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            //=============================================================================
            // Desc: 主程序源代碼
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "resource.h"
            #define MAX_INTERSECTIONS 16


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

            CDXUTMesh                  g_pMesh;                   
            //網格模型對象
            LPD3DXMESH                 g_pPickMesh;               //用于計算拾取三角形的網格對象
            DWORD                      g_dwNumIntersections = 0;  //拾取到的面的數量
            LPDIRECT3DVERTEXBUFFER9    g_pVB = NULL;              //存放所拾取到的三角形的頂點緩沖區
            DWORD                      g_IntersectionArray[MAX_INTERSECTIONS]; //存儲拾取到三角形的索引


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構
            //-----------------------------------------------------------------------------
            struct D3DVERTEX
            {
                D3DXVECTOR3 p;
                D3DXVECTOR3 n;
                
            float       tu, tv;

                
            static const DWORD FVF;
            };
            const DWORD D3DVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;


            //-----------------------------------------------------------------------------
            // 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();
            HRESULT Pick_Triangle(IDirect3DDevice9
            * pd3dDevice, LPD3DXMESH pMesh);


            //-----------------------------------------------------------------------------
            // 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
            "Pick" );
                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 ) );

                
            //創建老虎網格模型
                V_RETURN(g_pMesh.Create(pd3dDevice, L"Media\\tiger.x"));
                V_RETURN(g_pMesh.SetFVF(pd3dDevice, D3DVERTEX::FVF));

                g_pMesh.GetMesh()
            ->CloneMeshFVF(D3DXMESH_MANAGED, g_pMesh.GetMesh()->GetFVF(), pd3dDevice, &g_pPickMesh);

                
            //創建存放所拾取到的三角形的頂點緩沖區
                DWORD dwNumVertices = MAX_INTERSECTIONS * 3;
                V_RETURN( pd3dDevice
            ->CreateVertexBuffer( dwNumVertices*sizeof(D3DVERTEX),
                                                          D3DUSAGE_WRITEONLY, D3DVERTEX::FVF,
                                                          D3DPOOL_MANAGED, 
            &g_pVB, NULL ) );

                
            return hr;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創建默認內存類型資源對象, 設置相關渲染狀態
            //-----------------------------------------------------------------------------
            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( 
            0.0f2.0f,-4.0f );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                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, 1.0f1000.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設置紋理渲染狀態
                pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
                pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

                
            //關閉光照
                pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
                
            //世界變換
                D3DXMATRIXA16 matWorld;
                UINT  iTime  
            = timeGetTime() % 10000;
                FLOAT fAngle 
            = iTime * (2.0f * D3DX_PI) / 10000.0f;
                D3DXMatrixRotationY( 
            &matWorld, fAngle );
                pd3dDevice
            ->SetTransform( D3DTS_WORLD,  &matWorld );

                
            //拾取三角形
                Pick_Triangle(pd3dDevice, g_pPickMesh);    
            }


            //-----------------------------------------------------------------------------
            // 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) );

                
            //開始渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {        
                    
            if( g_dwNumIntersections > 0 ) //有三角形被拾取到
                    {
                        
            //繪制被拾取到的三角形
                        pd3dDevice->SetFVF( D3DVERTEX::FVF );
                        pd3dDevice
            ->SetStreamSource( 0, g_pVB, 0sizeof(D3DVERTEX) );
                        pd3dDevice
            ->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
                        pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLELIST, 0, g_dwNumIntersections );

                        
            //使用線填充模式
                        pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
                    }
                    
            else
                    {
                        
            //使用面填充模式
                        pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
                    }

                    
            //渲染網格模型
                    g_pMesh.Render( pd3dDevice );

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

                    
            //結束渲染場景
                    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
            "三角形拾取演示" );
                
                
            //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;

                
            //消息循環
                switch( uMsg )
                {
                
            case WM_LBUTTONDOWN:
                    SetCapture( hWnd );   
            //捕獲
                    break;

                
            case WM_LBUTTONUP:
                    ReleaseCapture();    
            //釋放
                    break;
                }

                
            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_pMesh.Destroy();
                SAFE_RELEASE(g_pPickMesh);
                SAFE_RELEASE(g_pVB);
            }


            //-----------------------------------------------------------------------------
            // Desc: 拾取三角形
            //-----------------------------------------------------------------------------
            HRESULT Pick_Triangle(IDirect3DDevice9* pd3dDevice, LPD3DXMESH pMesh)
            {
                HRESULT hr 
            = S_OK;
                g_dwNumIntersections 
            = 0L;

                
            if!GetCapture() )
                    
            return hr;

                
            //計算拾取射線相關變量聲明
                POINT        ptCursor;  //鼠標位置
                D3DXMATRIX   matWorld, matView, pmatProj, m;
                D3DXVECTOR3  vPickRayOrig, vPickRayDir;
                
            int          iWidth, iHeight;

