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


            //-----------------------------------------------------------------------------
            // Desc: 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

            LPDIRECT3DVERTEXBUFFER9    g_pBackgroundVB;         
            //背景矩形頂點緩沖區
            LPDIRECT3DTEXTURE9         g_pBackgroundTexture;    //背景紋理
            LPDIRECT3DVERTEXBUFFER9    g_pWaterVB;              //水波網格模型頂點緩沖區
            LPDIRECT3DTEXTURE9         g_psBumpMap;             //凹凸紋理
            D3DXMATRIXA16              g_matBumpMat;            //世界矩陣

            const UINT g_n = 2;                            //水波網格模型x軸方向的頂點數目
            const UINT g_m = 2;                            //水波網格模型y軸方向的頂點數目
            const UINT g_nTriangles = (g_n-1)*(g_m-1)*2;   //水波網格模型的三角形數目


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構與頂點格式
            //-----------------------------------------------------------------------------
            struct VERTEX
            {
                D3DXVECTOR3 p;
                
            float tu, tv;
                
            static const DWORD FVF;
            };
            const DWORD VERTEX::FVF = D3DFVF_XYZ | D3DFVF_TEX1;


            //-----------------------------------------------------------------------------
            // Desc: 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 CreateBumpMap(IDirect3DDevice9
            * pd3dDevice);
            HRESULT SetEMBMStates(IDirect3DDevice9
            * pd3dDevice, float fTime);
            inline DWORD F2DW( FLOAT f ) { 
            return *((DWORD*)&f); }


            //-----------------------------------------------------------------------------
            // 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
            "BumpWaves" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                    IsDeviceAcceptable, ModifyDeviceSettings );

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

                
            //在此進行應用程序相關的清除工作

                
            return DXUTGetExitCode();
            }


            //-----------------------------------------------------------------------------
            // Desc: 應用程序相關初始化
            //-----------------------------------------------------------------------------
            void InitApp()
            {
                
            //初始化對話框
                g_SettingsDlg.Init( &g_DialogResourceManager );
                g_HUD.Init( 
            &g_DialogResourceManager );
                g_SampleUI.Init( 
            &g_DialogResourceManager );

                
            //為g_HUD對話框設置消息處理函數,添加控件
                g_HUD.SetCallback( OnGUIEvent ); int iY = 10
                g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
            "Toggle full screen"35, iY, 12522 );
                g_HUD.AddButton( IDC_TOGGLEREF, L
            "Toggle REF (F3)"35, iY += 2412522 );
                g_HUD.AddButton( IDC_CHANGEDEVICE, L
            "Change device (F2)"35, iY += 2412522, VK_F2 );
            }


            //-----------------------------------------------------------------------------
            // Desc: 設備能力檢查
            //-----------------------------------------------------------------------------
            bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                              D3DFORMAT BackBufferFormat, 
            bool bWindowed, 
                                              
            void* pUserContext )
            {
                
            //檢查后臺緩沖區格式是否支持Alpha混合等操作(post pixel blending operations)
                IDirect3D9* pD3D = DXUTGetD3DObject(); 
                
            if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                                AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                                D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
                    
            return false;

                
            //檢查當前設備是否支持凹凸紋理映射
                if0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ) )
                    
            return false;

                
            //檢查當前設備是否支持D3DFMT_V8U8 格式的紋理
                if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
                                                     pCaps
            ->DeviceType, AdapterFormat,
                                                     
            0, D3DRTYPE_TEXTURE,
                                                     D3DFMT_V8U8 ) ) )
                    
            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 ) );

                
            //創建背景紋理
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Lake.bmp"&g_pBackgroundTexture ));
                
                
            //創建凹凸紋理
                 CreateBumpMap(pd3dDevice);
                
            if( NULL == g_psBumpMap )
                    
            return E_FAIL;

                
            //創建背景矩形頂點緩沖區
                V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(VERTEX),
                                                          D3DUSAGE_WRITEONLY, VERTEX::FVF,
                                                          D3DPOOL_MANAGED, 
            &g_pBackgroundVB, NULL ));

