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            //=============================================================================
            // Desc: 主程序源代碼
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "resource.h"


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字體對(duì)象
            ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精靈對(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

            CDXUTMesh
            *                 g_pMesh          = NULL;
            LPDIRECT3DVERTEXBUFFER9    g_pBigSquareVB   
            = NULL;


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


            //-----------------------------------------------------------------------------
            // 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();
            void    ShowDepthComplexity(IDirect3DDevice9* pd3dDevice);


            //-----------------------------------------------------------------------------
            // 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
            "DepthComplexity" );
                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 );

                
            //為g_HUD對(duì)話框設(shè)置消息處理函數(shù),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(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;

                
            //檢查當(dāng)前設(shè)備是否支持指定深度模板格式
                if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, 
                                          AdapterFormat, D3DUSAGE_DEPTHSTENCIL, 
                                          D3DRTYPE_SURFACE, D3DFMT_D24S8 ) ) )
                    
            return false;

                
            //檢查當(dāng)前設(shè)備是否支持指定的模板操作
                if(!(pCaps->StencilCaps & D3DSTENCILOP_INCRSAT ))
                    
            return false;

                
            if(!(pCaps->StencilCaps & D3DSTENCILOP_KEEP ))
                    
            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();
                }

                
            //設(shè)置深度模板緩沖區(qū)格式
                pDeviceSettings->pp.AutoDepthStencilFormat = D3DFMT_D24S8;

                
            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;

                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 ) );

                
            //創(chuàng)建網(wǎng)格對(duì)象
                g_pMesh = new CDXUTMesh();
                V_RETURN(g_pMesh
            ->Create(pd3dDevice, L"Heli.x"));

                
            //創(chuàng)建頂點(diǎn)緩沖區(qū)
                if( FAILED( pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4),
                    D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW,
                    D3DPOOL_MANAGED, 
            &g_pBigSquareVB, NULL ) ) )
                    
            return S_OK;

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建默認(rèn)內(nèi)存類(lèi)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() );

                
            //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 );

                
            //恢復(fù)字體
                if( g_pFont )
                    V_RETURN( g_pFont
            ->OnResetDevice() );
               
                
            //創(chuàng)建ID3DXSprite接口對(duì)象
                V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

                
            //設(shè)置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f30.0f,-20 );
                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, 1.0f10000.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //填充頂點(diǎn)緩沖區(qū), 如果窗口客戶區(qū)改變,需要重新根據(jù)客戶區(qū)大小設(shè)置頂點(diǎn)緩沖區(qū)數(shù)據(jù),
                D3DXVECTOR4* v;
                FLOAT sx 
            = (FLOAT)pBackBufferSurfaceDesc->Width;
                FLOAT sy 
            = (FLOAT)pBackBufferSurfaceDesc->Height;
                g_pBigSquareVB
            ->Lock( 00, (void**)&v, 0 );
                v[
            0= D3DXVECTOR4(  0, sy, 0.0f1.0f );
                v[
            1= D3DXVECTOR4(  0,  00.0f1.0f );
                v[
            2= D3DXVECTOR4( sx, sy, 0.0f1.0f );
                v[
            3= D3DXVECTOR4( sx,  00.0f1.0f );
                g_pBigSquareVB
            ->Unlock();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場(chǎng)景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                
            //世界變換
                D3DXMATRIXA16 WorldMatrix;
                D3DXVECTOR3 vAxis( 
            1.0f1.0f0.0f );
                D3DXMatrixRotationAxis( 
            &WorldMatrix, &vAxis, (float)fTime  );
                pd3dDevice
            ->SetTransform( D3DTS_WORLD,&WorldMatrix);
            }


            //-----------------------------------------------------------------------------
            // 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 | D3DCLEAR_STENCIL, 
                                     D3DCOLOR_ARGB(
            04550170), 1.0f0) );

                
            //渲染場(chǎng)景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            //模板測(cè)試設(shè)置
                    pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, true );
                    pd3dDevice
            ->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
                    pd3dDevice
            ->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT );

                    
            //渲染網(wǎng)格模型
                    pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );
                    g_pMesh
            ->Render(pd3dDevice);

                    
            //顯示深度復(fù)雜度
                    ShowDepthComplexity(pd3dDevice);

                    
            //渲染文本和控件
                    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
                    RenderText();
                    V( g_HUD.OnRender( fElapsedTime ) );
                    V( g_SampleUI.OnRender( fElapsedTime ) );
                    DXUT_EndPerfEvent();

                    V( pd3dDevice
            ->EndScene() );
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 顯示深度復(fù)雜度
            //-----------------------------------------------------------------------------
            void ShowDepthComplexity(IDirect3DDevice9* pd3dDevice)
            {
                
            //首先清空顏色緩沖區(qū)為黑色
                pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x000000001.0f0L );

                
            //關(guān)閉深度測(cè)試, 啟用Alpha混合
                pd3dDevice->SetRenderState( D3DRS_ZENABLE,          false );
                pd3dDevice
            ->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
                pd3dDevice
            ->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCCOLOR );
                pd3dDevice
            ->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR );

                
            //設(shè)置模板測(cè)試相關(guān)渲染狀態(tài)
                pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
                pd3dDevice
            ->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
                pd3dDevice
            ->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL );
                pd3dDevice
            ->SetRenderState( D3DRS_STENCILMASK, 0x00000000 );
                pd3dDevice
            ->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
                pd3dDevice
            ->SetRenderState( D3DRS_STENCILREF,   0 );

                
            //為渲染矩形設(shè)置相關(guān)渲染狀態(tài)
                pd3dDevice->SetFVF( D3DFVF_XYZRHW );
                pd3dDevice
            ->SetStreamSource( 0, g_pBigSquareVB, 0sizeof(D3DXVECTOR4) );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );

                
            //如果當(dāng)前像素對(duì)應(yīng)的模板值,第一位為1則渲染一個(gè)紅色的矩形
                pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 );
                pd3dDevice
            ->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 );
                pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );

                
            //如果當(dāng)前像素對(duì)應(yīng)的模板值,第二位為1則渲染一個(gè)綠色的矩形
                pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 );
                pd3dDevice
            ->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 );
                pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );

                
            //如果當(dāng)前像素對(duì)應(yīng)的模板值,第三位為1則渲染一個(gè)藍(lán)色的矩形
                pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 );
                pd3dDevice
            ->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff );
                pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );
            }


            //-----------------------------------------------------------------------------
            // 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
            "運(yùn)用模板緩沖區(qū)技術(shù)顯示場(chǎng)景的深度復(fù)雜度" );
                
                
            //顯示簡(jiǎn)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(pán)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 )
            {
                g_DialogResourceManager.OnDestroyDevice();
                g_SettingsDlg.OnDestroyDevice();
                SAFE_RELEASE( g_pFont );

                g_pMesh
            ->Destroy();
                SAFE_RELEASE(g_pBigSquareVB);
            }




            posted on 2008-04-05 02:57 七星重劍 閱讀(447) 評(píng)論(0)  編輯 收藏 引用 所屬分類(lèi): Game Graphics
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