通过正弦波海洋模型实时生成动态海浪效果
SinSeaWave.h
//=============================================================================
//Desc: CSeaWave类头文件
//=============================================================================
#pragma once
#define WIDTH 100 //地形宽度
#define LENGTH 100 //地形长度
#define NUMROWS 50 //行数
#define NUMCOLUMNS 50 //列数
#define NUMVERTICES ((NUMCOLUMNS+1) * (NUMROWS+1)) //顶点个数
#define NUMFACES ((NUMCOLUMNS*NUMROWS) * 2) //三角形面数
#define CSTEP ((float) WIDTH / (float) NUMCOLUMNS) //横向每格宽度
#define RSTEP ((float) LENGTH / (float) NUMROWS) //纵向每格宽度
//-----------------------------------------------------------------------------
// Desc: CSeaWave类的定义
//-----------------------------------------------------------------------------
class CSeaWave
{
public:
CSeaWave(void);
~CSeaWave(void);
private:
LPD3DXMESH m_pMesh; //网格对象
LPDIRECT3DTEXTURE9 m_pTex; //纹理
D3DXMATRIX m_WorldMatrix; //世界矩阵
private:
HRESULT BuildFlagMesh(LPDIRECT3DDEVICE9 pd3dDevice);
public:
HRESULT Create(LPDIRECT3DDEVICE9 pd3dDevice);
HRESULT UpdateMesh(float fTime);
HRESULT Render(LPDIRECT3DDEVICE9 pd3dDevice);
HRESULT Destroy();
};
SinSeaWave.cpp
//=============================================================================
//Desc: CSeaWave类源文件
//=============================================================================
#include "dxstdafx.h"
#include "SinSeaWave.h"
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 p; //点的坐标
D3DXVECTOR3 n; //顶点法线
D3DXVECTOR2 vTex; //纹理坐标
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL| D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Desc: 构造函数
//-----------------------------------------------------------------------------
CSeaWave::CSeaWave(void)
{
m_pMesh = NULL;
m_pTex = NULL;
//构造世界矩阵
D3DXMATRIX matScale, matTrans;
D3DXMatrixTranslation( &matTrans, -50.0f, 0.0f, -50.0f );
D3DXMatrixScaling( &matScale, 1.0f, 1.0f, 1.0f );
m_WorldMatrix = matTrans * matScale;
}
//-----------------------------------------------------------------------------
// Desc: 析构函数
//-----------------------------------------------------------------------------
CSeaWave::~CSeaWave(void)
{
}
//-----------------------------------------------------------------------------
// Desc: 创建网格对象
//-----------------------------------------------------------------------------
HRESULT CSeaWave::BuildFlagMesh(LPDIRECT3DDEVICE9 pd3dDevice)
{
HRESULT hr = S_OK;
//创建网格
V_RETURN(D3DXCreateMeshFVF( NUMFACES, NUMFACES * 3,
D3DXMESH_MANAGED, D3DFVF_CUSTOMVERTEX,
pd3dDevice, &m_pMesh ))
CUSTOMVERTEX* pVertices = NULL;
V_RETURN( m_pMesh->LockVertexBuffer(0, (LPVOID*)&pVertices) );
//初始化网格顶点数据
for(int r=0; r<NUMROWS; r++)
{
for(int c=0; c<NUMCOLUMNS; c++)
{
pVertices->p = D3DXVECTOR3(c*CSTEP, 0.0f, r*CSTEP );
pVertices->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r)/NUMROWS);
pVertices++;
pVertices->p = D3DXVECTOR3(c*CSTEP, 0.0f, (r+1)*CSTEP );
pVertices->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
pVertices++;
pVertices->p = D3DXVECTOR3((c+1)*CSTEP, 0.0f, (r+1)*CSTEP);
pVertices->vTex = D3DXVECTOR2(float(c+1)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
pVertices++;
pVertices->p = D3DXVECTOR3(c*CSTEP, 0.0f, r*CSTEP);
pVertices->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r)/NUMROWS);
pVertices++;
pVertices->p = D3DXVECTOR3((c+1)*CSTEP, 0.0f, (r+1)*CSTEP);
pVertices->vTex = D3DXVECTOR2(float(c+1)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
pVertices++;
pVertices->p = D3DXVECTOR3((c+1)*CSTEP, 0.0f, r*CSTEP );
pVertices->vTex = D3DXVECTOR2(float(c+1)/NUMCOLUMNS, 1-float(r)/NUMROWS);
pVertices++;
}
}
m_pMesh->UnlockVertexBuffer();
//设置索引缓冲区
WORD* pIndex;
V_RETURN( m_pMesh->LockIndexBuffer(0, (LPVOID*)&pIndex) );
WORD iIndex;
for( iIndex = 0; iIndex < NUMFACES * 3; iIndex++ )
{
*(pIndex++) = iIndex;
}
m_pMesh->UnlockIndexBuffer();
DWORD* pdwAdjacency = new DWORD[3 * NUMFACES];
if( pdwAdjacency == NULL )
{
return E_OUTOFMEMORY;
}
//合并多余的顶点
V_RETURN( D3DXWeldVertices( m_pMesh, D3DXWELDEPSILONS_WELDALL,
NULL, NULL, pdwAdjacency, NULL, NULL ) );
//优化处理
V_RETURN(m_pMesh->OptimizeInplace( D3DXMESHOPT_COMPACT | D3DXMESHOPT_VERTEXCACHE,
pdwAdjacency, NULL, NULL, NULL ) );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新海面网格, 以产生海浪效果
