效果真不错!凹凸的真实感非常强!
HLSLBumpTexture.fx
//==============================================================
// Desc: 效果文件
//==============================================================
//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
float4x4 matWorldViewProj;
float4x4 matWorld;
float4 vecLightDir;
float4 vecEye;
//--------------------------------------------------------------
// 纹理采样器
//--------------------------------------------------------------
texture ColorMap;
sampler ColorMapSampler = sampler_state
{
Texture = <ColorMap>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
texture BumpMap;
sampler BumpMapSampler = sampler_state
{
Texture = <BumpMap>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
//--------------------------------------------------------------
// 顶点渲染器输出结构
//--------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
float3 Light: TEXCOORD1; //纹理空间中灯光方向
float3 View : TEXCOORD2; //纹理空间中法线方向
};
//--------------------------------------------------------------
// 顶点渲染器主函数
//--------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float2 Tex : TEXCOORD, float3 Normal : NORMAL, float3 Tangent : TANGENT )
{
VS_OUTPUT Out = (VS_OUTPUT)0;
//顶点坐标变换
Out.Pos = mul(Pos, matWorldViewProj);
//构建一个3x3变换矩阵 用于完成从世界空间到纹理空间的变换
float3x3 worldToTangentSpace;
worldToTangentSpace[0] = mul(Tangent, matWorld);
worldToTangentSpace[1] = mul(cross(Tangent,Normal), matWorld);
worldToTangentSpace[2] = mul(Normal, matWorld);
Out.Tex = Tex.xy;
//顶点在世界空间中的坐标
float3 PosWorld = normalize(mul(Pos, matWorld));
//计算纹理空间中灯光方向向量
float3 Light = vecLightDir - PosWorld;
Out.Light.xyz = mul(worldToTangentSpace, Light);
//计算纹理空间中的观察方向
float3 Viewer = vecEye - PosWorld;
Out.View = mul(worldToTangentSpace, Viewer);
return Out;
}
//--------------------------------------------------------------
//像素渲染器输出结构
//--------------------------------------------------------------
struct PS_OUTPUT
{
float4 Color : COLOR;
};
//--------------------------------------------------------------
// Desc: 像素渲染器主函数
//--------------------------------------------------------------
PS_OUTPUT PS(float2 Tex: TEXCOORD0, float3 Light : TEXCOORD1,
float3 View : TEXCOORD2, float3 Att : TEXCOORD3)
{
PS_OUTPUT Out_ps = (PS_OUTPUT)0;
//颜色纹理采样
float4 color = tex2D(ColorMapSampler, Tex);
//凹凸纹理采样, 得到的是法线向量, 用于代替顶点法线进行光照计算
float3 bumpNormal = 2 * (tex2D(BumpMapSampler, Tex) - 0.5);
//标准化纹理空间中的灯光方向和观察方向
float3 LightDir = normalize(Light);
float3 ViewDir = normalize(View);
//根据凹凸贴图的发线进行漫反射光照计算
float4 diff = saturate(dot(bumpNormal, LightDir));
//计算自身遮蔽阴影项
float shadow = saturate(4 * diff);
//计算镜面反射强度
float3 Reflect = normalize(2 * diff * bumpNormal - LightDir);
float4 spec = min(pow(saturate(dot(Reflect, ViewDir)), 15), color.a);
//混合纹理颜色和光照颜色, 得到每个像素的最终颜色
Out_ps.Color = 0.2 * color + (shadow * (color * diff + spec) );
return Out_ps;
}
//--------------------------------------------------------------
// Desc: 技术
//--------------------------------------------------------------
technique TShader
{
pass P0
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();
}
}
//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
//#define DEBUG_VS // Uncomment this line to debug vertex shaders
//#define DEBUG_PS // Uncomment this line to debug pixel shaders
//-----------------------------------------------------------------------------
// 全局变量k
//-----------------------------------------------------------------------------
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
LPDIRECT3DTEXTURE9 g_pBumpMap; //凹凸纹理
LPDIRECT3DTEXTURE9 g_pColorMap; //颜色纹理
LPD3DXEFFECT g_pEffect = NULL; //效果
D3DXMATRIXA16 g_matView, g_matProj, g_matWorld;
//-----------------------------------------------------------------------------
// 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( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"HLSLBumpTexture" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//进入消息循环和场景渲染
DXUTMainLoop();
//在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
//初始化对话框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );
}
//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )
{
