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            通過正弦波海洋模型實時生成動態海浪效果




            SinSeaWave.h

            //=============================================================================
            //Desc: CSeaWave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
            #define        NUMCOLUMNS    50       //列數

            #define        NUMVERTICES    ((NUMCOLUMNS+1) * (NUMROWS+1))  //頂點個數
            #define        NUMFACES    ((NUMCOLUMNS*NUMROWS) * 2)      //三角形面數
            #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: CSeaWave類的定義
            //-----------------------------------------------------------------------------
            class CSeaWave
            {
            public:
                CSeaWave(
            void);
                
            ~CSeaWave(void);

            private:
                LPD3DXMESH            m_pMesh;         
            //網格對象
                LPDIRECT3DTEXTURE9    m_pTex;          //紋理
                D3DXMATRIX            m_WorldMatrix;   //世界矩陣

            private:
                HRESULT BuildFlagMesh(LPDIRECT3DDEVICE9  pd3dDevice);

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



            SinSeaWave.cpp

            //=============================================================================
            //Desc: CSeaWave類源文件
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "SinSeaWave.h"


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構
            //-----------------------------------------------------------------------------
            struct CUSTOMVERTEX
            {
                D3DXVECTOR3   p;       
            //點的坐標
                D3DXVECTOR3   n;       //頂點法線
                D3DXVECTOR2   vTex;    //紋理坐標
            };
            #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL| D3DFVF_TEX1)


            //-----------------------------------------------------------------------------
            // Desc: 構造函數
            //-----------------------------------------------------------------------------
            CSeaWave::CSeaWave(void)
            {
                m_pMesh         
            = NULL;
                m_pTex          
            = NULL;

                
            //構造世界矩陣
                D3DXMATRIX matScale, matTrans;
                D3DXMatrixTranslation( 
            &matTrans, -50.0f0.0f-50.0f );
                D3DXMatrixScaling( 
            &matScale, 1.0f1.0f1.0f );
                m_WorldMatrix 
            = matTrans * matScale;
            }


            //-----------------------------------------------------------------------------
            // Desc: 析構函數
            //-----------------------------------------------------------------------------
            CSeaWave::~CSeaWave(void)
            {
            }


            //-----------------------------------------------------------------------------
            // Desc: 創建網格對象
            //-----------------------------------------------------------------------------
            HRESULT CSeaWave::BuildFlagMesh(LPDIRECT3DDEVICE9  pd3dDevice)  
            {
                HRESULT  hr  
            = S_OK;

                
            //創建網格
                V_RETURN(D3DXCreateMeshFVF( NUMFACES, NUMFACES * 3,
                                           D3DXMESH_MANAGED, D3DFVF_CUSTOMVERTEX, 
                                           pd3dDevice, 
            &m_pMesh ))

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

                
            //初始化網格頂點數據
                for(int r=0; r<NUMROWS; r++)
                {
                    
            for(int c=0; c<NUMCOLUMNS; c++)
                    {
                        pVertices
            ->p    = D3DXVECTOR3(c*CSTEP, 0.0f, r*CSTEP );
                        pVertices
            ->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r)/NUMROWS);
                        pVertices
            ++;
                      
                        pVertices
            ->p    = D3DXVECTOR3(c*CSTEP, 0.0f, (r+1)*CSTEP );
                        pVertices
            ->vTex = D3DXVECTOR2(float(c)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
                        pVertices
            ++;
                      
                        pVertices
            ->p    = D3DXVECTOR3((c+1)*CSTEP, 0.0f, (r+1)*CSTEP);
                        pVertices
            ->vTex = D3DXVECTOR2(float(c+1)/NUMCOLUMNS, 1-float(r+1)/NUMROWS);
                        pVertices
            ++;

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

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

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

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

                
            //合并多余的頂點
                V_RETURN( D3DXWeldVertices( m_pMesh, D3DXWELDEPSILONS_WELDALL, 
                                           NULL, NULL, pdwAdjacency, NULL, NULL ) );
               