//-----------------------------------------------------------------------------
HRESULT CSeaWave::UpdateMesh(float fTime)
{
HRESULT hr = S_OK;
//正弦波海洋模型相关参数
static float kexi0 = 0.4609f;
static float ws = 0.76624f;
static float oumiga[10] = { 0.559f, 0.861f, 0.936f, 1.008f, 1.083f,
1.167f, 1.272f, 1.412f, 1.635f, 2.193f };
static float fai[10] = { 1.651f, 2.942f, 4.818f, 6.012f, 1.930f,
6.017f, 1.133f, 5.682f, 4.791f, 2.319f };
static float k[10];
for(int i=0; i<10; i++)
{
k[i] = oumiga[i]*fai[1]*oumiga[i]*fai[1]/9.8f;
}
//修改每个顶点的高度,得到海浪效果
static int iVertexCount = m_pMesh->GetNumVertices();
static float x, z;
CUSTOMVERTEX* pVertices = NULL;
V_RETURN( m_pMesh->LockVertexBuffer(0, (LPVOID*)&pVertices) );
for(int i=0; i<iVertexCount; i++)
{
x = pVertices[i].p.x;
z = pVertices[i].p.z;
pVertices[i].p.y =0.0f;
for(int j=0; j<10; j++)
{
pVertices[i].p.y += cos( k[j]*(x*sin(D3DX_PI/4) + z*cos(D3DX_PI/4)) + oumiga[j]*ws*fTime + fai[j] );
}
pVertices[i].p.y *= kexi0;
}
m_pMesh->UnlockVertexBuffer();
//计算法线
D3DXComputeNormals( m_pMesh, NULL );
return hr;
}
//-----------------------------------------------------------------------------
// Desc: 初始化相关对象
//-----------------------------------------------------------------------------
HRESULT CSeaWave::Create(LPDIRECT3DDEVICE9 pd3dDevice)
{
HRESULT hr = S_OK;
//创建地形网格
V_RETURN(BuildFlagMesh(pd3dDevice));
//创建地面纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\wave.bmp", &m_pTex ));
return hr;
}
//-----------------------------------------------------------------------------
// Desc: 渲染地形
//-----------------------------------------------------------------------------
HRESULT CSeaWave::Render(LPDIRECT3DDEVICE9 pd3dDevice)
{
pd3dDevice->SetTransform( D3DTS_WORLD, &m_WorldMatrix );
pd3dDevice->SetTexture(0, m_pTex);
m_pMesh->DrawSubset(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 清除相关对象
//-----------------------------------------------------------------------------
HRESULT CSeaWave::Destroy()
{
SAFE_RELEASE(m_pMesh );
SAFE_RELEASE(m_pTex);
return S_OK;
}
Main.cpp
//=============================================================================
// Desc: 主程序源代码
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
#include "SinSeaWave.h"
//-----------------------------------------------------------------------------
// 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
CSeaWave* g_pSeaWave; //海面对象
//-----------------------------------------------------------------------------
// 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"SeaWave" );
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;
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;
}
//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 ) );
//创建海面对象
g_pSeaWave = new CSeaWave();
g_pSeaWave->Create(pd3dDevice);
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 ) );
//设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f, 20.0f,-60.0 );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 10.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//设置投影矩阵
D3DXMATRIXA16 matProj;
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 500.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//设置纹理状态
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
//雾化设置
pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);
pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, 0xff3030b0);
pd3dDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
float fogStart = 0;
float fogEnd = 100;
pd3dDevice->SetRenderState(D3DRS_FOGSTART, *(DWORD*)&fogStart);
pd3dDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)&fogEnd);
//禁用光照处理
pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//生成海浪效果
g_pSeaWave->UpdateMesh((float)fTime);
}
//-----------------------------------------------------------------------------
// 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() ) )
{
//渲染海面对象
g_pSeaWave->Render(pd3dDevice);
//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"海浪效果模拟" );
//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 );
g_pSeaWave->Destroy();
}
posted on 2008-04-17 15:32
七星重剑 阅读(1112)
评论(0) 编辑 收藏 引用 所属分类:
Game Graphics