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HLSLSelfShadowing.fx

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


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

float4   materialAmbient;
float4   materialDiffuse;
float4   materialSpecular;

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


//-------------------------------------------------------------
// 顶点渲染器
//-------------------------------------------------------------
VS_OUTPUT VS( float4 Pos: POSITION, float3 Normal: NORMAL, 
              uniform 
bool bEnableSelfShadow )
{
   VS_OUTPUT Out 
= (VS_OUTPUT) 0
   
   
//顶点坐标变换
   Out.Pos = mul(Pos, matWorldViewProj);
   
   
//单位化光照方向向量 
   float3 LightDir = normalize( vecLightDir );
   
   
//计算观察方向
   float3 PosWorld = normalize( mul(Pos, matWorld) );
   float3 ViewDir  
= normalize( vecEye - PosWorld );
   
   
//计算法向量方向和漫反射强度
   float3 NormalWorld = normalize( mul(Normal, matWorld) );
   float4 diff        
= saturate( dot(NormalWorld, LightDir) );
   
   
//计算反射光方向( R = 2 * (N.L) * N - L)和镜面反射强度
   float3 Reflect = normalize( 2 * diff * NormalWorld - LightDir );
   float4 specu 
= pow( saturate(dot(Reflect, ViewDir)), 0.5 );
  
   
//各种光的颜色
   float4 ambientColor  = { 0.1f0.0f0.0f1.0f};
   float4 diffuseColor  
= { 1.0f0.0f0.0f1.0f};    
   float4 specularColor 
= { 1.0f0.0f0.0f1.0f};  
   
   
//计算顶点颜色
   if(bEnableSelfShadow)  //启用自阴影
   {
       
float shadow = saturate(4* diff);  
   
       
//计算顶点颜色 = Ambient + Shadow * ( Diffuse + Specular )
       Out.Color = ambientColor * materialAmbient + shadow * 
                  (diffuseColor  
* materialDiffuse * diff + 
                   specularColor 
* specu * materialSpecular); 
    }
    
else //禁用自阴影
    {
        Out.Color 
= ambientColor  * materialAmbient + 
                    diffuseColor  
* materialDiffuse * diff + 
                    specularColor 
* specu * materialSpecular; 
    }
   
   
return Out;
}


//--------------------------------------------------------------
// 技术
//--------------------------------------------------------------
technique TShaderSelfShadow
{
    pass P0
    {
        VertexShader 
= compile vs_2_0 VS(true);
    }
}

technique TShaderNoSelfShadow
{
    pass P0
    {
        VertexShader 
= compile vs_2_0 VS(false);
    }
}



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


LPDIRECT3DVERTEXBUFFER9    g_pVB     
= NULL;       //顶点缓冲区
LPD3DXEFFECT               g_pEffect = NULL;       //效果
bool                       g_bEnableSelfShadow;    //标志是否启用预编译渲染器


//顶点结构和灵活顶点格式
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position;   
//位置
    D3DXVECTOR3 normal;     //法线
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN      1
#define IDC_TOGGLEREF             2
#define IDC_CHANGEDEVICE          3
#define IDC_ENABLE_SELFSHADOW     4


//-----------------------------------------------------------------------------
// 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
"HLSLSelfShadowing" );
    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 );

    
//为g_SampleUI对话框设置消息处理函数,添加控件
    g_SampleUI.SetCallback( OnGUIEvent ); iY = 0
    g_bEnableSelfShadow 
= true;
    g_SampleUI.AddCheckBox( IDC_ENABLE_SELFSHADOW, L
"Enable preshaders"35, iY, 12522true );
}


//-----------------------------------------------------------------------------
// 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顶点渲染器版本
    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, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
| FF_DONTCARE, 
                         L
"Arial"&g_pFont ) );

    
//创建顶点缓冲区
    V_RETURN( pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
                                              
0, D3DFVF_CUSTOMVERTEX,
                                              D3DPOOL_MANAGED, 
&g_pVB, NULL ));
    