                
            //獲取后臺緩沖區的寬度和高度
                iWidth = DXUTGetBackBufferSurfaceDesc()->Width;
                iHeight 
            = DXUTGetBackBufferSurfaceDesc()->Height;

                
            //獲取當前鼠標在窗口客戶區中的位置
                GetCursorPos( &ptCursor );
                ScreenToClient( DXUTGetHWND(), 
            &ptCursor );
                
                
            //獲取當前設備的變換矩陣
                pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld );
                pd3dDevice
            ->GetTransform( D3DTS_VIEW, &matView );
                pd3dDevice
            ->GetTransform( D3DTS_PROJECTION, &pmatProj );

                
            //計算世界觀察矩陣的逆矩陣
                D3DXMATRIX mWorldView = matWorld * matView;
                D3DXMatrixInverse( 
            &m, NULL, &mWorldView );
                
                
            //計算拾取射線的方向與原點
                D3DXVECTOR3 vTemp;
                vTemp.x 
            =  ((( 2.0f * ptCursor.x ) / iWidth  ) - 1 ) / pmatProj._11;
                vTemp.y 
            = -((( 2.0f * ptCursor.y ) / iHeight ) - 1 ) / pmatProj._22;
                vTemp.z 
            =  1.0f;

                vPickRayDir.x  
            = vTemp.x*m._11 + vTemp.y*m._21 + vTemp.z*m._31;
                vPickRayDir.y  
            = vTemp.x*m._12 + vTemp.y*m._22 + vTemp.z*m._32;
                vPickRayDir.z  
            = vTemp.x*m._13 + vTemp.y*m._23 + vTemp.z*m._33;

                vPickRayOrig.x 
            = m._41;
                vPickRayOrig.y 
            = m._42;
                vPickRayOrig.z 
            = m._43;

                
            //計算被拾取到的三角形, 得到拾取到三角形的索引
                BOOL               bHit;
                LPD3DXBUFFER       pBuffer 
            = NULL;
                D3DXINTERSECTINFO
            * pIntersectInfoArray;
                
                V_RETURN( D3DXIntersect( pMesh, 
            &vPickRayOrig, &vPickRayDir, &bHit, 
                                         NULL, NULL, NULL, NULL, 
                                        
            &pBuffer, &g_dwNumIntersections ));

                
            if( g_dwNumIntersections > 0 )
                {
                    pIntersectInfoArray 
            = (D3DXINTERSECTINFO*)pBuffer->GetBufferPointer();
                    
            if( g_dwNumIntersections > MAX_INTERSECTIONS )
                        g_dwNumIntersections 
            = MAX_INTERSECTIONS;
                    
            for( DWORD iIntersection = 0; iIntersection < g_dwNumIntersections; iIntersection++ )
                    {
                        g_IntersectionArray[iIntersection] 
            = pIntersectInfoArray[iIntersection].FaceIndex;
                    }
                }
                SAFE_RELEASE( pBuffer );

                
            //根據拾取到三角形的索引, 將三角形頂點數據添加到g_pVB中
                LPDIRECT3DVERTEXBUFFER9  pVB;
                LPDIRECT3DINDEXBUFFER9   pIB;
                WORD
            *                    pIndices;
                D3DVERTEX
            *               pVertices;

                pMesh
            ->GetVertexBuffer( &pVB );
                pMesh
            ->GetIndexBuffer( &pIB );
                pIB
            ->Lock( 00, (void**)&pIndices, 0 );
                pVB
            ->Lock( 00, (void**)&pVertices, 0 );

                
            if( g_dwNumIntersections > 0 )
                {
                    D3DVERTEX
            * v;
                    D3DVERTEX
            * vThisTri;
                    WORD
            *      iThisTri;
                    DWORD
            *     pIntersection;

                    g_pVB
            ->Lock( 00, (void**)&v, 0 );

                    
            for( DWORD iIntersection = 0; iIntersection < g_dwNumIntersections; iIntersection++ )
                    {
                        pIntersection 
            = &g_IntersectionArray[iIntersection];
                        vThisTri      
            = &v[iIntersection * 3];
                        iThisTri      
            = &pIndices[3*(*pIntersection)];  

                        vThisTri[
            0= pVertices[iThisTri[0]];
                        vThisTri[
            1= pVertices[iThisTri[1]];
                        vThisTri[
            2= pVertices[iThisTri[2]];
                    }

                    g_pVB
            ->Unlock();
                }

                pVB
            ->Unlock();
                pIB
            ->Unlock();
                SAFE_RELEASE(pVB);
                SAFE_RELEASE(pIB);
                
                
            return S_OK;
            }


















            posted on 2008-04-17 17:48 七星重劍 閱讀(1053) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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