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            //=============================================================================
            // Desc: 主程序源文件
            //=============================================================================
            #include "dxstdafx.h"
            #include "resource.h"
            #pragma warning(disable : 4995)


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字體對象
            ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精靈對象
            bool                       g_bShowHelp = true;      //標識是否顯示簡單說明文本

            CDXUTDialogResourceManager g_DialogResourceManager; 
            //對話框資源管理器
            CD3DSettingsDlg            g_SettingsDlg;           //Direct3D設備設置對話框
            CDXUTDialog                g_HUD;                   //對話框
            CDXUTDialog                g_SampleUI;              //對話框

            LPDIRECT3DVERTEXBUFFER9    g_pVB            = NULL; 
            //頂點緩沖區
            LPDIRECT3DTEXTURE9         g_pBaseTexture   = NULL; //基礎紋理
            LPDIRECT3DTEXTURE9         g_pDarkTexture   = NULL; //黑暗紋理
            LPDIRECT3DTEXTURE9         g_pDetailTexture = NULL; //細節紋理

            D3DLIGHT9       light;          
            //燈光
            D3DMATERIAL9    mtrl;           //材質

            int    blendFlag   = 1;         //混合方式標志   
            WCHAR  strBlendMethod[50] = L"黑暗映射"; //混合方式說明

            //頂點結構與頂點格式
            struct CUSTOMVERTEX
            {   
                FLOAT x, y, z;             
            //位置坐標
                FLOAT u,v ;                //紋理坐標
            };
            #define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ| D3DFVF_TEX1)


            //-----------------------------------------------------------------------------
            // 控件ID
            //-----------------------------------------------------------------------------
            #define IDC_TOGGLEFULLSCREEN      1
            #define IDC_TOGGLEREF             2
            #define IDC_CHANGEDEVICE          3


            //-----------------------------------------------------------------------------
            // Desc: 函數聲明
            //------------------------------------------------------------------------------
            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: 入口函數
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
            {
                
            //為Debug配置啟用運行時內存檢查功能
            #if defined(DEBUG) | defined(_DEBUG)
                _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
            #endif

                
            //設置回調函數
                DXUTSetCallbackDeviceCreated( OnCreateDevice );
                DXUTSetCallbackDeviceReset( OnResetDevice );
                DXUTSetCallbackDeviceLost( OnLostDevice );
                DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
                DXUTSetCallbackMsgProc( MsgProc );
                DXUTSetCallbackKeyboard( KeyboardProc );
                DXUTSetCallbackFrameRender( OnFrameRender );
                DXUTSetCallbackFrameMove( OnFrameMove );

                
            //應用程序相關的初始化
                InitApp();

                
            //初始化DXUT, 創建窗口, 創建Direct3D設備對象
                DXUTInit( truetruetrue );
                DXUTSetCursorSettings( 
            truetrue );
                DXUTCreateWindow( L"紋理階段顏色混合" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true, 640, 480, 
                    IsDeviceAcceptable, ModifyDeviceSettings );

                
            //進入消息循環和場景渲染
                DXUTMainLoop();

                
            //在此進行應用程序相關的清除工作

                
            return DXUTGetExitCode();
            }


            //-----------------------------------------------------------------------------
            // Desc: 應用程序相關初始化
            //-----------------------------------------------------------------------------
            void InitApp()
            {
                
            //初始化對話框
                g_SettingsDlg.Init( &g_DialogResourceManager );
                g_HUD.Init( &g_DialogResourceManager );
                g_SampleUI.Init( &g_DialogResourceManager );

                
            //為g_HUD對話框設置消息處理函數,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: 設備能力檢查
            //-----------------------------------------------------------------------------
            bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                              D3DFORMAT BackBufferFormat, 
            bool bWindowed, 
                                              
            void* pUserContext )
            {
                
            //檢查后臺緩沖區格式是否支持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;

                
            //檢查當前設備是否支持多層紋理混合
                if( pCaps->MaxTextureBlendStages <= 1)
                    
            return false;

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 修改Direct3D渲染設備設置
            //-----------------------------------------------------------------------------
            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
                                                
            const D3DCAPS9* pCaps, void* pUserContext )
            {
                
            //如果不支持硬件頂點處理則使用軟件頂點處理
                if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
                {
                    pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }

                
            //如果使用參考設備,則彈出警告對話框
                static bool s_bFirstTime = true;
                
            if( s_bFirstTime )
                {
                    s_bFirstTime = 
            false;
                    
            if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
                        DXUTDisplaySwitchingToREFWarning();
                }

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創建管理內存資源對象
            //-----------------------------------------------------------------------------
            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 ) );
                
                
            //創建字體
                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 ) );

                
            //創建紋理
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"wall.bmp", &g_pBaseTexture ));
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"dark.bmp", &g_pDarkTexture ));
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"detail.bmp", &g_pDetailTexture ));

