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            隨筆 - 505  文章 - 1034  trackbacks - 0
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            Source.x



            Target.x




            //=============================================================================
            // Desc: 主程序源文件
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "resource.h"


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            ID3DXFont*                 g_pFont = NULL;          //字體對(duì)象
            ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite對(duì)象
            bool                       g_bShowHelp = true;      //標(biāo)識(shí)是否顯示簡(jiǎn)單說(shuō)明文本
            CDXUTDialogResourceManager g_DialogResourceManager; //對(duì)話框資源管理器
            CD3DSettingsDlg            g_SettingsDlg;           //Direct3D設(shè)備設(shè)置對(duì)話框
            CDXUTDialog                g_HUD;                   //對(duì)話框    
            CDXUTDialog                g_SampleUI;              //對(duì)話框

            LPD3DXMESH       g_pSourceMesh;         
            //源網(wǎng)格模型
            LPD3DXMESH       g_pTargetMesh;         //目標(biāo)網(wǎng)格模型
            LPD3DXMESH       g_pResultMesh;         //結(jié)果網(wǎng)格模型
            DWORD            g_dwNumMaterials = 0L//網(wǎng)格模型子塊數(shù)量

            LPDIRECT3DVERTEXBUFFER9  g_pSourceVB;   
            //源網(wǎng)格模型頂點(diǎn)緩沖區(qū)
            LPDIRECT3DVERTEXBUFFER9  g_pTargetVB;   //目標(biāo)網(wǎng)格模型頂點(diǎn)緩沖區(qū)
            LPDIRECT3DVERTEXBUFFER9  g_pResultVB;   //結(jié)構(gòu)網(wǎng)格模型頂點(diǎn)緩沖區(qū)


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


            //-----------------------------------------------------------------------------
            // Desc: 網(wǎng)格模型頂點(diǎn)格式
            //-----------------------------------------------------------------------------
            struct D3DVERTEX
            {
                
            float px, py, pz;
                
            float nx, ny, nz;
                
            static const DWORD FVF;
            };
            const DWORD D3DVERTEX::FVF = D3DFVF_XYZ|D3DFVF_NORMAL;



            //-----------------------------------------------------------------------------
            // Desc: 函數(shù)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(shù)
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
            {
                
            //為Debug配置啟用運(yùn)行時(shí)內(nèi)存檢查功能
            #if defined(DEBUG) | defined(_DEBUG)
                _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
            | _CRTDBG_LEAK_CHECK_DF );
            #endif

                
            //設(shè)置回調(diào)函數(shù)
                DXUTSetCallbackDeviceCreated( OnCreateDevice );
                DXUTSetCallbackDeviceReset( OnResetDevice );
                DXUTSetCallbackDeviceLost( OnLostDevice );
                DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
                DXUTSetCallbackMsgProc( MsgProc );
                DXUTSetCallbackKeyboard( KeyboardProc );
                DXUTSetCallbackFrameRender( OnFrameRender );
                DXUTSetCallbackFrameMove( OnFrameMove );

                
            //應(yīng)用程序相關(guān)的初始化
                InitApp();

                
            //初始化DXUT, 創(chuàng)建窗口, 創(chuàng)建Direct3D設(shè)備對(duì)象
                DXUTInit( truetruetrue );
                DXUTSetCursorSettings( 
            truetrue );
                DXUTCreateWindow( L
            "Tweening" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                                  IsDeviceAcceptable, ModifyDeviceSettings );

                
            //進(jìn)入消息循環(huán)和場(chǎng)景渲染
                DXUTMainLoop();

                
            //在此進(jìn)行應(yīng)用程序相關(guān)的清除工作

                
            return DXUTGetExitCode();
            }


            //-----------------------------------------------------------------------------
            // Desc: 應(yīng)用程序相關(guān)初始化
            //-----------------------------------------------------------------------------
            void InitApp()
            {
                
            //初始化對(duì)話框
                g_SettingsDlg.Init( &g_DialogResourceManager );
                g_HUD.Init( 
            &g_DialogResourceManager );
                g_SampleUI.Init( 
            &g_DialogResourceManager );

                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 );

                g_SampleUI.SetCallback( OnGUIEvent ); iY 
            = 10

            }


            //-----------------------------------------------------------------------------
            // Desc: 設(shè)備能力檢查
            //-----------------------------------------------------------------------------
            bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                              D3DFORMAT BackBufferFormat, 
            bool bWindowed, 
                                              
            void* pUserContext )
            {
                
            //檢查后臺(tái)緩沖區(qū)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渲染設(shè)備設(shè)置
            //-----------------------------------------------------------------------------
            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
                                                
            const D3DCAPS9* pCaps, void* pUserContext )
            {
                
            //如果不支持硬件頂點(diǎn)處理則使用軟件頂點(diǎn)處理
                if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
                {
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }

                
            //如果使用參考設(shè)備,則彈出警告對(duì)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(chuàng)建管理內(nèi)存資源對(duì)象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                
            //創(chuàng)建源網(wǎng)格模型
                V_RETURN( D3DXLoadMeshFromX( L"Source.x", D3DXMESH_MANAGED, 
                                               pd3dDevice, NULL, NULL, NULL, 
                                               
            &g_dwNumMaterials, &g_pSourceMesh ));

                
            //創(chuàng)建目標(biāo)網(wǎng)格模型
                V_RETURN( D3DXLoadMeshFromX( L"Target.x", D3DXMESH_MANAGED, 
                                               pd3dDevice, NULL, NULL, NULL, 
                                               
            &g_dwNumMaterials, &g_pTargetMesh ));

                
            //以指定的頂點(diǎn)格式克隆源網(wǎng)格模型
                LPD3DXMESH pTempMesh = NULL;
                
            if( FAILED( g_pSourceMesh->CloneMeshFVF( g_pSourceMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
                    pd3dDevice, 
            &pTempMesh ) ) )
                {
                    SAFE_RELEASE( pTempMesh );
                    
            return E_FAIL;
                }
                SAFE_RELEASE( g_pSourceMesh );
                g_pSourceMesh 
            = pTempMesh;

                
            //以指定的頂點(diǎn)格式克隆目標(biāo)網(wǎng)格模型
                if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
                    pd3dDevice, 
            &pTempMesh ) ) )
                {
                    SAFE_RELEASE( pTempMesh );
                    
            return E_FAIL;
                }
                SAFE_RELEASE( g_pTargetMesh );
                g_pTargetMesh 
            = pTempMesh;

                
            //以指定的頂點(diǎn)格式克隆結(jié)果網(wǎng)格模型
                if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
                    pd3dDevice, 
            &g_pResultMesh ) ) )
                {
                    SAFE_RELEASE( g_pResultMesh );
                    
            return E_FAIL;
                }

                
            //通過(guò)網(wǎng)格模型獲取頂點(diǎn)緩沖區(qū)
                g_pSourceMesh->GetVertexBuffer(&g_pSourceVB);
                g_pTargetMesh
            ->GetVertexBuffer(&g_pTargetVB);
                g_pResultMesh
            ->GetVertexBuffer(&g_pResultVB);    

                V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
                V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
                
                
            //創(chuàng)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 ) );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建默認(rèn)內(nèi)存類型資源對(duì)象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

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

                
            //恢復(fù)字體
                if( g_pFont )
                    V_RETURN( g_pFont
            ->OnResetDevice() );
               

                V_RETURN( D3DXCreateSprite( pd3dDevice, 
            &g_pTextSprite ) );

                
            //設(shè)置對(duì)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 );

                
            //設(shè)置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f0.0f,-8 );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //設(shè)置投影矩陣
                D3DXMATRIXA16 matProj;
                
            float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/4, fAspectRatio, 1.0f2000.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設(shè)置材質(zhì)
                D3DMATERIAL9 mtrl;
                ZeroMemory( 
            &mtrl, sizeof(D3DMATERIAL9) );
                mtrl.Diffuse.r 
            = 0.3f;
                mtrl.Diffuse.g 
            = 0.3f;
                mtrl.Diffuse.b 
            = 0.65f;
                mtrl.Diffuse.a 
            = 1.0f;

                mtrl.Ambient.r 
            = 0.3f;
                mtrl.Ambient.g 
            = 0.3f;
                mtrl.Ambient.b 
            = 0.65f;
                mtrl.Ambient.a 
            = 1.0f;
                pd3dDevice
            ->SetMaterial( &mtrl );

                D3DLIGHT9 light;
                ZeroMemory( 
            &light, sizeof(D3DLIGHT9) );
                light.Type       
            = D3DLIGHT_DIRECTIONAL;
                light.Diffuse.r  
            = 0.01f;
                light.Diffuse.g  
            = 0.01f;
                light.Diffuse.b  
            = 0.5f;
                light.Diffuse.a  
            = 1.0f;

                light.Ambient.r  
            = 0.02f;
                light.Ambient.g  
            = 0.02f;
                light.Ambient.b  
            = 0.65f;
                light.Ambient.a  
            = 1.0f;

                D3DXVECTOR3 vecDir 
            = D3DXVECTOR3(-10 ,1); //方向光方向
                D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
                pd3dDevice
            ->SetLight( 0&light );
                pd3dDevice
            ->LightEnable( 0true );
                pd3dDevice
            ->SetRenderState( D3DRS_LIGHTING, true );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場(chǎng)景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                
            struct VERTEX 
                { 
                    
            float x,y,z;
                    
            float nx, ny, nz;
                };

