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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, -50.0f0.0f-50.0f );
    D3DXMatrixScaling( 
&matScale, 1.0f1.0f1.0f );
    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= { 0.559f0.861f0.936f1.008f1.083f
                                 
1.167f1.272f1.412f1.635f2.193f };

    
static float  fai[10= { 1.651f2.942f4.818f6.012f1.930f
                              
6.017f1.133f5.682f4.791f2.319f };

    
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( truetruetrue );
    DXUTSetCursorSettings( 
truetrue );
    DXUTCreateWindow( L
"SeaWave" );
    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;

    
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, 150, 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-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 ) );

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f20.0f,-60.0 );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f10.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    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, 1.0f500.0f );
    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(
04550170), 1.0f0) );

    
//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( 
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
"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( 
1.0f0.75f0.0f1.0f ) );
        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 );

    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

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