFromFile( pd3dDevice, str, NULL, NULL, g_dwShaderFlags,
g_pEffectPool, &g_pEffect, NULL ) );
// Create the meshes
for( int i = 0; i < sizeof(g_MeshListData)/sizeof(g_MeshListData[0]); ++i )
{
CEffectMesh NewMesh;
if( SUCCEEDED( NewMesh.Create( g_MeshListData[i].wszFile, DXUTGetD3DDevice() ) ) )
{
g_Meshes.Add( NewMesh );
D3DXMATRIXA16 mW;
LPVOID pVerts = NULL;
D3DXMatrixIdentity( &mW );
if( SUCCEEDED( NewMesh.GetMesh()->LockVertexBuffer( 0, &pVerts ) ) )
{
D3DXVECTOR3 vCtr;
float fRadius;
if( SUCCEEDED( D3DXComputeBoundingSphere( (const D3DXVECTOR3*)pVerts,
NewMesh.GetMesh()->GetNumVertices(),
NewMesh.GetMesh()->GetNumBytesPerVertex(),
&vCtr, &fRadius ) ) )
{
D3DXMatrixTranslation( &mW, -vCtr.x, -vCtr.y, -vCtr.z );
D3DXMATRIXA16 m;
D3DXMatrixScaling( &m, 1.0f / fRadius,
1.0f / fRadius,
1.0f / fRadius );
D3DXMatrixMultiply( &mW, &mW, &m );
}
NewMesh.GetMesh()->UnlockVertexBuffer();
}
g_MeshListData[i].dwNumMat = NewMesh.GetNumMaterials();
g_amWorld.Add( mW );
// Set the arcball window size
const D3DSURFACE_DESC* pD3DSD = DXUTGetBackBufferSurfaceDesc();
g_ArcBall[g_ArcBall.GetSize()-1].SetWindow( pD3DSD->Width, pD3DSD->Height );
}
}
g_SampleUI.GetStatic( IDC_MESHNAME )->SetText( g_MeshListData[g_nActiveMesh].wszName );
WCHAR wsz[256];
StringCchPrintf( wsz, 256, L"Number of materials: %u", g_MeshListData[g_nActiveMesh].dwNumMat );
wsz[255] = L'\0';
g_SampleUI.GetStatic( IDC_MATCOUNT )->SetText( wsz );
D3DXMatrixIdentity( &g_mScroll );
return S_OK;
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been
// reset, which will happen after a lost device scenario. This is the best location to
// create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
// the device is lost. Resources created here should be released in the OnLostDevice
// callback.
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
if( g_pEffect )
V_RETURN( g_pEffect->OnResetDevice() );
// Create a sprite to help batch calls when drawing many lines of text
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 1000.0f );
for( int i = 0; i < g_ArcBall.GetSize(); ++i )
g_ArcBall[i].SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( ( pBackBufferSurfaceDesc->Width-170 ) / 2, pBackBufferSurfaceDesc->Height-120 );
g_SampleUI.SetSize( 170, 120 );
return S_OK;
}
//--------------------------------------------------------------------------------------
// This callback function will be called once at the beginning of every frame. This is the
// best location for your application to handle updates to the scene, but is not
// intended to contain actual rendering calls, which should instead be placed in the
// OnFrameRender callback.
