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天行健 君子當(dāng)自強(qiáng)而不息

網(wǎng)格模型高級(jí)技術(shù)(8)

漸變(tweening)網(wǎng)格模型是Direct3D中實(shí)現(xiàn)模型動(dòng)畫最簡(jiǎn)單的方式和途徑,它的原理也非常簡(jiǎn)單。例如對(duì)于場(chǎng)景內(nèi)的某個(gè)網(wǎng)格模型,最初只記錄t0時(shí)刻和t1時(shí)刻該網(wǎng)格模型的狀態(tài)(即這兩個(gè)時(shí)刻網(wǎng)格模型中所有頂點(diǎn)的位置),對(duì)于t0到t1這段時(shí)間內(nèi)的任意時(shí)刻t_current,根據(jù)該時(shí)刻距離t0和t1時(shí)刻的遠(yuǎn)近,實(shí)時(shí)地分配給這兩個(gè)網(wǎng)格模型不同的權(quán)重,然后按照這兩個(gè)網(wǎng)格模型中頂點(diǎn)的不同位置和它們各自的權(quán)重進(jìn)行插值,計(jì)算出t_current時(shí)刻整個(gè)網(wǎng)格模型中所有頂點(diǎn)的位置,從而實(shí)現(xiàn)動(dòng)畫效果。

通常將t0時(shí)刻的網(wǎng)格模型稱為源網(wǎng)格模型,將t1時(shí)刻的網(wǎng)格模型稱為目標(biāo)網(wǎng)格模型,將最后擬合得到的網(wǎng)格模型稱為結(jié)果網(wǎng)格模型。當(dāng)然初始條件還可以是3個(gè)或更多時(shí)刻網(wǎng)格模型的狀態(tài),再根據(jù)時(shí)間的推移對(duì)這些網(wǎng)格模型進(jìn)行插值而實(shí)時(shí)得到當(dāng)前時(shí)刻網(wǎng)格模型的狀態(tài)。

事實(shí)上,漸變網(wǎng)格模型就是對(duì)一系列已知的網(wǎng)格模型進(jìn)行插值得到最終的網(wǎng)格模型。

首先,我們需要從.x文件加載源網(wǎng)格模型和目標(biāo)網(wǎng)格模型:

V_RETURN(D3DXLoadMeshFromXW(L"source.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials, 
&g_source_mesh));
V_RETURN(D3DXLoadMeshFromXW(L"target.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials, 
&g_target_mesh));

由于我們僅對(duì)兩個(gè)網(wǎng)格模型中的頂點(diǎn)位置坐標(biāo)和法向量進(jìn)行插值,所以在創(chuàng)建好源網(wǎng)格模型和目標(biāo)網(wǎng)格模型后,需要按照指定的頂點(diǎn)格式克隆源網(wǎng)格模型、目標(biāo)網(wǎng)格模型和結(jié)果網(wǎng)格模型,使這時(shí)的源網(wǎng)格模型、目標(biāo)網(wǎng)格模型和結(jié)果網(wǎng)格模型僅包含頂點(diǎn)位置和法向量:

ID3DXMesh* cloned_mesh;
// clone source mesh with specified vertex format
g_source_mesh->CloneMeshFVF(g_source_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
release_com(g_source_mesh);
g_source_mesh = cloned_mesh;
// clone target mesh with specified vertex format
g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
release_com(g_target_mesh);
g_target_mesh = cloned_mesh;
// clone result mesh with specified vertex format from target mesh
g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &g_result_mesh);
g_source_mesh->GetVertexBuffer(&g_source_vb);
g_target_mesh->GetVertexBuffer(&g_target_vb);
g_result_mesh->GetVertexBuffer(&g_result_vb);
 

其中源網(wǎng)格模型的狀態(tài)如下圖所示:

 

目標(biāo)網(wǎng)格模型的狀態(tài)如下圖所示:

 

最后我們根據(jù)程序當(dāng)前運(yùn)行時(shí)間,分別計(jì)算源網(wǎng)格模型和目標(biāo)網(wǎng)格模型的權(quán)重,利用計(jì)算出的權(quán)重對(duì)源網(wǎng)格模型和目標(biāo)網(wǎng)格模型的頂點(diǎn)坐標(biāo)和法向量進(jìn)行插值,得到當(dāng)前時(shí)刻的結(jié)果網(wǎng)格模型:

sVertex* source_vertices;
sVertex* target_vertices;
sVertex* result_vertices;
g_source_vb->Lock(0, 0, (void**) &source_vertices, 0);
g_target_vb->Lock(0, 0, (void**) &target_vertices, 0);
g_result_vb->Lock(0, 0, (void**) &result_vertices, 0);
float time_factor = (float)(timeGetTime() % 2000) / 1000.0f;
float scalar = (time_factor <= 1.0f) ? time_factor : (2.0f - time_factor);
for(DWORD i = 0; i < g_result_mesh->GetNumVertices(); i++)
{
result_vertices[i].x = source_vertices[i].x * (1.0f - scalar) + target_vertices[i].x * scalar;
result_vertices[i].y = source_vertices[i].y * (1.0f - scalar) + target_vertices[i].y * scalar;
result_vertices[i].z = source_vertices[i].z * (1.0f - scalar) + target_vertices[i].z * scalar;
	result_vertices[i].nx = source_vertices[i].nx * (1.0f - scalar) + target_vertices[i].nx * scalar;
result_vertices[i].ny = source_vertices[i].ny * (1.0f - scalar) + target_vertices[i].ny * scalar;
result_vertices[i].nz = source_vertices[i].nz * (1.0f - scalar) + target_vertices[i].nz * scalar;
}
g_source_vb->Unlock();
g_target_vb->Unlock();
g_result_vb->Unlock();

