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            HLSLCubeMappingDynamic.fx

            //--------------------------------------------------------------
            // Desc: 效果文件
            //--------------------------------------------------------------


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


            //---------------------------------------------------------------
            // 立方體紋理采樣器
            //---------------------------------------------------------------
            texture CubeMap;
            samplerCUBE CubeMapSampler 
            = sampler_state
            {
               Texture 
            = <CubeMap>;
               MinFilter 
            = Linear;
               MagFilter 
            = Linear;
               AddressU  
            = Wrap;
               AddressV  
            = Wrap;
            };


            //--------------------------------------------------------------
            //頂點渲染器輸出結構
            //--------------------------------------------------------------
            struct VS_OUTPUT
            {
                float4 Pos  : POSITION;
                float3 Reflect: TEXCOORD4;    
                float3 Reflect2: TEXCOORD5;    
            };

            //-------------------------------------------------------------
            // 頂點渲染器主函數
            //-------------------------------------------------------------
            VS_OUTPUT VS(float4 Pos : POSITION, float3 Normal : NORMAL)
            {
                VS_OUTPUT Out 
            = (VS_OUTPUT)0;
                    
                
            //坐標變換    
                Out.Pos = mul(Pos, matWorldViewProj);
                
                
            //計算世界空間中的頂點法線并標準化
                float3 Norm = normalize(mul(Normal, matWorld));
               
                
            //計算從頂點指向觀察點的方向向量并標準化
                float3 PosWorld  = normalize(mul(Pos, matWorld));
                float3 Incident 
            = normalize(PosWorld - vecEye);
                
                
            //計算立方體映射的反射向量
                Out.Reflect = normalize(reflect(Incident, Norm));

                
            //折射向量
                float3 ShortNorm = mul(Norm, 0.4);
                Out.Reflect2 
            = normalize(reflect(Incident, ShortNorm));
                
               
            return Out;
            }


            //-------------------------------------------------------------
            // 像素渲染器主函數
            //-------------------------------------------------------------
            float4 PS(VS_OUTPUT In) : COLOR
            {
                float4 tex1 
            = texCUBE(CubeMapSampler, In.Reflect); 
                float4 tex2 
            = texCUBE(CubeMapSampler, In.Reflect2);
                
                
            return tex2 * 0.5 + tex1;
            }


            //-------------------------------------------------------------
            // 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 

            #define CUBEMAP_RESOLUTION  256  //立方體紋理分辨率

            //-----------------------------------------------------------------------------
            // 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_pTeapotMesh;
            CDXUTMesh
            *                 g_pLobbyMesh;
            CDXUTMesh
            *                 g_pPlaneMesh; 

            LPDIRECT3DCUBETEXTURE9       g_pCubeMap;
            ID3DXRenderToEnvMap
            *       g_pRenderToEnvMap = NULL;
            LPD3DXEFFECT               g_pEffect  
            = NULL; 

            D3DXVECTOR3                g_vEyePos;
            D3DXMATRIXA16              g_matProject;
            D3DXMATRIXA16              g_matView;
            D3DXMATRIXA16              g_matWorld;
            D3DXMATRIXA16              g_matAirplane;



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


            //-----------------------------------------------------------------------------
            // 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
            "HLSLCubeMappingDynamic" );
                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;
                }

                
            //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();
                }

                
            //調試頂點渲染器需要參考設備或軟件頂點處理
            #ifdef DEBUG_VS
                
            if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
                {
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;                            
                    pDeviceSettings
            ->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }
            #endif

                
            //調試像素渲染器需要參考設備
            #ifdef DEBUG_PS
                pDeviceSettings
            ->DeviceType = D3DDEVTYPE_REF;
            #endif

                
            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 ) );

                
            //創建茶壺網格模型
                V_RETURN( D3DXLoadMeshFromX( L"teapot.x", D3DXMESH_MANAGED, pd3dDevice, NULL, 
                                               NULL, NULL, NULL,  
            &g_pTeapotMesh ));

                
            //創建大廳網格模型
                g_pLobbyMesh = new CDXUTMesh();
                V_RETURN(g_pLobbyMesh
            ->Create(pd3dDevice, L"lobby.x"));
                
                
                
            //創建飛機網格模型
                g_pPlaneMesh = new CDXUTMesh();
                V_RETURN(g_pPlaneMesh
            ->Create(pd3dDevice, L"plane.x"));

                
            //創建立方體環境映射對象
                V_RETURN( D3DXCreateRenderToEnvMap( pd3dDevice, CUBEMAP_RESOLUTION, 1,
                    pBackBufferSurfaceDesc
            ->Format, TRUE, D3DFMT_D16, &g_pRenderToEnvMap ));

                
            //創建效果
                V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, L"HLSLCubeMappingDynamic.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 ) );

                
            //根據后臺緩沖區的格式,創建立方體紋理對象
                V_RETURN( D3DXCreateCubeTexture( pd3dDevice, CUBEMAP_RESOLUTION, 1,
                                       D3DUSAGE_RENDERTARGET, pBackBufferSurfaceDesc
            ->Format, 
                                       D3DPOOL_DEFAULT, 
            &g_pCubeMap ));

                
            //恢復立方體環境映射對象
                g_pRenderToEnvMap->OnResetDevice();

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

                
                
            //構造大廳和茶壺模型世界矩陣
                D3DXMatrixIdentity(&g_matWorld);

                
            //構造投影矩陣
                float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH(
            &g_matProject, D3DX_PI / 4, fAspectRatio, 1.0f100.0f);
                
