固定函数流水线实现方法:
《精通DirectX 3D》第十三章 网格模型高级技术 05_Tweening
HLSLTweening.fx
//==============================================================
// Desc: 效果文件
//==============================================================
//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
float4x4 matWorldViewProj;
float4x4 matWorld;
float4 vecLightDir;
float4 vecEye;
float4 materialAmbient;
float4 materialDiffuse;
float scale_sou;
float scale_tar;
//-------------------------------------------------------------
// 顶点渲染器渲染输出结构
//-------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
};
//-------------------------------------------------------------
// 顶点渲染器主函数
//-------------------------------------------------------------
VS_OUTPUT VS( float4 Pos_sou: POSITION0, float3 Normal_sou: NORMAL0,
float4 Pos_tar: POSITION1, float3 Normal_tar: NORMAL1 )
{
VS_OUTPUT Out = (VS_OUTPUT) 0;
//根据各自的权重混合源网格和目标网格顶点坐标
float4 Pos = scale_sou * Pos_sou + scale_tar * Pos_tar;
Out.Pos = mul(Pos, matWorldViewProj);
//根据各自的权重混合源网格和目标网格顶点法线
float3 Normal = scale_sou * Normal_sou + scale_tar * Normal_tar;
//标准化光的方向
float3 LightDir = normalize( vecLightDir );
//计算观察方向向量, 并标准
float3 PosWorld = normalize( mul(Pos, matWorld) );
float3 ViewDir = normalize( vecEye - PosWorld );
//计算并标准化世界空间中的顶点法线
float3 NormalWorld = normalize( mul(Normal, matWorld) );
//计算漫反射颜色
float4 diff = saturate( dot(NormalWorld, LightDir));
//计算顶点颜色
float4 diffuseColor = { 1.0f, 1.0f, 1.0f, 1.0f};
float4 ambientColor = { 0.5f, 0.5f, 0.5f, 1.0f};
Out.Color = ambientColor * materialAmbient + diffuseColor * diff * materialDiffuse;
return Out;
}
//-------------------------------------------------------------
// 像素渲染器渲染输出结构
//-------------------------------------------------------------
struct PS_OUTPUT
{
float4 RGBColor : COLOR0;
};
//-------------------------------------------------------------
// 像素渲染器主函数
//-------------------------------------------------------------
PS_OUTPUT PS( VS_OUTPUT In )
{
PS_OUTPUT Output;
Output.RGBColor = In.Color;
return Output;
}
//--------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
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_pSourceMesh; //源网格模型
LPD3DXMESH g_pTargetMesh; //目标网格模型
LPDIRECT3DVERTEXBUFFER9 g_pDolphinVB1; //源网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9 g_pDolphinVB2; //源网格模型顶点缓冲区
LPDIRECT3DINDEXBUFFER9 g_pDolphinIB; //网格模型索引缓冲区
DWORD g_dwNumDolphinVertices; //顶点数
DWORD g_dwNumDolphinFaces; //面数
LPD3DXEFFECT g_pEffect = NULL; //效果
LPDIRECT3DVERTEXDECLARATION9 g_pDolphinVertexDeclaration; //顶点声明
D3DXMATRIXA16 g_matWorld, g_matView, g_matProject;
//顶点结构
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; //顶点位置
D3DXVECTOR3 normal; //顶点法线
};
//-----------------------------------------------------------------------------
// 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"HLSLTweening" );
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;
//检查当前设备支持顶点渲染器版本是否符合要求
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, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
//创建源网格模型
V_RETURN( D3DXLoadMeshFromX( L"Source.x", D3DXMESH_MANAGED,
pd3dDevice, NULL, NULL, NULL,
NULL, &g_pSourceMesh));
//创建目标网格模型
V_RETURN( D3DXLoadMeshFromX( L"Target.x", D3DXMESH_MANAGED,
pd3dDevice, NULL, NULL, NULL,
NULL, &g_pTargetMesh ));
//得到网格模型的顶点数目和面数目
g_dwNumDolphinVertices = g_pSourceMesh->GetNumVertices();
g_dwNumDolphinFaces = g_pSourceMesh->GetNumFaces();
//获取顶点缓冲区和索引缓冲区
g_pSourceMesh->GetVertexBuffer( &g_pDolphinVB1 );
g_pTargetMesh->GetVertexBuffer( &g_pDolphinVB2 );