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9* pD3D = DXUTGetD3DObject();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
//检查顶点渲染器
if( pCaps->VertexShaderVersion < D3DVS_VERSION(2,0) )
return FALSE;
//检查像素渲染器
if( pCaps->PixelShaderVersion < D3DPS_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;
}
//调试像素渲染器需要参考设备
#ifdef DEBUG_VS
if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
{
pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
#endif
//如果使用参考设备,则弹出警告对话框
#ifdef DEBUG_PS
pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
#endif
//如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
//创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
//加载网格模型
V_RETURN( D3DXLoadMeshFromX( L"sphereearth.x", D3DXMESH_MANAGED, pd3dDevice,
NULL, NULL, NULL, NULL, &g_pMesh ));
LPD3DXMESH pMeshSysMem = g_pMesh;
D3DVERTEXELEMENT9 decl[]=
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
{0, 32, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0},
D3DDECL_END()
};
LPD3DXMESH pMeshSysMem2 = NULL;
V_RETURN(pMeshSysMem->CloneMesh(D3DXMESH_MANAGED, decl, pd3dDevice, &pMeshSysMem2));
//确保顶点包含法线
V_RETURN(D3DXComputeNormals(pMeshSysMem2,NULL));
//计算切线
V_RETURN(D3DXComputeTangent( pMeshSysMem2, 0, 0, 0, true, NULL ));
D3DVERTEXELEMENT9 decl2[]=
{
{0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 24, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
{0, 36, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0},
D3DDECL_END()
};
V_RETURN(pMeshSysMem2->CloneMesh(D3DXMESH_MANAGED, decl2, pd3dDevice, &g_pMesh ));
//释放临时网格模型对象
SAFE_RELEASE(pMeshSysMem);
SAFE_RELEASE(pMeshSysMem2);
//创建纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"earth.tga", &g_pColorMap));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"normal.tga", &g_pBumpMap ));
//创建效果
V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L"HLSLBumpTexture.fx", NULL, NULL,
D3DXSHADER_DEBUG, NULL, &g_pEffect, NULL ) );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
//设置对话框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170,
pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
//恢复字体
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//恢复效果对象
if( g_pEffect )
V_RETURN( g_pEffect->OnResetDevice() );
//构造观察矩阵
D3DXVECTOR3 vEyePt( 0.0f, -3.0f, 0.0f);
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 1.0f );
D3DXMatrixLookAtLH( &g_matView, &vEyePt, &vLookatPt, &vUpVec );
//设置投影矩阵
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH( &g_matProj, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f );
//为效果设置摄影机位置和光的方向
D3DXVECTOR4 vecEyePos = D3DXVECTOR4(vEyePt.x,vEyePt.y,vEyePt.z,0);
g_pEffect->SetVector("vecEye", &vecEyePos);
D3DXVECTOR4 LightDirection( -1.0f, -1.0f, -1.0f, 1.0f );
g_pEffect->SetVector("vecLightDir", &LightDirection);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
D3DXMatrixRotationZ( &g_matWorld, timeGetTime()/1000.0f );
D3DXMATRIX mWorldViewProj = g_matWorld * g_matView * g_matProj;
g_pEffect->SetMatrix( "matWorldViewProj", &mWorldViewProj );
g_pEffect->SetMatrix( "matWorld", &g_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(0, 45, 50, 170), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
if( g_pEffect != NULL )
{
D3DXHANDLE hTechnique = g_pEffect->GetTechniqueByName( "TShader" );
g_pEffect->SetTechnique( hTechnique );
g_pEffect->SetTexture("ColorMap", g_pColorMap);
g_pEffect->SetTexture("BumpMap", g_pBumpMap);
UINT nPasses;
g_pEffect->Begin( &nPasses, 0 );
for( UINT iPass = 0; iPass < nPasses; iPass ++ )
{
g_pEffect->BeginPass( iPass );
g_pMesh->DrawSubset( 0 );
g_pEffect->EndPass();
}
g_pEffect->End();
}
//渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"通过HLSL编程实现凹凸纹理映射" );
//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( 1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
txtHelper.DrawTextLine( L"Quit: ESC" );
}
else
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
}
//------------------------------------------------------------------------------
// 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_pMesh);
SAFE_RELEASE(g_pBumpMap);
SAFE_RELEASE(g_pColorMap);
SAFE_RELEASE(g_pEffect);
}
posted on 2008-04-14 22:29
七星重剑 阅读(704)
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