                
            //創建頂點緩沖區
                V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX), 0, 
                                         D3DFVF_CUSTOMVERTEX,  D3DPOOL_MANAGED, &g_pVB,NULL ));
                
                
            //填充頂點緩沖區
                CUSTOMVERTEX g_Vertices[] =    
                {
                    { -3, -3, 0.0f,  0, 1 },   
                    { -3,  3, 0.0f,  0, 0 },    
                    {  3, -3, 0.0f,  1, 1 },    
                    {  3,  3, 0.0f,  1, 0 }
                };

                VOID* pVertices;
                V_RETURN( g_pVB->Lock( 0, 
            sizeof(g_Vertices), (void**)&pVertices, 0 ));
                memcpy( pVertices, g_Vertices, 
            sizeof(g_Vertices) );
                g_pVB->Unlock();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創建默認內存類型資源對象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnResetDevice() );
                V_RETURN( g_SettingsDlg.OnResetDevice() );

                
            //設置對話框位置和尺寸
                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 );

                
            //恢復字體
                if( g_pFont )
                    V_RETURN( g_pFont->OnResetDevice() );
               
                
            //創建ID3DXSprite接口對象
                V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

                
            //設置世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixIdentity( &matWorld );
                pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

                
            //設置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-10 );
                D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
                D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
                D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
                pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

                
            //設置投影矩陣
                D3DXMATRIXA16 matProj;
                
            float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f );
                pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設置燈光
                D3DXVECTOR3 vecDir;
                ZeroMemory( &light, 
            sizeof(D3DLIGHT9) );
                light.Type       = D3DLIGHT_DIRECTIONAL;
                light.Diffuse.r  = 0.5f;
                light.Diffuse.g  = 0.5f;
                light.Diffuse.b  = 0.5f;
                vecDir = D3DXVECTOR3(0, 0, 10);    
            //方向光方向
                D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
              
                
            //設置材質
                ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
                mtrl.Ambient.r = 1.0f;
                mtrl.Ambient.g = 1.0f;
                mtrl.Ambient.b = 1.0f;
                mtrl.Ambient.a = 1.0f;
                mtrl.Diffuse.r = 0.7f;
                mtrl.Diffuse.g = 0.7f;
                mtrl.Diffuse.b = 0.7f;
                mtrl.Diffuse.a = 0.5f;

                
            //設置紋理過濾方式
                pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
                pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                HRESULT hr = S_OK;
                
            switch(blendFlag)
                {
                
            case 1://黑暗映射
                    pd3dDevice->SetTexture( 0, g_pBaseTexture );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );   // 重劍注:指定紋理層0的Arg1
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); // 重劍注:將紋理層0的Arg1直接輸出

                    pd3dDevice->SetTexture( 1, g_pDarkTexture );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); // 重劍注:指定紋理層1的Arg2為前一個紋理層的輸出顏色,即紋理層0的輸出顏色
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE ); // 重劍注:Arg1 · Arg2,都是紋理層1的

                    wcscpy_s( strBlendMethod,  L"黑暗映射");
                    
            break;
                
            case 2://黑暗貼圖動畫
                    {
                        pd3dDevice->SetTexture( 0, g_pBaseTexture); 
                        pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
                        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
                        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); 

                        pd3dDevice->SetTexture(1, g_pDarkTexture); 
                        pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0 );
                        pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                        pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT );  

                        
            static double fLastTime = 0.0f;
                        
            static double interval = 0.0f;
                        interval = fTime - fLastTime;

                        
            if(interval<0.5f)
                        {
                            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); // 重劍注:Arg1 · Arg2,都是紋理層1的
                        }
                        
            else if (interval>0.5f && interval<1.0f)
                        {
                            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X); // 重劍注:Arg1 · Arg2 << 1,都是紋理層1的
                        }
                        
            else if (interval>1.0f && interval<1.5f)
                        {
                            pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE4X); // 重劍注:Arg1 · Arg2 << 2,都是紋理層1的
                        }
                        
            else if (interval > 1.5f)
                        {
                            fLastTime = fTime;
                        }
                        wcscpy_s( strBlendMethod,  L"黑暗貼圖動畫");
                    }
                    
            break;
                
            case 3://混合紋理與材質漫反射顏色
                    pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
                    pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
                    pd3dDevice->SetLight( 0, &light );
                    pd3dDevice->LightEnable( 0, TRUE );
                    pd3dDevice->SetMaterial( &mtrl );

                    pd3dDevice->SetTexture( 0, g_pBaseTexture ); 
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_ADD ); // 重劍注:Arg1 + Arg2,都是紋理層0的
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );

                    wcscpy_s( strBlendMethod,  L"混合紋理與材質漫反射顏色");
                    
            break;
                