g_pSourceMesh->GetIndexBuffer( &g_pDolphinIB );
//后面只需使用上面获取的顶点缓冲区和索引缓冲区渲染, 所以在此释放网格模型
SAFE_RELEASE( g_pSourceMesh );
SAFE_RELEASE( g_pTargetMesh );
//顶点声明
D3DVERTEXELEMENT9 declDolphin[] =
{
//第一组数据流是第一个网格模型
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
//第二组数据流是第二个网格模型
{ 1, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1},
{ 1, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 1},
D3DDECL_END()
};
//创建顶点声明对象
V_RETURN(pd3dDevice->CreateVertexDeclaration( declDolphin,
&g_pDolphinVertexDeclaration ));
//创建效果
V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L"HLSLTweening.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, 0.0f,-8 );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &g_matView, &vEyePt, &vLookatPt, &vUpVec );
//构造投影矩阵
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH( &g_matProject, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f );
//为效果设置摄影机位置参数
D3DXVECTOR4 eyePos = D3DXVECTOR4(vEyePt.x, vEyePt.y, vEyePt.z, 0);
g_pEffect->SetVector( "vecEye", &eyePos);
//为效果设置光的方向参数
D3DXVECTOR4 LightDirection( -1.0f, 0.0f, 1.0f, 0.0f );
g_pEffect->SetVector( "vecLightDir", &LightDirection );
//为效果设置材质参数
D3DXVECTOR4 material = D3DXVECTOR4( 0.27f, 0.30f, 0.65f, 1.0f );
g_pEffect->SetVector( "materialAmbient", &material);
g_pEffect->SetVector( "materialDiffuse", &material);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//构造海豚网格模型世界矩阵, 使海豚沿圆周运动
float fKickFreq = 2*(float)fTime;
float fPhase = (float)fTime/3;
D3DXMATRIXA16 matDolphin, matTrans, matRotate1, matRotate2;
D3DXMatrixScaling( &g_matWorld, 0.01f, 0.01f, 0.01f );
D3DXMatrixRotationZ( &matRotate1, -cosf(fKickFreq)/6 );
D3DXMatrixRotationY( &matRotate2, fPhase );
D3DXMatrixTranslation( &matTrans, -5*sinf(fPhase), sinf(fKickFreq)/2, 10-10*cosf(fPhase) );
g_matWorld = g_matWorld*matRotate1*matRotate2*matTrans;
//为效果设置各矩阵参数
D3DXMATRIX mWorldViewProj = g_matWorld * g_matView * g_matProject;
g_pEffect->SetMatrix( "matWorldViewProj", &mWorldViewProj );
g_pEffect->SetMatrix( "matWorld", &g_matWorld );
//计算并设置权重(用于生成渐变网格)
float DolphinTimeFactor = (float)(timeGetTime() % 2000) / 1000.0f;
float Scalar_tar = (DolphinTimeFactor<=1.0f)?DolphinTimeFactor:(2.0f-DolphinTimeFactor);
float Scalar_sou = 1 - Scalar_tar;
g_pEffect->SetFloat( "scale_sou", Scalar_sou );
g_pEffect->SetFloat( "scale_tar", Scalar_tar );
}
//-----------------------------------------------------------------------------
// 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() ) )
{
//使用效果渲染海豚网格模型
D3DXHANDLE hTechnique = g_pEffect->GetTechniqueByName( "TShader" );
g_pEffect->SetTechnique( hTechnique );
UINT nPasses;
g_pEffect->Begin( &nPasses, 0 );
for(UINT iPass = 0; iPass < nPasses; iPass++)
{
g_pEffect->BeginPass( iPass );
pd3dDevice->SetVertexDeclaration( g_pDolphinVertexDeclaration );
pd3dDevice->SetStreamSource( 0, g_pDolphinVB1, 0, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetStreamSource( 1, g_pDolphinVB2, 0, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetIndices( g_pDolphinIB );
pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0,
g_dwNumDolphinVertices, 0, g_dwNumDolphinFaces );
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编程实现渐变动画" );
//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 );
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_pEffect);
SAFE_RELEASE(g_pDolphinVB1);
SAFE_RELEASE(g_pDolphinVB2);
SAFE_RELEASE(g_pDolphinIB);
SAFE_RELEASE(g_pDolphinVertexDeclaration);
}
posted on 2008-04-16 10:43
七星重剑 阅读(655)
评论(0) 编辑 收藏 引用 所属分类:
Game Graphics