                
            //填充背景矩形頂點緩沖區
                VERTEX* v;
                g_pBackgroundVB
            ->Lock( 00, (void**)&v, 0 );
                v[
            0].p  = D3DXVECTOR3(-1000.0f,    0.0f0.0f );
                v[
            1].p  = D3DXVECTOR3(-1000.0f1000.0f0.0f );
                v[
            2].p  = D3DXVECTOR3( 1000.0f,    0.0f0.0f );
                v[
            3].p  = D3DXVECTOR3( 1000.0f1000.0f0.0f );
                v[
            0].tu = 0.0f; v[0].tv = 147/256.0f;
                v[
            1].tu = 0.0f; v[1].tv = 0.0f;
                v[
            2].tu = 1.0f; v[2].tv = 147/256.0f;
                v[
            3].tu = 1.0f; v[3].tv = 0.0f;
                g_pBackgroundVB
            ->Unlock();
              
                
            //創建水波網格模型頂點緩沖區
                V_RETURN( pd3dDevice->CreateVertexBuffer( g_nTriangles*3*sizeof(VERTEX),
                                                          D3DUSAGE_WRITEONLY, VERTEX::FVF,
                                                          D3DPOOL_MANAGED, 
            &g_pWaterVB, NULL ));

                
            //填充水波網格模型頂點緩沖區
                g_pWaterVB->Lock( 00, (void**)&v, 0 );
                
            float dX = 2000.0f/(g_n-1);
                
            float dZ = 1250.0f/(g_m-1);
                
            float x0 = -1000;
                
            float z0 = -1250;
                
            float dU = 1.0f/(g_n-1);
                
            float dV = 0.7f/(g_m-1);
                UINT k 
            = 0;
                
            for (UINT z=0; z < (g_m-1); z++)
                {
                    
            for (UINT x=0; x < (g_n-1); x++)
                    {
                        v[k].p  
            = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
                        v[k].tu 
            = x*dU;
                        v[k].tv 
            = z*dV;
                        k
            ++;
                        v[k].p  
            = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + (z+1)*dZ );
                        v[k].tu 
            = x*dU;
                        v[k].tv 
            = (z+1)*dV;
                        k
            ++;
                        v[k].p  
            = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
                        v[k].tu 
            = (x+1)*dU;
                        v[k].tv 
            = (z+1)*dV;
                        k
            ++;
                        v[k].p  
            = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
                        v[k].tu 
            = x*dU;
                        v[k].tv 
            = z*dV;
                        k
            ++;
                        v[k].p  
            = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
                        v[k].tu 
            = (x+1)*dU;
                        v[k].tv 
            = (z+1)*dV;
                        k
            ++;
                        v[k].p  
            = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + z*dZ );
                        v[k].tu 
            = (x+1)*dU;
                        v[k].tv 
            = z*dV;
                        k
            ++;
                    }
                }
                g_pWaterVB
            ->Unlock();

                
            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 ) );

                
            //設置世界變換矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixIdentity( 
            &matWorld );
                pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );

                
            //設置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt(    
            0.0f400.0f-1650.0f );
                D3DXVECTOR3 vLookatPt( 
            0.0f,   0.0f,     0.0f );
                D3DXVECTOR3 vUpVec(    
            0.0f,   1.0f,     0.0f );
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //設置投影矩陣
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, 1.00f1.0f1.0f10000.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設置紋理過濾方式
                pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
                pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
                pd3dDevice
            ->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
                pd3dDevice
            ->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

                
            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設備設置對話框進行設置, 則不渲染場景
                if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.OnRender( fElapsedTime );
                    
            return;
                }

                
            //清除后臺顏色緩沖區和深度緩沖區
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_ARGB(
            04550170), 1.0f0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {

                    
            //為渲染背景舉行設置紋理渲染狀態
                    pd3dDevice->SetTexture( 0, g_pBackgroundTexture );
                    pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                    pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                    pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );

                    
            //渲染背景矩形
                    pd3dDevice->SetFVF( VERTEX::FVF );
                    pd3dDevice
            ->SetStreamSource( 0, g_pBackgroundVB, 0sizeof(VERTEX) );
                    pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );

                    
            //為渲染水波設置紋理渲染狀態
                    SetEMBMStates( pd3dDevice, (float)fTime );

                    
            //渲染水波網格模型
                    pd3dDevice->SetFVF( VERTEX::FVF );
                    pd3dDevice
            ->SetStreamSource( 0, g_pWaterVB, 0sizeof(VERTEX) );
                    pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLELIST, 0, g_nTriangles );

