//=============================================================================
// 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( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"BumpTexture" );
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, 15, 0, 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, 1, 0,
m_BumpMapFormat, D3DPOOL_MANAGED, &g_RealBumpMap, NULL ));
psBumpSrc->LockRect( 0, &d3dlr, 0, 0 );
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, 0, 0 );
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-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 ) );

//設置觀察矩陣
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f, -3.0f,0.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 0.0f, 1.0f );
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(0, 45, 50, 170), 1.0f, 0) );

//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( 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( 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( 1.0f, 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)
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