                VERTEX    
            *pSourceVertices;
                VERTEX    
            *pTargetVertices;
                D3DVERTEX 
            *pResultVertices;

                
            //鎖定各網(wǎng)格模型頂點(diǎn)緩沖區(qū)
                g_pSourceVB->Lock( 00, (void**)&pSourceVertices, 0 );
                g_pTargetVB
            ->Lock( 00, (void**)&pTargetVertices, 0 );
                g_pResultVB
            ->Lock( 00, (void**)&pResultVertices, 0 );

                
            //生成漸變網(wǎng)格
                float DolphinTimeFactor = (float)(timeGetTime() % 2000/ 1000.0f;
                
            float Scalar = (DolphinTimeFactor<=1.0f)?DolphinTimeFactor:(2.0f-DolphinTimeFactor);

                
            for( DWORD i=0; i<g_pResultMesh->GetNumVertices(); i++ )
                {
                    
            //對(duì)頂點(diǎn)坐標(biāo)進(jìn)行插值
                    pResultVertices[i].px= pSourceVertices[i].x*(1.0f - Scalar) + pTargetVertices[i].x*Scalar;
                    pResultVertices[i].py
            = pSourceVertices[i].y*(1.0f - Scalar) + pTargetVertices[i].y*Scalar;
                    pResultVertices[i].pz
            = pSourceVertices[i].z*(1.0f - Scalar) + pTargetVertices[i].z*Scalar;

                    
            //頂點(diǎn)法線進(jìn)行插值
                    pResultVertices[i].nx= pSourceVertices[i].nx*(1.0f - Scalar) + pTargetVertices[i].nx*Scalar;
                    pResultVertices[i].ny
            = pSourceVertices[i].ny*(1.0f - Scalar) + pTargetVertices[i].ny*Scalar;
                    pResultVertices[i].nz
            = pSourceVertices[i].nz*(1.0f - Scalar) + pTargetVertices[i].nz*Scalar;
                }

                
            //釋放各網(wǎng)格模型頂點(diǎn)緩沖區(qū)
                g_pSourceVB->Unlock();
                g_pTargetVB
            ->Unlock();
                g_pResultVB
            ->Unlock();

                
            //使海豚沿圓周運(yùn)動(dòng)
                float fKickFreq    = 2*(float)fTime;
                
            float fPhase       = (float)fTime/3;

                D3DXMATRIXA16 matDolphin, matTrans, matRotate1, matRotate2;
                D3DXMatrixScaling( 
            &matDolphin, 0.01f0.01f0.01f );
                D3DXMatrixRotationZ( 
            &matRotate1, -cosf(fKickFreq)/6 );
                D3DXMatrixRotationY( 
            &matRotate2, fPhase );
                D3DXMatrixTranslation( 
            &matTrans, -5*sinf(fPhase), sinf(fKickFreq)/210-10*cosf(fPhase) );
                matDolphin 
            = matDolphin*matRotate1*matRotate2*matTrans;
                pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matDolphin );
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染場(chǎng)景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                                        
            float fElapsedTime, void* pUserContext )
            {
                HRESULT hr;
              
                
            //如果正在利用Direct3D設(shè)備設(shè)置對(duì)話框進(jìn)行設(shè)置, 則不渲染場(chǎng)景
                if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.OnRender( fElapsedTime );
                    
            return;
                }

                
            //清除后臺(tái)顏色緩沖區(qū)和深度緩沖區(qū)
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_ARGB(
            04550170), 1.0f0) );

                
            //渲染場(chǎng)景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            //渲染漸變動(dòng)畫
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        g_pResultMesh
            ->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(dāng)前Direct3D設(shè)備狀態(tài)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(jiǎn)要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawTextLine( L
            "漸變網(wǎng)格模型" );
                
                
            //顯示簡(jiǎn)單幫助信息
                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(chuàng)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(chuàng)建的資源
            //------------------------------------------------------------------------------
            void CALLBACK OnDestroyDevice( void* pUserContext )
            {
                
            //釋放各網(wǎng)格模型頂點(diǎn)緩沖區(qū)
                SAFE_RELEASE(g_pSourceVB);
                SAFE_RELEASE(g_pTargetVB);
                SAFE_RELEASE(g_pResultVB);

                
            //釋放各網(wǎng)格模型
                SAFE_RELEASE(g_pSourceMesh);
                SAFE_RELEASE(g_pTargetMesh);
                SAFE_RELEASE(g_pResultMesh);

                
            //釋放對(duì)話框管理器資源、設(shè)置對(duì)話框資源、字體
                g_DialogResourceManager.OnDestroyDevice();
                g_SettingsDlg.OnDestroyDevice();
                SAFE_RELEASE( g_pFont );
            }















            posted on 2008-04-03 04:34 七星重劍 閱讀(397) 評(píng)論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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