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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

            LPD3DXMESH                 g_pMesh          
            = NULL; //網格模型
            D3DMATERIAL9*              g_pMeshMaterials = NULL; //模型材質
            LPDIRECT3DTEXTURE9*        g_pMeshTextures  = NULL; //模型紋理
            DWORD                      g_dwNumMaterials = 0L;    //模型子塊數量

            LPDIRECT3DTEXTURE9         g_pEnvMapTexture;        
            //環境紋理
            LPDIRECT3DTEXTURE9         g_pEarthBumpTexture;     //輪廓紋理
            LPDIRECT3DTEXTURE9         g_RealBumpMap;           //凹凸紋理

            //-----------------------------------------------------------------------------
            // 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
            "BumpTexture" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                    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, 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: 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凹凸紋理
                if(0 == (pCaps->TextureOpCaps&(D3DTEXOPCAPS_BUMPENVMAP|D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)))
                    
            return false;

                
            //檢查當前設備是否支持3層紋理混合
                if(pCaps->MaxTextureBlendStages < 3)
                    
            return false;

                
            //檢查當前設備是否支持設置的凹凸紋理像素格式
                if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                                                     AdapterFormat, D3DUSAGE_QUERY_LEGACYBUMPMAP,  
                                                     D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8 ) ) )
                    
            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: 輔助函數, 根據紋理文件路徑提取紋理文件名
            //--------------------------------------------------------------------------------------------
            void RemovePathFromFileName(LPSTR pcfullname, LPWSTR pcname)
            {
                
            // pcfullname的數據類型變換為LPWSTR
                WCHAR* wszName;
                WCHAR wszBuf[MAX_PATH];
                wszName 
            = wszBuf;
                MultiByteToWideChar( CP_ACP, 
            0, pcfullname, -1, wszBuf, MAX_PATH );
                wszBuf[MAX_PATH 
            - 1= L'\0';
                

                LPWSTR pch
            =wcsrchr(wszName,'\\');
                
            if (pch)
                    lstrcpy(pcname,
            ++pch);
                
            else
                    lstrcpy(pcname,wszName);
            }


            //-----------------------------------------------------------------------------
            // 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, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                                     OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
            | FF_DONTCARE, 
                                     L
            "Arial"&g_pFont ) );

                
            //加載網格模型
                LPD3DXBUFFER pD3DXMtrlBuffer;
                V_RETURN( D3DXLoadMeshFromX(L
            "sphereearth.x", D3DXMESH_MANAGED,  pd3dDevice, NULL, 
                                            
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh ));
                
                
            //提取材質屬性和紋理文件名稱
                D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
                g_pMeshMaterials 
            = new D3DMATERIAL9[g_dwNumMaterials];
                g_pMeshTextures  
            = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];

                
            for( DWORD i=0; i<g_dwNumMaterials; i++ )
                
            {
                    g_pMeshMaterials[i] 
            = d3dxMaterials[i].MatD3D;
                    g_pMeshMaterials[i].Ambient 
            = g_pMeshMaterials[i].Diffuse;

                    WCHAR filename[
            256];
                    RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

                    g_pMeshTextures[i] 
            = NULL;
                    
            if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(filename)>0)
                    
            {
                        
            //創建紋理
                        V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, filename, &g_pMeshTextures[i]));
                    }

                }


                pD3DXMtrlBuffer
            ->Release();

                
            //創建輪廓紋理
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Earthbump.bmp"&g_pEarthBumpTexture ));
                
                
            //創建環境紋理
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"earthenvmap.bmp"&g_pEnvMapTexture ));

                
            //根據輪廓紋理計算得出凹凸紋理
                LPDIRECT3DTEXTURE9 psBumpSrc = g_pEarthBumpTexture;
                D3DSURFACE_DESC    d3dsd;
                D3DLOCKED_RECT     d3dlr;
                D3DFORMAT m_BumpMapFormat
            = D3DFMT_X8L8V8U8 ;
                psBumpSrc
            ->GetLevelDesc( 0&d3dsd );

                
            //創建凹凸紋理對象
                V_RETURN(pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 10,
                                      m_BumpMapFormat, D3DPOOL_MANAGED, 
            &g_RealBumpMap, NULL ));
                psBumpSrc
            ->LockRect( 0&d3dlr, 00 );
                DWORD dwSrcPitch 
            = (DWORD)d3dlr.Pitch;
                BYTE
            * pSrcTopRow = (BYTE*)d3dlr.pBits;
                BYTE
            * pSrcCurRow = pSrcTopRow;
                BYTE
            * pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) );

                g_RealBumpMap
            ->LockRect( 0&d3dlr, 00 );
                DWORD dwDstPitch 
            = (DWORD)d3dlr.Pitch;
                BYTE
            * pDstTopRow = (BYTE*)d3dlr.pBits;
                BYTE
            * pDstCurRow = pDstTopRow;

                
            for( DWORD y=0; y<d3dsd.Height; y++ )
                
            {
                    BYTE
            * pSrcB0; //當前像素地址
                    BYTE* pSrcB1; //當前像素下面像素的地址
                    BYTE* pSrcB2; //當前像素上面像素的地址
                    BYTE* pDstT;  //目標像素地址

                    pSrcB0 
            = pSrcCurRow;

                    
            if( y == d3dsd.Height - 1)
                        pSrcB1 
            = pSrcTopRow;
                    
            else
                        pSrcB1 
            = pSrcCurRow + dwSrcPitch;

                    
            if( y == 0 )
                        pSrcB2 
            = pSrcBotRow;
                    
            else
                        pSrcB2 
            = pSrcCurRow - dwSrcPitch;

                    pDstT 
            = pDstCurRow;