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
// Update the scroll matrix
float fFrameAngleToScroll = g_fAngleToScroll * fElapsedTime / SCROLL_TIME;
if( fabs( fFrameAngleToScroll ) > fabs( g_fAngleLeftToScroll ) )
fFrameAngleToScroll = g_fAngleLeftToScroll;
g_fAngleLeftToScroll -= fFrameAngleToScroll;
D3DXMATRIXA16 m;
D3DXMatrixRotationY( &m, fFrameAngleToScroll );
g_mScroll *= m;
// Update the camera's position based on user input
g_Camera.FrameMove( fElapsedTime );
}
//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the
// rendering calls for the scene, and it will also be called if the window needs to be
// repainted. After this function has returned, DXUT will call
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
// If the settings dialog is being shown, then
// render it instead of rendering the app's scene
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
HRESULT hr;
D3DXMATRIXA16 mWorld;
D3DXMATRIXA16 mWorldView;
D3DXMATRIXA16 mViewProj;
D3DXMATRIXA16 mWorldViewProjection;
// Clear the render target and the zbuffer
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 66, 75, 121), 1.0f, 0) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
// Get the projection & view matrix from the camera class
mViewProj = *g_Camera.GetViewMatrix() * *g_Camera.GetProjMatrix();
// Update the effect's variables. Instead of using strings, it would
// be more efficient to cache a handle to the parameter by calling
// ID3DXEffect::GetParameterByName
D3DXVECTOR4 vLightView( 0.0f, 0.0f, -10.0f, 1.0f );
V( g_pEffect->SetVector( "g_vLight", &vLightView ) );
float fAngleDelta = D3DX_PI * 2.0f / g_Meshes.GetSize();
for( int i = 0; i < g_Meshes.GetSize(); ++i )
{
D3DXMATRIXA16 mWorld = *g_ArcBall[i].GetRotationMatrix() * *g_ArcBall[i].GetTranslationMatrix();
mWorld = g_amWorld[i] * mWorld;
D3DXMATRIXA16 mRot;
D3DXMATRIXA16 mTrans;
D3DXMatrixTranslation( &mTrans, 0.0f, 0.0f, -3.0f );
D3DXMatrixRotationY( &mRot, fAngleDelta * ( i - g_nActiveMesh ) );
mWorld *= mTrans * mRot * g_mScroll;
mWorldView = mWorld * *g_Camera.GetViewMatrix();
mWorldViewProjection = mWorld * mViewProj;
V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );
V( g_pEffect->SetMatrix( "g_mView", g_Camera.GetViewMatrix() ) );
V( g_pEffect->SetMatrix( "g_mProj", g_Camera.GetProjMatrix() ) );
g_Meshes[i].Render( pd3dDevice );
}
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
V( pd3dDevice->EndScene() );
}
if( g_fAngleLeftToScroll == 0.0f )
{
D3DXMatrixIdentity( &g_mScroll );
}
}
//--------------------------------------------------------------------------------------
// Render the help and statistics text. This function uses the ID3DXFont interface for
// efficient text rendering.
//--------------------------------------------------------------------------------------
void RenderText()
{
// The helper object simply helps keep track of text position, and color
// and then it calls pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
// If NULL is passed in as the sprite object, then it will work however the
// pFont->DrawText() will not be batched together. Batching calls will improves performance.
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
// Output statistics
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) ); // Show FPS
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawFormattedTextLine( L"Number of meshes: %d\n", g_Meshes.GetSize() );
// Draw help
if( g_bShowHelp )
{
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
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"Rotate Mesh: Left mouse drag\n"
L"Zoom: Mouse wheel\n"
L"Quit: ESC" );
}
else
{
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
// Draw shared param description
txtHelper.SetInsertionPos( 5, 50 );
if( g_pEffectPool )
{
txtHelper.SetForegroundColor( D3DXCOLOR( 0.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Shared parameters are enabled. When updating transformation\n"
L"matrices on one effect object, all effect objects automatically\n"
L"see the updated values." );
}
else
{
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Shared parameters are disabled. When transformation matrices\n"
L"are updated on the default effect object (diffuse only), only that\n"
L"effect object has the up-to-date values. All other effect objects\n"
L"do not have valid matrices for rendering." );
}
txtHelper.End();
}
//--------------------------------------------------------------------------------------
// Before handling window messages, DXUT passes incoming windows
// messages to the application through this callback function. If the application sets
// *pbNoFurtherProcessing to TRUE, then DXUT will not process this message.