            case 4://混合黑暗貼圖與材質漫反射顏色
                    pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
                    pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
                    pd3dDevice->SetLight( 0, &light );
                    pd3dDevice->LightEnable( 0, TRUE );
                    pd3dDevice->SetMaterial( &mtrl );

                    pd3dDevice->SetTexture( 0, g_pBaseTexture); 
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); 
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); 
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);

                    pd3dDevice->SetTexture(1, g_pDarkTexture); 
                    pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); 
                    pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
                    pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);

                    wcscpy_s( strBlendMethod,  L"混合黑暗貼圖與材質漫反射顏色");
                    
            break;
                
            case 5://發光映射
                    pd3dDevice->SetTexture( 0, g_pBaseTexture );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );

                    pd3dDevice->SetTexture( 1, g_pDarkTexture );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD );
                    wcscpy_s( strBlendMethod,  L"發光映射");
                    
            break;
                
            case 6://細節映射
                    pd3dDevice->SetTexture( 0, g_pBaseTexture );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );

                    pd3dDevice->SetTexture( 1, g_pDetailTexture );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                    pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
                    hr = pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED ); // 重劍注:Arg1 + Arg2 = 0.5
                    
            if( FAILED( hr ) )
                        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE2X ); // 重劍注:老顯卡不支持上面的話就用這個代替

                    wcscpy_s( strBlendMethod,  L"細節映射");
                    
            break;
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                                        
            float fElapsedTime, void* pUserContext )
            {
                HRESULT hr;
              
                
            //如果正在利用Direct3D設備設置對話框進行設置, 則不渲染場景
                if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.OnRender( fElapsedTime );
                    
            return;
                }

                
            //清除后臺顏色緩沖區和深度緩沖區
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            //渲染圖形
                    pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
                    pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
                    pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);

                    
            //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 );

                
            //顯示當前Direct3D設備狀態和渲染幀速率
                txtHelper.Begin();
                txtHelper.SetInsertionPos( 5, 5 );
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
                txtHelper.DrawTextLine( DXUTGetFrameStats(
            true) );
                txtHelper.DrawTextLine( DXUTGetDeviceStats() );

                
            //顯示其他簡要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
                txtHelper.DrawTextLine( strBlendMethod );
                
                
            //顯示簡單幫助文本
                const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
                
            if( g_bShowHelp )
                {
                    txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*9 );
                    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
                    txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
                    
                    txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*8 );
                    txtHelper.DrawTextLine( L"Quit: ESC" );
                    txtHelper.DrawTextLine( L"1 : 黑暗映射" );
                    txtHelper.DrawTextLine( L"2 : 黑暗貼圖動畫" );
                    txtHelper.DrawTextLine( L"3 : 混合紋理與材質漫反射顏色" );
                    txtHelper.DrawTextLine( L"4 : 混合黑暗貼圖與材質漫反射顏色" );
                    txtHelper.DrawTextLine( L"5 : 發光映射" );
                    txtHelper.DrawTextLine( L"6 : 細節映射" );        
                }
                
            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: 消息處理
            //-----------------------------------------------------------------------------
            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: 鍵盤消息處理
            //-----------------------------------------------------------------------------
            void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
            {
                
            if( bKeyDown )
                {
                    
            switch( nChar )
                    {
                    
            case VK_F1: g_bShowHelp = !g_bShowHelp; break;

                    
            //1鍵
                    case 49: blendFlag = 1;
                        
            break;

                    
            //2鍵
                    case 50: blendFlag = 2;
                        
            break;

                    
            //3鍵
                    case 51: blendFlag = 3;
                        
            break;

                    
            //4鍵
                    case 52: blendFlag = 4;
                        
            break;

                    
            //5鍵
                    case 53: blendFlag = 5;
                        
            break;

                    
            //6鍵
                    case 54: blendFlag = 6;
                        
            break;
                    }
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 處理各種控件消息
            //-----------------------------------------------------------------------------
            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: 釋放在OnResetDevice()中創建的資源
            //-----------------------------------------------------------------------------
            void CALLBACK OnLostDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnLostDevice();
                g_SettingsDlg.OnLostDevice();
                
            if( g_pFont )
                    g_pFont->OnLostDevice();
                SAFE_RELEASE( g_pTextSprite );
            }


            //------------------------------------------------------------------------------
            // Desc: 釋放在OnCreateDevice()中創建的資源
            //------------------------------------------------------------------------------
            void CALLBACK OnDestroyDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnDestroyDevice();
                g_SettingsDlg.OnDestroyDevice();
                SAFE_RELEASE( g_pFont );

                SAFE_RELEASE( g_pVB );
                SAFE_RELEASE( g_pBaseTexture );
                SAFE_RELEASE( g_pDarkTexture );
                SAFE_RELEASE( g_pDetailTexture );
            }















            posted on 2008-03-28 03:22 七星重劍 閱讀(427) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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