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            效果真不錯!凹凸的真實感非常強!





            HLSLBumpTexture.fx

            //==============================================================
            // Desc: 效果文件
            //==============================================================

            //--------------------------------------------------------------
            // 全局變量
            //--------------------------------------------------------------
            float4x4 matWorldViewProj;    
            float4x4 matWorld;    
            float4   vecLightDir;
            float4   vecEye;

            //--------------------------------------------------------------
            // 紋理采樣器
            //--------------------------------------------------------------
            texture ColorMap;
            sampler ColorMapSampler 
            = sampler_state
            {
               Texture 
            = <ColorMap>;
               MinFilter 
            = Linear;
               MagFilter 
            = Linear;
               MipFilter 
            = Linear;   
            };

            texture BumpMap;
            sampler BumpMapSampler 
            = sampler_state
            {
               Texture 
            = <BumpMap>;
               MinFilter 
            = Linear;
               MagFilter 
            = Linear;
               MipFilter 
            = Linear;   
            };


            //--------------------------------------------------------------
            // 頂點渲染器輸出結構
            //--------------------------------------------------------------
            struct VS_OUTPUT
            {
                float4 Pos  : POSITION;
                float2 Tex  : TEXCOORD0;
                float3 Light: TEXCOORD1;   
            //紋理空間中燈光方向
                float3 View : TEXCOORD2;   //紋理空間中法線方向
            };


            //--------------------------------------------------------------
            //  頂點渲染器主函數
            //--------------------------------------------------------------
            VS_OUTPUT VS(float4 Pos : POSITION, float2 Tex : TEXCOORD, float3 Normal : NORMAL, float3 Tangent : TANGENT  )
            {
               VS_OUTPUT Out 
            = (VS_OUTPUT)0;
               
               
            //頂點坐標變換
               Out.Pos = mul(Pos, matWorldViewProj);
              
               
            //構建一個3x3變換矩陣  用于完成從世界空間到紋理空間的變換
               float3x3 worldToTangentSpace;
               worldToTangentSpace[
            0= mul(Tangent, matWorld);
               worldToTangentSpace[
            1= mul(cross(Tangent,Normal), matWorld);
               worldToTangentSpace[
            2= mul(Normal, matWorld);

               Out.Tex 
            = Tex.xy;
               
               
            //頂點在世界空間中的坐標
               float3 PosWorld = normalize(mul(Pos, matWorld));

               
            //計算紋理空間中燈光方向向量
               float3 Light  = vecLightDir - PosWorld; 
               Out.Light.xyz 
            = mul(worldToTangentSpace, Light);

               
            //計算紋理空間中的觀察方向
               float3 Viewer = vecEye - PosWorld;                        
               Out.View 
            = mul(worldToTangentSpace, Viewer);
                  
               
            return Out;
            }


            //--------------------------------------------------------------
            //像素渲染器輸出結構
            //--------------------------------------------------------------
            struct PS_OUTPUT
            {
                float4 Color  : COLOR;
            };

            //--------------------------------------------------------------
            // Desc: 像素渲染器主函數
            //--------------------------------------------------------------
            PS_OUTPUT PS(float2 Tex: TEXCOORD0, float3 Light : TEXCOORD1, 
                        float3 View : TEXCOORD2, float3 Att : TEXCOORD3)
            {
                PS_OUTPUT Out_ps 
            = (PS_OUTPUT)0;
                
                
            //顏色紋理采樣
                float4 color      = tex2D(ColorMapSampler, Tex);
                
                
            //凹凸紋理采樣, 得到的是法線向量, 用于代替頂點法線進行光照計算
                float3 bumpNormal = 2 * (tex2D(BumpMapSampler, Tex) - 0.5);
                
                
            //標準化紋理空間中的燈光方向和觀察方向
                float3 LightDir = normalize(Light);
                float3 ViewDir  
            = normalize(View);
                
                
            //根據凹凸貼圖的發線進行漫反射光照計算
                float4 diff = saturate(dot(bumpNormal, LightDir));
                
                
            //計算自身遮蔽陰影項
                float shadow = saturate(4 * diff);
                
                
            //計算鏡面反射強度
                float3 Reflect = normalize(2 * diff * bumpNormal - LightDir);
                float4 spec    
            = min(pow(saturate(dot(Reflect, ViewDir)), 15), color.a);

                
            //混合紋理顏色和光照顏色, 得到每個像素的最終顏色
                Out_ps.Color = 0.2 * color + (shadow * (color * diff + spec) );
                
                
            return Out_ps;
            }


            //--------------------------------------------------------------
            // Desc: 技術
            //--------------------------------------------------------------
            technique TShader
            {
                pass P0
                {
                    VertexShader 
            = compile vs_2_0 VS();
                    PixelShader  
            = compile ps_2_0 PS();
                }
            }



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

            //#define DEBUG_VS   // Uncomment this line to debug vertex shaders 
            //#define DEBUG_PS   // Uncomment this line to debug pixel shaders 

            //-----------------------------------------------------------------------------
            // 全局變量k
            //-----------------------------------------------------------------------------
            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
            LPDIRECT3DTEXTURE9          g_pBumpMap;               //凹凸紋理
            LPDIRECT3DTEXTURE9          g_pColorMap;              //顏色紋理
            LPD3DXEFFECT              g_pEffect        = NULL;  //效果
            D3DXMATRIXA16             g_matView, g_matProj, g_matWorld;