                
            //設置紋理階段狀態
                pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                
            //構造飛機的世界變換矩陣
                D3DXMATRIXA16  mat;
                D3DXMatrixScaling( 
            &g_matAirplane, 0.2f0.2f0.2f );
                D3DXMatrixTranslation( 
            &mat, 0.0f2.0f0.0f );
                D3DXMatrixMultiply( 
            &g_matAirplane, &g_matAirplane, &mat );
                D3DXMatrixRotationX( 
            &mat, -2.9f * (float)fTime );
                D3DXMatrixMultiply( 
            &g_matAirplane, &g_matAirplane, &mat );
                D3DXMatrixRotationY( 
            &mat, 1.055f * (float)fTime );
                D3DXMatrixMultiply( 
            &g_matAirplane, &g_matAirplane, &mat );

                
            //構造觀察矩陣
                float angle = (float)fTime / 2.0f;
                g_vEyePos 
            = D3DXVECTOR3(3.0f * sin(angle), 0.0f3.0f * cos(angle));
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMatrixLookAtLH( 
            &g_matView, &g_vEyePos, &vLookatPt, &vUpVec );

                
            //設置效果參數
                D3DXMATRIX mWorldViewProj;
                mWorldViewProj 
            = g_matWorld*g_matView*g_matProject;
                g_pEffect
            ->SetMatrix( "matWorldViewProj"&mWorldViewProj );
                g_pEffect
            ->SetMatrix( "matWorld"&g_matWorld);
                g_pEffect
            ->SetMatrix( "matView"&g_matView);
                D3DXVECTOR4  eyePosInEffect 
            = D3DXVECTOR4(g_vEyePos.x, g_vEyePos.y, g_vEyePos.z, 0.0f);
                g_pEffect
            ->SetVector( "vecEye"&eyePosInEffect);
                
                
            //將當前場景渲染到立方體映射的表面
                BuildAndSetCubeTexture(pd3dDevice);
            }


            //-----------------------------------------------------------------------------
            // Desc: 輔助函數, 動態生成立方體環境映射圖, 并為效果設置立方體紋理參數
            //-----------------------------------------------------------------------------
            void BuildAndSetCubeTexture(IDirect3DDevice9* pd3dDevice)
            {
                HRESULT hr;

                
            //為渲染圖像到立方體問題貼圖構造投影矩陣,視域為90度
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/21.0f0.5f1000.0f );

                
            //為渲染圖像到立方體問題貼圖構造觀察矩陣
                D3DXMATRIXA16 matViewDir( g_matView );
                matViewDir._41 
            = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;

                
            //渲染六個面到環境紋理對象
                V(g_pRenderToEnvMap->BeginCube( g_pCubeMap ));

                
            for( UINT i = 0; i < 6; i++ )
                {
                    g_pRenderToEnvMap
            ->Face( (D3DCUBEMAP_FACES) i, 0 );

                    
            //為每個立方體面構造觀察矩陣
                    D3DXMATRIXA16 matView;
                    matView 
            = DXUTGetCubeMapViewMatrix( (D3DCUBEMAP_FACES) i );
                    D3DXMatrixMultiply( 
            &matView, &matViewDir, &matView );

                    
            //將場景渲染到立方體紋理, 注意不能渲染茶壺
                    pd3dDevice->SetTransform( D3DTS_WORLD, &g_matWorld);
                    pd3dDevice
            ->SetTransform( D3DTS_VIEW,  &matView );
                    pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                    pd3dDevice
            ->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
                    g_pLobbyMesh
            ->Render(pd3dDevice);
                    pd3dDevice
            ->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );

                    pd3dDevice
            ->SetTransform( D3DTS_WORLD, &g_matAirplane );
                    g_pPlaneMesh
            ->Render(pd3dDevice);
                }
                g_pRenderToEnvMap
            ->End( 0 );

                
            //為效果設置動態生成的立方體紋理
                g_pEffect->SetTexture("CubeMap", g_pCubeMap);
            }


            //-----------------------------------------------------------------------------
            // 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() ) )
                {
                    
            //為渲染大廳和飛機設置觀察矩陣和投影矩陣
                    pd3dDevice->SetTransform( D3DTS_VIEW,  &g_matView );
                    pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &g_matProject );

                    
            //渲染大廳模型
                    pd3dDevice->SetTransform( D3DTS_WORLD, &g_matWorld);
                    pd3dDevice
            ->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
                    g_pLobbyMesh
            ->Render(pd3dDevice);
                    pd3dDevice
            ->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );

                    
            //渲染飛機模型
                    pd3dDevice->SetTransform( D3DTS_WORLD, &g_matAirplane );
                    g_pPlaneMesh
            ->Render(pd3dDevice);

                    
            //渲染茶壺模型
                    UINT nPasses;
                    g_pEffect
            ->Begin( &nPasses, 0 );

                    
            for( UINT iPass = 0; iPass < nPasses; iPass ++ )
                    {
                        g_pEffect
            ->BeginPass( iPass );
                        g_pTeapotMesh
            ->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編程實現動態并且具有折射效果的立方體環境映射" );
                
                
            //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 );

                
            if( g_pEffect )
                    g_pEffect
            ->OnLostDevice();

                SAFE_RELEASE( g_pCubeMap );
                g_pRenderToEnvMap
            ->OnLostDevice();
            }


            //------------------------------------------------------------------------------
            // 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_pTeapotMesh);
                g_pLobbyMesh
            ->Destroy();
                g_pPlaneMesh
            ->Destroy();
                SAFE_RELEASE( g_pRenderToEnvMap );
                SAFE_RELEASE(g_pEffect);
            }















            posted on 2008-04-16 09:17 七星重劍 閱讀(804) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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