                
            //優化處理
                V_RETURN(m_pMesh->OptimizeInplace( D3DXMESHOPT_COMPACT | D3DXMESHOPT_VERTEXCACHE,
                                                   pdwAdjacency, NULL, NULL, NULL ) );
               
                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新海面網格, 以產生海浪效果
            //-----------------------------------------------------------------------------
            HRESULT CSeaWave::UpdateMesh(float fTime)
            {
                HRESULT hr 
            = S_OK;

                
            //正弦波海洋模型相關參數
                static float kexi0 = 0.4609f;
                
            static float ws    = 0.76624f;
                
                
            static float  oumiga[10= { 0.559f0.861f0.936f1.008f1.083f
                                             
            1.167f1.272f1.412f1.635f2.193f };

                
            static float  fai[10= { 1.651f2.942f4.818f6.012f1.930f
                                          
            6.017f1.133f5.682f4.791f2.319f };

                
            static float  k[10];
                
            for(int i=0; i<10; i++)
                {
                    k[i] 
            = oumiga[i]*fai[1]*oumiga[i]*fai[1]/9.8f;
                }

                
            //修改每個頂點的高度,得到海浪效果
                static int   iVertexCount = m_pMesh->GetNumVertices();
                
            static float x, z;
                CUSTOMVERTEX
            * pVertices = NULL;
                V_RETURN( m_pMesh
            ->LockVertexBuffer(0, (LPVOID*)&pVertices) );    
                
            for(int i=0; i<iVertexCount; i++)
                {
                    x 
            = pVertices[i].p.x;
                    z 
            = pVertices[i].p.z;

                    pVertices[i].p.y 
            =0.0f;
                    
            for(int j=0; j<10; j++)
                    {
                        pVertices[i].p.y 
            += cos( k[j]*(x*sin(D3DX_PI/4+ z*cos(D3DX_PI/4)) + oumiga[j]*ws*fTime + fai[j] );
                    }
                    pVertices[i].p.y 
            *= kexi0;
                }

                m_pMesh
            ->UnlockVertexBuffer();

                
            //計算法線
                D3DXComputeNormals( m_pMesh, NULL ); 

                
            return hr;
            }



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

                
            //創建地形網格
                V_RETURN(BuildFlagMesh(pd3dDevice));

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

                
            return hr;
            }


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


            //-----------------------------------------------------------------------------
            // Desc: 清除相關對象
            //-----------------------------------------------------------------------------
            HRESULT CSeaWave::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 
            "SinSeaWave.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設備設置對話框
            CDXUTDialog                g_HUD;                   //對話框
            CDXUTDialog                g_SampleUI;              //對話框

            CSeaWave
            *                  g_pSeaWave;              //海面對象


            //-----------------------------------------------------------------------------
            // 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
            "SeaWave" );
                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;

                
            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();
                }

                
            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 ) );

                
            //創建海面對象
                g_pSeaWave = new CSeaWave();
                g_pSeaWave
            ->Create(pd3dDevice);

                
            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 ) );

                
            //設置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f20.0f,-60.0 );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f10.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //設置投影矩陣
                D3DXMATRIXA16 matProj;
                
            float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/4, fAspectRatio, 1.0f500.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設置紋理狀態
                pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1);
                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 );

                
            //霧化設置
                pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);
                pd3dDevice
            ->SetRenderState(D3DRS_FOGCOLOR, 0xff3030b0);
                pd3dDevice
            ->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
                
            float fogStart = 0;
                
            float fogEnd   = 100;
                pd3dDevice
            ->SetRenderState(D3DRS_FOGSTART,  *(DWORD*)&fogStart);
                pd3dDevice
            ->SetRenderState(D3DRS_FOGEND,    *(DWORD*)&fogEnd);

                
            //禁用光照處理
                pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                
            //生成海浪效果
                g_pSeaWave->UpdateMesh((float)fTime);
            }


            //-----------------------------------------------------------------------------
            // 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() ) )
                {
                    
            //渲染海面對象
                    g_pSeaWave->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
            "海浪效果模擬" );
                
                
            //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 );

                g_pSeaWave
            ->Destroy();
            }











            posted on 2008-04-17 15:32 七星重劍 閱讀(1118) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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