            //-----------------------------------------------------------------------------
            // 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
            "HLSLBumpTexture" );
                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;

                
            //檢查頂點渲染器
                if( pCaps->VertexShaderVersion < D3DVS_VERSION(2,0) )
                    
            return FALSE;

                
            //檢查像素渲染器
                if( pCaps->PixelShaderVersion < D3DPS_VERSION(2,0) )
                    
            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;
                }

                
            //調試像素渲染器需要參考設備
            #ifdef DEBUG_VS
                
            if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
                {
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;                            
                    pDeviceSettings
            ->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }
            #endif

                
            //如果使用參考設備,則彈出警告對話框
            #ifdef DEBUG_PS
                pDeviceSettings
            ->DeviceType = D3DDEVTYPE_REF;
            #endif

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

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創建管理內存資源對象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
                V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
                
                
            //創建字體
                V_RETURN( D3DXCreateFont( pd3dDevice, 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
                V_RETURN( D3DXLoadMeshFromX( L"sphereearth.x", D3DXMESH_MANAGED, pd3dDevice, 
                                             NULL, NULL, NULL, NULL, 
            &g_pMesh ));

                LPD3DXMESH pMeshSysMem 
            = g_pMesh;
                D3DVERTEXELEMENT9 decl[]
            =
                {
                    {
            00,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
                    {
            012, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
                    {
            020, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
                    {
            032, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0},
                    D3DDECL_END()
                };

                LPD3DXMESH  pMeshSysMem2  
            = NULL;
                V_RETURN(pMeshSysMem
            ->CloneMesh(D3DXMESH_MANAGED, decl, pd3dDevice, &pMeshSysMem2));
                
                
            //確保頂點包含法線
                V_RETURN(D3DXComputeNormals(pMeshSysMem2,NULL));

                
            //計算切線
                V_RETURN(D3DXComputeTangent( pMeshSysMem2, 000true, NULL ));

                D3DVERTEXELEMENT9 decl2[]
            =
                {
                    {
            00,  D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
                    {
            016, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
                    {
            024, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
                    {
            036, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0},
                    D3DDECL_END()
                };

                V_RETURN(pMeshSysMem2
            ->CloneMesh(D3DXMESH_MANAGED, decl2, pd3dDevice, &g_pMesh ));
                
                
            //釋放臨時網格模型對象
                SAFE_RELEASE(pMeshSysMem);
                SAFE_RELEASE(pMeshSysMem2);

                
            //創建紋理
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice,  L"earth.tga",  &g_pColorMap));
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice,  L
            "normal.tga"&g_pBumpMap ));

                
            //創建效果
                V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L"HLSLBumpTexture.fx", NULL, NULL, 
                                                   D3DXSHADER_DEBUG, NULL, 
            &g_pEffect, NULL ) );

                
            return S_OK;
            }


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

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

                
            //設置對話框位置和尺寸
                g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-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 ) );

                
            //恢復效果對象
                if( g_pEffect )
                    V_RETURN( g_pEffect
            ->OnResetDevice() );

                
            //構造觀察矩陣
                D3DXVECTOR3 vEyePt( 0.0f-3.0f0.0f);
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f1.0f );
                D3DXMatrixLookAtLH( 
            &g_matView, &vEyePt, &vLookatPt, &vUpVec );

                
            //設置投影矩陣
                float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH( 
            &g_matProj, D3DX_PI/4, fAspectRatio, 1.0f100.0f );

                
            //為效果設置攝影機位置和光的方向
                D3DXVECTOR4 vecEyePos = D3DXVECTOR4(vEyePt.x,vEyePt.y,vEyePt.z,0); 
                g_pEffect
            ->SetVector("vecEye"&vecEyePos);
                D3DXVECTOR4 LightDirection( 
            -1.0f-1.0f-1.0f1.0f );
                g_pEffect
            ->SetVector("vecLightDir"&LightDirection);

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                D3DXMatrixRotationZ( 
            &g_matWorld, timeGetTime()/1000.0f );
                D3DXMATRIX mWorldViewProj 
            = g_matWorld * g_matView * g_matProj;
                g_pEffect
            ->SetMatrix( "matWorldViewProj"&mWorldViewProj );
                g_pEffect
            ->SetMatrix( "matWorld"&g_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() ) )
                {
                    
            if( g_pEffect != NULL )
                    {
                        D3DXHANDLE hTechnique 
            = g_pEffect->GetTechniqueByName( "TShader" );
                        g_pEffect
            ->SetTechnique( hTechnique );

                        g_pEffect
            ->SetTexture("ColorMap", g_pColorMap);
                        g_pEffect
            ->SetTexture("BumpMap", g_pBumpMap);

                        UINT nPasses;
                        g_pEffect
            ->Begin( &nPasses, 0 );

                        
            for( UINT iPass = 0; iPass < nPasses; iPass ++ )
                        {
                            g_pEffect
            ->BeginPass( iPass );
                            g_pMesh
            ->DrawSubset( 0 );
                            g_pEffect
            ->EndPass();
                        }
                        g_pEffect
            ->End();
                    }

                    
            //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
            "通過HLSL編程實現凹凸紋理映射" );
                
                
            //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 );

                SAFE_RELEASE(g_pMesh);
                SAFE_RELEASE(g_pBumpMap);
                SAFE_RELEASE(g_pColorMap);
                SAFE_RELEASE(g_pEffect);
            }


















            posted on 2008-04-14 22:29 七星重劍 閱讀(707) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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