                    
            //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();

                    
            //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
            "水波效果模擬" );
                
                
            //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 );

                SAFE_RELEASE( g_pBackgroundTexture );
                SAFE_RELEASE( g_psBumpMap );
                SAFE_RELEASE( g_pBackgroundVB );
                SAFE_RELEASE( g_pWaterVB );
            }


            //-----------------------------------------------------------------------------
            // Desc: 創建凹凸紋理對象
            //-----------------------------------------------------------------------------
            HRESULT CreateBumpMap(IDirect3DDevice9* pd3dDevice)
            {
                HRESULT hr 
            = S_OK;
                UINT iWidth  
            = 256;
                UINT iHeight 
            = 256;

                
            //創建凹凸紋理
               V_RETURN( pd3dDevice->CreateTexture( iWidth, iWidth, 10, D3DFMT_V8U8, 
                                                    D3DPOOL_MANAGED, 
            &g_psBumpMap, NULL ));

                
            //填充紋理元素 
                D3DLOCKED_RECT d3dlr;
                g_psBumpMap
            ->LockRect( 0&d3dlr, 00 );
                CHAR
            * pDst = (CHAR*)d3dlr.pBits;
                CHAR  iDu, iDv;

                
            for( DWORD y=0; y<iHeight; y++ )
                {
                    CHAR
            * pPixel = pDst;

                    
            for( DWORD x=0; x<iWidth; x++ )
                    {
                        
            float fx = x/(FLOAT)iWidth - 0.5f;
                        
            float fy = y/(FLOAT)iHeight - 0.2f;

                        
            float r = sqrtf( fx*fx + fy*fy );

                        iDu 
            = (CHAR)( 64 * cosf( 300.0f * r ) * expf( -* 5.0f ) );
                        iDu 
            = iDu + (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
                        iDu 
            = iDu +(CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );

                        iDv 
            = (CHAR)( 64 * sinf( 300.0f * r ) * expf( -* 5.0f ) );
                        iDv 
            = iDv + (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
                        iDv 
            = iDv + (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );

                        
            *pPixel++ = iDu;
                        
            *pPixel++ = iDv;
                    }
                    pDst 
            += d3dlr.Pitch;
                }
                g_psBumpMap
            ->UnlockRect(0);

                
            return hr;
            }


            //-----------------------------------------------------------------------------
            // Desc: 設置紋理層渲染狀態
            //-----------------------------------------------------------------------------
            HRESULT SetEMBMStates(IDirect3DDevice9* pd3dDevice, float fTime)
            {
                
            //設置紋理層 0 的紋理渲染狀態
                pd3dDevice->SetTexture( 0, g_psBumpMap );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_BUMPENVMAPLUMINANCE );
                
                
            static float r = 0.04f;
                g_matBumpMat._11 
            =  r * cosf( (float)fTime * 9.0f );
                g_matBumpMat._12 
            = -* sinf( (float)fTime * 9.0f );
                g_matBumpMat._21 
            =  r * sinf( (float)fTime * 9.0f );
                g_matBumpMat._22 
            =  r * cosf( (float)fTime * 9.0f );

                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00,   F2DW( g_matBumpMat._11 ) );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01,   F2DW( g_matBumpMat._12 ) );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10,   F2DW( g_matBumpMat._21 ) );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11,   F2DW( g_matBumpMat._22 ) );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE,  F2DW(0.8f) );
                pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
                
                
            //設置紋理層 1 的紋理渲染狀態
                pd3dDevice->SetTexture( 1, g_pBackgroundTexture );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
                pd3dDevice
            ->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3|D3DTTFF_PROJECTED );
                
                
            //設置紋理坐標變換矩陣
                static D3DXMATRIXA16 mat;
                mat._11 
            = 0.8f; mat._12 = 0.0f; mat._13 = 0.0f;
                mat._21 
            = 0.0f; mat._22 = 0.8f; mat._23 = 0.0f;
                mat._31 
            = 0.5f; mat._32 =-0.5f; mat._33 = 1.0f;
                mat._41 
            = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f;
                pd3dDevice
            ->SetTransform( D3DTS_TEXTURE1, &mat );
                    
                
            return S_OK;
            }











            posted on 2008-04-17 23:48 七星重劍 閱讀(1264) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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