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext )
{
// Always allow dialog resource manager calls to handle global messages
// so GUI state is updated correctly
*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;
}
// Give the dialogs a chance to handle the message first
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
// Pass all remaining windows messages to camera so it can respond to user input
g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
D3DXMATRIXA16 mViewRotate = *g_Camera.GetViewMatrix();
mViewRotate._41 = mViewRotate._42 = mViewRotate._43 = 0.0f;
D3DXMatrixInverse( &mViewRotate, NULL, &mViewRotate );
if( g_ArcBall.GetSize() > 0 )
g_ArcBall[g_nActiveMesh].HandleMessages( hWnd, uMsg, wParam, lParam, &mViewRotate );
return 0;
}
//--------------------------------------------------------------------------------------
// As a convenience, DXUT inspects the incoming windows messages for
// keystroke messages and decodes the message parameters to pass relevant keyboard
// messages to the application. The framework does not remove the underlying keystroke
// messages, which are still passed to the application's MsgProc callback.
//--------------------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
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;
case IDC_SHARE:
{
// Shared param status changed. Destroy and recreate everything
// with or without effect pool as appropriate.
if( DXUTGetD3DDevice() )
{
// We need to call the callbacks of the resource manager or the ref
// count will not reach 0.
OnLostDevice( NULL );
DXUTGetGlobalResourceCache().OnLostDevice();
OnDestroyDevice( NULL );
DXUTGetGlobalResourceCache().OnDestroyDevice();
OnCreateDevice( DXUTGetD3DDevice(), DXUTGetBackBufferSurfaceDesc(), NULL );
DXUTGetGlobalResourceCache().OnCreateDevice( DXUTGetD3DDevice() );
OnResetDevice( DXUTGetD3DDevice(), DXUTGetBackBufferSurfaceDesc(), NULL );
DXUTGetGlobalResourceCache().OnResetDevice( DXUTGetD3DDevice() );
}
break;
}
case IDC_SCROLLLEFT:
case IDC_SCROLLRIGHT:
{
// Only scroll if we have more than one mesh
if( g_Meshes.GetSize() <= 1 )
break;
// Only scroll if we are not already scrolling
if( g_fAngleLeftToScroll != 0.0f )
break;
// Compute the angle to scroll
g_fAngleToScroll = g_fAngleLeftToScroll = nControlID == IDC_SCROLLLEFT ? -D3DX_PI * 2.0f / g_Meshes.GetSize() :
D3DX_PI * 2.0f / g_Meshes.GetSize();
// Initialize the scroll matrix to be reverse full-angle rotation,
// then gradually decrease to zero (identity).
D3DXMatrixRotationY( &g_mScroll, -g_fAngleToScroll );
// Update front mesh index
if( nControlID == IDC_SCROLLLEFT )
{
++g_nActiveMesh;
if( g_nActiveMesh == g_Meshes.GetSize() )
g_nActiveMesh = 0;
}
else
{
--g_nActiveMesh;
if( g_nActiveMesh < 0 )
g_nActiveMesh = g_Meshes.GetSize() - 1;
}
// Update mesh name and material count
g_SampleUI.GetStatic( IDC_MESHNAME )->SetText( g_MeshListData[g_nActiveMesh].wszName );
WCHAR wsz[256];
StringCchPrintf( wsz, 256, L"Number of materials: %u", g_MeshListData[g_nActiveMesh].dwNumMat );
wsz[255] = L'\0';
g_SampleUI.GetStatic( IDC_MATCOUNT )->SetText( wsz );
break;
}
}
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has
// entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
// in the OnResetDevice callback should be released here, which generally includes all
// D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
// information about lost devices.
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
if( g_pEffect )
g_pEffect->OnLostDevice();
SAFE_RELEASE(g_pTextSprite);
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has
// been destroyed, which generally happens as a result of application termination or
// windowed/full screen toggles. Resources created in the OnCreateDevice callback
// should be released here, which generally includes all D3DPOOL_MANAGED resources.
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pEffect );
SAFE_RELEASE( g_pFont );
SAFE_RELEASE( g_pDefaultTex );
SAFE_RELEASE( g_pEffectPool );
SAFE_RELEASE( g_pDecl );
SAFE_RELEASE( g_pEnvMapTex );
for( int i = 0; i < g_Meshes.GetSize(); ++i )
g_Meshes[i].Destroy();
g_Meshes.RemoveAll();
g_amWorld.RemoveAll();
}
posted on 2008-04-14 15:20
七星重剑 阅读(2027)
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Game Graphics