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            Terrain.h

            //=============================================================================
            //Desc: CTerrain類頭文件
            //=============================================================================
            #pragma once

            #define        WIDTH        100      //地形寬度
            #define        LENGTH        100      //地形長度
            #define        NUMROWS        50       //行數(shù)
            #define        NUMCOLUMNS    50       //列數(shù)

            #define        NUMVERTICES    ((NUMCOLUMNS+1) * (NUMROWS+1))  //頂點個數(shù)
            #define        NUMFACES    ((NUMCOLUMNS*NUMROWS) * 2)      //三角形面數(shù)
            #define        CSTEP        ((float) WIDTH / (float) NUMCOLUMNS)  //橫向每格寬度
            #define        RSTEP        ((float) LENGTH / (float) NUMROWS)    //縱向每格寬度



            //-----------------------------------------------------------------------------
            // Desc: CFlutterFlag類的定義
            //-----------------------------------------------------------------------------
            class CTerrain
            {
            public:
                CTerrain(
            void);
                
            ~CTerrain(void);

            private:
                LPD3DXMESH            m_pMesh;         
            //網(wǎng)格對象
                LPDIRECT3DTEXTURE9    m_pTex;          //紋理
                D3DXMATRIX            m_WorldMatrix;   //世界矩陣

            private:
                
            float   HeightField( float x, float z );
                HRESULT BuildFlagMesh(LPDIRECT3DDEVICE9  pd3dDevice);

            public:
                HRESULT Create(LPDIRECT3DDEVICE9  pd3dDevice);
                HRESULT Render(LPDIRECT3DDEVICE9  pd3dDevice);
                HRESULT Destroy();
            };


            Terrain.cpp

            //=============================================================================
            //Desc: CTerrain類源文件
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "Terrain.h"


            //-----------------------------------------------------------------------------
            // Desc: 頂點結(jié)構(gòu)
            //-----------------------------------------------------------------------------
            struct TERRAINVERTEX
            {
                D3DXVECTOR3   p;       
            //點的坐標
                D3DXVECTOR3   n;       //頂點法線
                D3DXVECTOR2   vTex;    //紋理坐標
            };
            #define D3DFVF_TERRAINVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL| D3DFVF_TEX1)


            //-----------------------------------------------------------------------------
            // Desc: 構(gòu)造函數(shù)
            //-----------------------------------------------------------------------------
            CTerrain::CTerrain(void)
            {
                m_pMesh         
            = NULL;
                m_pTex          
            = NULL;

                
            //構(gòu)造世界矩陣
                D3DXMatrixTranslation( &m_WorldMatrix, -50.0f0.0f-50.0f );
            }


            //-----------------------------------------------------------------------------
            // Desc: 析構(gòu)函數(shù)
            //-----------------------------------------------------------------------------
            CTerrain::~CTerrain(void)
            {
            }


            //-----------------------------------------------------------------------------
            // Desc: 高程生成函數(shù)
            //-----------------------------------------------------------------------------
            float CTerrain::HeightField( float x, float z )
            {
                FLOAT y 
            = 0.0f;
                y 
            += 7.0f * cosf( 0.051f*+ 0.0f ) * sinf( 0.055f*+ 0.0f );
                y 
            += 7.0f * cosf( 0.053f*+ 0.0f ) * sinf( 0.057f*+ 0.0f );
                y 
            += 1.0f * cosf( 0.101f*+ 0.0f ) * sinf( 0.105f*+ 0.0f );
                y 
            += 1.0f * cosf( 0.103f*+ 0.0f ) * sinf( 0.107f*+ 0.0f );
                y 
            += 1.0f * cosf( 0.251f*+ 0.0f ) * sinf( 0.255f*+ 0.0f );
                y 
            += 1.0f * cosf( 0.253f*+ 0.0f ) * sinf( 0.257f*+ 0.0f );
                
            return y;
            }


            //-----------------------------------------------------------------------------
            // Desc: 創(chuàng)建網(wǎng)格對象
            //-----------------------------------------------------------------------------
            HRESULT CTerrain::BuildFlagMesh(LPDIRECT3DDEVICE9  pd3dDevice)  
            {
                HRESULT  hr  
            = S_OK;

                
            //創(chuàng)建網(wǎng)格
                V_RETURN(D3DXCreateMeshFVF( NUMFACES, NUMFACES * 3,
                                           D3DXMESH_MANAGED, D3DFVF_TERRAINVERTEX, 
                                           pd3dDevice, 
            &m_pMesh ))