//填充顶点缓冲区
    CUSTOMVERTEX* pVertices;
    V_RETURN( g_pVB
->Lock( 00, (void**)&pVertices, 0 ) );
    
for( DWORD i=0; i<50; i++ )
    {
        FLOAT theta 
= (2*D3DX_PI*i)/(50-1);
        pVertices[
2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
        pVertices[
2*i+0].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
        pVertices[
2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
        pVertices[
2*i+1].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
    }
    g_pVB
->Unlock();

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

    
return S_OK;
}


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

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

    
//设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170
                            pBackBufferSurfaceDesc
->Height-50 );
    g_SampleUI.SetSize( 
17050 );

    
//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() );

    
//构造世界矩阵
    D3DXMATRIX matWorld;
    D3DXMatrixIdentity( 
&matWorld );

    
//构造观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f3.0f,-5 );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );

    
//构造投影矩阵
    D3DXMATRIXA16 matProj;
    
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/4, fAspectRatio, 1.0f100.0f );

    
//为效果设置组合变换矩阵和世界矩阵
    D3DXMATRIX mWorldViewProj = matWorld * matView * matProj;
    g_pEffect
->SetMatrix( "matWorldViewProj"&mWorldViewProj );
    g_pEffect
->SetMatrix( "matWorld"&matWorld );

    
//为效果设置观察点位置
    D3DXVECTOR4 vecEyeInEffect = D3DXVECTOR4(vEyePt.x, vEyePt.y, vEyePt.z, 0);
    g_pEffect
->SetVector( "vecEye"&vecEyeInEffect );


    
//为效果设置材质反射系数
    D3DXVECTOR4 mtrlAmbientInEffect  = D3DXVECTOR4( 0.5f0.5f0.0f1.0f );
    D3DXVECTOR4 mtrlDiffuseInEffect  
= D3DXVECTOR4( 1.0f1.0f0.0f1.0f );
    D3DXVECTOR4 mtrlSpecularInEffect 
= D3DXVECTOR4( 1.0f1.0f1.0f1.0f );
    g_pEffect
->SetVector( "materialAmbient",  &mtrlAmbientInEffect );
    g_pEffect
->SetVector( "materialDiffuse",  &mtrlDiffuseInEffect );
    g_pEffect
->SetVector( "materialSpecular"&mtrlSpecularInEffect);

    
//设置剔出模式,为不剔出任何面
    hr = pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    
//为效果设置光的方向 
    D3DXVECTOR4 lightDir = D3DXVECTOR4( cosf(timeGetTime()/350.0f), 1.0f,
                                        sinf(timeGetTime()
/350.0f), 1.0f );
    g_pEffect
->SetVector( "vecLightDir"&lightDir );
}


//-----------------------------------------------------------------------------
// 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() ) )
    {
        
//使用效果渲染图形
        if(g_bEnableSelfShadow)
        {
            V(g_pEffect
->SetTechnique( "TShaderSelfShadow" ));
        }
        
else
        {
            V(g_pEffect
->SetTechnique( "TShaderNoSelfShadow" ));
        }

        UINT nPasses;
        g_pEffect
->Begin( &nPasses, 0 );
        
for( UINT iPass = 0; iPass < nPasses; iPass ++ )
        {
            V(g_pEffect
->BeginPass( iPass ));
            V(pd3dDevice
->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) ));
            V(pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX ));
            V(pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02*50-2 ));
            V(g_pEffect
->EndPass());
        }
        g_pEffect
->End(); 

        
//渲染文本和控件
        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice
->EndScene() );
    }
}


//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
15 );

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

    
//显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
    txtHelper.DrawTextLine( L
"通过HLSL编程实现自遮蔽阴影" );
    
    
//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;

        
case IDC_ENABLE_SELFSHADOW: 
            g_bEnableSelfShadow 
= g_SampleUI.GetCheckBox( IDC_ENABLE_SELFSHADOW )->GetChecked(); 
            
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_pVB);
    SAFE_RELEASE(g_pEffect);
}









posted on 2008-04-14 18:30 七星重剑 阅读(462) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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