                    
            for( DWORD x=0; x<d3dsd.Width; x++ )
                    
            {
                        LONG v00; 
            //當前像素
                        LONG v01; //右邊像素
                        LONG vM1; //左邊像素
                        LONG v10; //下面像素
                        LONG v1M; //上面像素

                        v00 
            = *(pSrcB0+0);

                        
            if( x == d3dsd.Width - 1 )
                            v01 
            = *(pSrcCurRow);
                        
            else
                            v01 
            = *(pSrcB0+4);

                        
            if( x == 0 )
                            vM1 
            = *(pSrcCurRow + (4 * (d3dsd.Width - 1)));
                        
            else
                            vM1 
            = *(pSrcB0-4);
                        v10 
            = *(pSrcB1+0);
                        v1M 
            = *(pSrcB2+0);

                        LONG iDu 
            = (vM1-v01); // The delta-u bump value
                        LONG iDv = (v1M-v10); // The delta-v bump value

                        
            // The luminance bump value
                        WORD uL = ( v00>1 ) ? 63 : 127;
                        
            *pDstT++ = (BYTE)iDu;
                        
            *pDstT++ = (BYTE)iDv;
                        
            *pDstT++ = (BYTE)uL;
                        
            *pDstT++ = (BYTE)0L;

                        
            // Move one pixel to the right
                        pSrcB0+=4;
                        pSrcB1
            +=4;
                        pSrcB2
            +=4;
                    }


                    
            // Move to the next line
                    pSrcCurRow += dwSrcPitch;
                    pDstCurRow 
            += dwDstPitch;
                }


                g_RealBumpMap
            ->UnlockRect(0);
                psBumpSrc
            ->UnlockRect(0);

                
            return S_OK;
            }



            inline DWORD F2DW( FLOAT f ) 
            return *((DWORD*)&f); }

            //-----------------------------------------------------------------------------
            // 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-1700 );
                g_HUD.SetSize( 
            170170 );
                g_SampleUI.SetLocation( pBackBufferSurfaceDesc
            ->Width-170
                                        pBackBufferSurfaceDesc
            ->Height-350 );
                g_SampleUI.SetSize( 
            170300 );

                
            //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 ) );

                
            //設置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f-3.0f,0.0f );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f0.0f1.0f );
                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, 1.0f100.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設置凹凸紋理和環境光照紋理
                pd3dDevice->SetTexture( 1, g_RealBumpMap );
                pd3dDevice
            ->SetTexture( 2, g_pEnvMapTexture );

                
            //設置第0層紋理階段混合狀態和紋理過濾方式
                pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                pd3dDevice
            ->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice
            ->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                
            //設置第1層紋理階段狀態(凹凸紋理)
                pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(0.5f) );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(0.5f) );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f) );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
                pd3dDevice
            ->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice
            ->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                
            //設置第二層紋理階段狀態
                D3DXMATRIX mat;
                mat._11 
            = 0.5f; mat._12 = 0.0f; mat._13 = 0.0f; mat._14 = 0.0f
                mat._21 
            = 0.0f; mat._22 =-0.5f; mat._23 = 0.0f; mat._24 = 0.0f
                mat._31 
            = 0.0f; mat._32 = 0.0f; mat._33 = 1.0f; mat._34 = 0.0f
                mat._41 
            = 0.5f; mat._42 = 0.5f; mat._43 = 0.0f; mat._44 = 1.0f
                pd3dDevice
            ->SetTransform( D3DTS_TEXTURE2, &mat );
                pd3dDevice
            ->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
                pd3dDevice
            ->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_SPHEREMAP );
                pd3dDevice
            ->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                pd3dDevice
            ->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT);
                pd3dDevice
            ->SetTextureStageState( 2, D3DTSS_COLOROP,   D3DTOP_ADD);
                pd3dDevice
            ->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
                pd3dDevice
            ->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                
            return S_OK;
            }



            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                D3DXMATRIXA16 matWorld;
                
            //D3DXMatrixRotationZ( &matWorld, timeGetTime()/1000.0f );
                D3DXMatrixRotationZ( &matWorld, 0.1f*D3DX_PI );
                pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );
            }



            //-----------------------------------------------------------------------------
            // 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(
            04550170), 1.0f0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                
            {
                    
            //渲染地球網格模型
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    
            {
                        pd3dDevice
            ->SetMaterial( &g_pMeshMaterials[i] );
                        pd3dDevice
            ->SetTexture( 0, g_pMeshTextures[i] );
                        g_pMesh
            ->DrawSubset( i );
                    }


                    
            //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( 
            55 );
                txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f0.0f1.0f ) );
                txtHelper.DrawTextLine( DXUTGetFrameStats(
            true) );
                txtHelper.DrawTextLine( DXUTGetDeviceStats() );

                
            //顯示其他簡要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawTextLine( L
            "凹凸紋理映射" );
                
                
            //顯示簡單幫助文本
                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;
                    }

                }

            }



            //-----------------------------------------------------------------------------
            // 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 );

                
            if( g_pMeshMaterials != NULL ) 
                    delete[] g_pMeshMaterials;

                
            if( g_pMeshTextures )
                
            {
                    
            for( DWORD i = 0; i < g_dwNumMaterials; i++ )
                    
            {
                        
            if( g_pMeshTextures[i] )
                            g_pMeshTextures[i]
            ->Release();
                    }

                    delete[] g_pMeshTextures;
                }

                SAFE_RELEASE(g_pMesh);
                SAFE_RELEASE(g_pEnvMapTexture);       
                SAFE_RELEASE(g_pEarthBumpTexture);     
                SAFE_RELEASE(g_RealBumpMap);
            }







            posted on 2008-04-01 17:53 七星重劍 閱讀(570) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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