                TERRAINVERTEX
            * pVertices = NULL;
                V_RETURN( m_pMesh
            ->LockVertexBuffer(0, (LPVOID*)&pVertices) );

                
            //初始化網(wǎng)格頂點數(shù)據(jù)
                for(int r=0; r<NUMROWS; r++)
                {
                    
            for(int c=0; c<NUMCOLUMNS; c++)
                    {
                        pVertices
            ->p    = D3DXVECTOR3(c*CSTEP, 0.0f, r*CSTEP );
                        pVertices
            ->p.y  = HeightField(pVertices->p.x, pVertices->p.z);
                        pVertices
            ->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r)/NUMROWS);
                        pVertices
            ++;
                      
                        pVertices
            ->p    = D3DXVECTOR3(c*CSTEP, 0.0f, (r+1)*CSTEP );
                        pVertices
            ->p.y  = HeightField(pVertices->p.x, pVertices->p.z);
                        pVertices
            ->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
                        pVertices
            ++;
                      
                        pVertices
            ->p    = D3DXVECTOR3((c+1)*CSTEP, 0.0f, (r+1)*CSTEP);
                        pVertices
            ->p.y  = HeightField(pVertices->p.x, pVertices->p.z);
                        pVertices
            ->vTex = D3DXVECTOR2(float(c+1)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
                        pVertices
            ++;

                        pVertices
            ->p    = D3DXVECTOR3(c*CSTEP, 0.0f, r*CSTEP);
                        pVertices
            ->p.y  = HeightField(pVertices->p.x, pVertices->p.z);
                        pVertices
            ->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r)/NUMROWS);
                        pVertices
            ++;

                        pVertices
            ->p    = D3DXVECTOR3((c+1)*CSTEP, 0.0f, (r+1)*CSTEP);
                        pVertices
            ->p.y  = HeightField(pVertices->p.x, pVertices->p.z);
                        pVertices
            ->vTex = D3DXVECTOR2(float(c+1)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
                        pVertices
            ++;

                        pVertices
            ->p    = D3DXVECTOR3((c+1)*CSTEP, 0.0f, r*CSTEP );
                        pVertices
            ->p.y  = HeightField(pVertices->p.x, pVertices->p.z);
                        pVertices
            ->vTex = D3DXVECTOR2(float(c+1)/NUMCOLUMNS, 1-float(r)/NUMROWS);
                        pVertices
            ++;
                    }
                }
                m_pMesh
            ->UnlockVertexBuffer();

                
            //設(shè)置索引緩沖區(qū)
                WORD* pIndex;
                V_RETURN( m_pMesh
            ->LockIndexBuffer(0, (LPVOID*)&pIndex) );
                WORD iIndex;
                
            for( iIndex = 0; iIndex < NUMFACES * 3; iIndex++ )
                {
                    
            *(pIndex++= iIndex;
                }
                m_pMesh
            ->UnlockIndexBuffer();
               
                
            //合并多余的頂點
                DWORD* pdwAdjacency = new DWORD[3 * NUMFACES];
                
            if( pdwAdjacency == NULL )
                {
                    
            return E_OUTOFMEMORY;
                }

                V_RETURN( D3DXWeldVertices( m_pMesh, D3DXWELDEPSILONS_WELDALL, 
                                           NULL, NULL, pdwAdjacency, NULL, NULL ) );
               
                
            //優(yōu)化處理
                V_RETURN(m_pMesh->OptimizeInplace( D3DXMESHOPT_COMPACT | D3DXMESHOPT_VERTEXCACHE,
                                                   pdwAdjacency, NULL, NULL, NULL ) );
               
                
            //計算頂點法線
                D3DXComputeNormals( m_pMesh, NULL );
                   
                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 初始化相關(guān)對象
            //-----------------------------------------------------------------------------
            HRESULT CTerrain::Create(LPDIRECT3DDEVICE9  pd3dDevice)
            {
                HRESULT hr 
            = S_OK;

                
            //創(chuàng)建地形網(wǎng)格
                V_RETURN(BuildFlagMesh(pd3dDevice));

                
            //創(chuàng)建地面紋理
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\terrain.bmp"&m_pTex ));

