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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( truetruetrue );
    DXUTSetCursorSettings( 
truetrue );
    DXUTCreateWindow( L
"HLSLBumpTexture" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480
        IsDeviceAcceptable, ModifyDeviceSettings );

    
//进入消息循环和场景渲染
    DXUTMainLoop();

    
//在此进行应用程序相关的清除工作

    
return DXUTGetExitCode();
}


//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
    
//初始化对话框
    g_SettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( 
&g_DialogResourceManager );
    g_SampleUI.Init( 
&g_DialogResourceManager );

    
//为g_HUD对话框设置消息处理函数,添加控件
    g_HUD.SetCallback( OnGUIEvent ); int iY = 10
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
"Toggle full screen"35, iY, 12522 );
    g_HUD.AddButton( IDC_TOGGLEREF, L
"Toggle REF (F3)"35, iY += 2412522 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L
"Change device (F2)"35, iY += 2412522, VK_F2 );

}


//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, 
                                  
void* pUserContext )
{
    
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
    IDirect3D9* pD3D = DXUTGetD3DObject(); 
    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                    AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                    D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

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

    
//加载网格模型
    V_RETURN( D3DXLoadMeshFromX( L"sphereearth.x", D3DXMESH_MANAGED, pd3dDevice, 
                                 NULL, NULL, NULL, NULL, 
&g_pMesh ));

    LPD3DXMESH pMeshSysMem 
= g_pMesh;
    D3DVERTEXELEMENT9 decl[]
=
    {
        {
00,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
        {
012, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
        {
020, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
        {
032, 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, 000true, NULL ));

    D3DVERTEXELEMENT9 decl2[]
=
    {
        {
00,  D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
        {
016, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
        {
024, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
        {
036, 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-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170
                            pBackBufferSurfaceDesc
->Height-350 );
    g_SampleUI.SetSize( 
170300 );

    
//恢复字体
    if( g_pFont )
        V_RETURN( g_pFont
->OnResetDevice() );
   
    
//创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    
//恢复效果对象
    if( g_pEffect )
        V_RETURN( g_pEffect
->OnResetDevice() );

    
//构造观察矩阵
    D3DXVECTOR3 vEyePt( 0.0f-3.0f0.0f);
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f1.0f );
    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, 1.0f100.0f );

    
//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-1.0f1.0f );
    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(
04550170), 1.0f0) );

    
//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( 
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编程实现凹凸纹理映射" );
    
    
//显示简单帮助文本
    const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
    
if( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 
10, pd3dsdBackBuffer->Height-15*6 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f0.75f0.0f1.0f ) );
        txtHelper.DrawTextLine( L
"Controls (F1 to hide):" );

        txtHelper.SetInsertionPos( 
40, pd3dsdBackBuffer->Height-15*5 );
        txtHelper.DrawTextLine( L
"Quit: ESC" );
    }
    
else
    {
        txtHelper.SetInsertionPos( 
10, pd3dsdBackBuffer->Height-15*2 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f1.0f1.0f ) );
        txtHelper.DrawTextLine( L
"Press F1 for help" );
    }
    txtHelper.End();
}


//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                         
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    
if*pbNoFurtherProcessing )
        
return 0;

    
if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        
return 0;
    }

    
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    
if*pbNoFurtherProcessing )
        
return 0;
   
    
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    
if*pbNoFurtherProcessing )
        
return 0;

    
return 0;
}


//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
    
if( bKeyDown )
    {
        
switch( nChar )
        {
            
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
        }
    }
}


//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, 
                         
void* pUserContext )
{
    
switch( nControlID )
    {
        
case IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); 
            
break;

        
case IDC_TOGGLEREF:
            DXUTToggleREF(); 
            
break;

        
case IDC_CHANGEDEVICE:
            g_SettingsDlg.SetActive( 
!g_SettingsDlg.IsActive() ); 
            
break;
    }
}


//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
    g_DialogResourceManager.OnLostDevice();
    g_SettingsDlg.OnLostDevice();
    
if( g_pFont )
        g_pFont
->OnLostDevice();
    SAFE_RELEASE( g_pTextSprite );
}


//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnDestroyDevice();
    g_SettingsDlg.OnDestroyDevice();
    SAFE_RELEASE( g_pFont );

    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) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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