                
            return hr;
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染地形
            //-----------------------------------------------------------------------------
            HRESULT CTerrain::Render(LPDIRECT3DDEVICE9  pd3dDevice)
            {
                pd3dDevice
            ->SetTransform( D3DTS_WORLD, &m_WorldMatrix );
                pd3dDevice
            ->SetTexture(0, m_pTex);
                m_pMesh
            ->DrawSubset(0);
                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 清除相關(guān)對象
            //-----------------------------------------------------------------------------
            HRESULT CTerrain::Destroy()
            {
                SAFE_RELEASE(m_pMesh );
                SAFE_RELEASE(m_pTex);
                
            return S_OK;
            }


            Main.cpp

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


            //-----------------------------------------------------------------------------
            // 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(shè)備設(shè)置對話框
            CDXUTDialog                g_HUD;                   //對話框
            CDXUTDialog                g_SampleUI;              //對話框

            CTerrain
            *                  g_pTerrain;              //地向?qū)ο?br>
            //-----------------------------------------------------------------------------
            // 控件ID
            //-----------------------------------------------------------------------------
            #define IDC_TOGGLEFULLSCREEN      1
            #define IDC_TOGGLEREF             2
            #define IDC_CHANGEDEVICE          3
            #define IDC_USEOPTIMIZE           4


            //-----------------------------------------------------------------------------
            // 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配置啟用運行時內(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)備對象
                DXUTInit( truetruetrue );
                DXUTSetCursorSettings( 
            truetrue );
                DXUTCreateWindow( L
            "Terrain" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                    IsDeviceAcceptable, ModifyDeviceSettings );

                
            //進入消息循環(huán)和場景渲染
                DXUTMainLoop();

                
            //在此進行應(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()
            {
                
            //初始化對話框
                g_SettingsDlg.Init( &g_DialogResourceManager );
                g_HUD.Init( 
            &g_DialogResourceManager );
                g_SampleUI.Init( 
            &g_DialogResourceManager );

                
            //為g_HUD對話框設(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(shè)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(chuàng)建管理內(nèi)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(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)建地形對象
                g_pTerrain = new CTerrain;
                g_pTerrain
            ->Create(pd3dDevice);

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建默認內(nèi)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(shè)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(fù)字體
                if( g_pFont )
                    V_RETURN( g_pFont
            ->OnResetDevice() );
               
                
            //創(chuàng)建ID3DXSprite接口對象
                V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

                
            //設(shè)置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f30.0f,-100.0 );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f10.0f );
                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, 1.0f500.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設(shè)置紋理狀態(tài)
                pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE);
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
                pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
                pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

                
            //設(shè)置材質(zhì)
                D3DMATERIAL9 mtrl;
                ZeroMemory( 
            &mtrl, sizeof(D3DMATERIAL9) );
                mtrl.Diffuse.r 
            = mtrl.Ambient.r = 1.0f;
                mtrl.Diffuse.g 
            = mtrl.Ambient.g = 1.0f;
                mtrl.Diffuse.b 
            = mtrl.Ambient.b = 1.0f;
                mtrl.Diffuse.a 
            = mtrl.Ambient.a = 1.0f;
                pd3dDevice
            ->SetMaterial( &mtrl );

                
            //設(shè)置燈光
                D3DXVECTOR3 vecDir;
                D3DLIGHT9 light;
                ZeroMemory( 
            &light, sizeof(D3DLIGHT9) );
                light.Type       
            = D3DLIGHT_DIRECTIONAL;
                light.Diffuse.r  
            = 0.8f;
                light.Diffuse.g  
            = 1.0f;
                light.Diffuse.b  
            = 0.8f;
                vecDir 
            = D3DXVECTOR3( -1.0f-1.0f1.0f );
                D3DXVec3Normalize( (D3DXVECTOR3
            *)&light.Direction, &vecDir );
                light.Range       
            = 1000.0f;
                pd3dDevice
            ->SetLight( 0&light );
                pd3dDevice
            ->LightEnable( 0true );
                pd3dDevice
            ->SetRenderState( D3DRS_LIGHTING, true );

                
            //設(shè)置環(huán)境光
                pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050);

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
            }


            //-----------------------------------------------------------------------------
            // 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(shè)備設(shè)置對話框進行設(shè)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(qū)和深度緩沖區(qū)
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_ARGB(
            04550170), 1.0f0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            //渲染地形
                    g_pTerrain->Render(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: 渲染文本
            //-----------------------------------------------------------------------------
            void RenderText()
            {
                CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
            15 );

                
            //顯示當前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() );

                
            //顯示其他簡要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawTextLine( L
            "三維地形模擬" );
                
                
            //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(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_pTerrain
            ->Destroy();
            }







            posted on 2008-04-17 12:56 七星重劍 閱讀(1527) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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