為了讓海豚動(dòng)起來,我們還必須修改世界坐標(biāo)矩陣:

// move dolphin around circle
float kick_freq = float(2.0f * fTime);
float phas = float(fTime) / 3.0f;
D3DXMATRIX mat_dolphin, mat_trans, mat_rot_y, mat_rot_z;
D3DXMatrixScaling(&mat_dolphin, 0.01f, 0.01f, 0.01f);
D3DXMatrixRotationZ(&mat_rot_z, -cosf(kick_freq) / 6);
D3DXMatrixRotationY(&mat_rot_y, phase);
D3DXMatrixTranslation(&mat_trans, -5 * sinf(phase), sinf(kick_freq)/2, 10 - 10 * cosf(phase));
mat_dolphin = mat_dolphin * mat_rot_z * mat_rot_y * mat_trans;;
pd3dDevice->SetTransform(D3DTS_WORLD, &mat_dolphin);

 

運(yùn)行效果圖:

 

主程序:

#include "dxstdafx.h"
#include 
"resource.h"

#pragma warning(disable : 
4127 4995)

#define IDC_TOGGLE_FULLSCREEN    1
#define IDC_TOGGLE_REF            2
#define IDC_CHANGE_DEVICE        3

struct sVertex
{
    
float x, y, z;
    
float nx, ny, nz;
};

const DWORD CUSTOM_VERTEX_FVF = D3DFVF_XYZ | D3DFVF_NORMAL;

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

ID3DXFont
*                    g_font;
ID3DXSprite
*                g_text_sprite;
bool                        g_show_help;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

ID3DXMesh
*                    g_source_mesh;
ID3DXMesh
*                    g_target_mesh;
ID3DXMesh
*                    g_result_mesh;

IDirect3DVertexBuffer9
*        g_source_vb;
IDirect3DVertexBuffer9
*        g_target_vb;
IDirect3DVertexBuffer9
*        g_result_vb;

DWORD                        g_num_materials;


//--------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, void* pUserContext )
{
    
// Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
* pD3D = DXUTGetD3DObject(); 

    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

    
return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
    
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
    if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static bool is_first_time = true;

    
if(is_first_time)
    {
        is_first_time 
= false;

        
// if using reference device, then pop a warning message box.
        if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return true;
}

//--------------------------------------------------------------------------------------
// Remove path from fullname, and convert filename from multibyte to wchar.
//--------------------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullname, LPWSTR wfilename)
{
    WCHAR wbuf[MAX_PATH]  
= {0};
    MultiByteToWideChar(CP_ACP, 
0, fullname, -1, wbuf, MAX_PATH);

    LPWSTR w_last_back_slash 
= wcsrchr(wbuf, '\\');

    
if(w_last_back_slash)
        lstrcpy(wfilename, 
++w_last_back_slash);
    
else
        lstrcpy(wfilename, wbuf);
}

//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                 
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                 
void* pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
| FF_DONTCARE, L"Arial"&g_font);

    V_RETURN(D3DXLoadMeshFromXW(L
"source.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials, 
                                
&g_source_mesh));

    V_RETURN(D3DXLoadMeshFromXW(L
"target.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials, 
                                
&g_target_mesh));

    ID3DXMesh
* cloned_mesh;

    
// clone source mesh with specified vertex format
    g_source_mesh->CloneMeshFVF(g_source_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
    release_com(g_source_mesh);
    g_source_mesh 
= cloned_mesh;

    
// clone target mesh with specified vertex format
    g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
    release_com(g_target_mesh);
    g_target_mesh 
= cloned_mesh;

    
// clone result mesh with specified vertex format from target mesh
    g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &g_result_mesh);

    g_source_mesh
->GetVertexBuffer(&g_source_vb);
    g_target_mesh
->GetVertexBuffer(&g_target_vb);
    g_result_mesh
->GetVertexBuffer(&g_result_vb);

    
return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
->OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
&g_text_sprite));

    
// set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
->Width - 1700);
    g_button_dlg.SetSize(
170170);    

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f0.0f,  -8.0f);
    D3DXVECTOR3  at(
0.0f0.0f,  0.0f);
    D3DXVECTOR3  up(
0.0f1.0f,  0.0f);

    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    pd3dDevice
->SetTransform(D3DTS_VIEW, &mat_view);

    
// set projection matrix
    D3DXMATRIX mat_proj;
    
float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/4, aspect, 1.0f100.0f);
    pd3dDevice
->SetTransform(D3DTS_PROJECTION, &mat_proj);

    
// setup material

    D3DMATERIAL9 material;
    ZeroMemory(
&material, sizeof(D3DMATERIAL9));

    material.Diffuse.r 
= 0.5f;
    material.Diffuse.g 
= 0.5f;
    material.Diffuse.b 
= 0.8f;
    material.Diffuse.a 
= 1.0f;

    material.Ambient.r 
= 0.5f;
    material.Ambient.g 
= 0.5f;
    material.Ambient.b 
= 0.8f;
    material.Ambient.a 
= 1.0f;

    pd3dDevice
->SetMaterial(&material);

    
// setup light

    D3DLIGHT9 light;
    ZeroMemory(
&light, sizeof(D3DLIGHT9));

    light.Type       
= D3DLIGHT_DIRECTIONAL;

    light.Diffuse.r  
= 0.1f;
    light.Diffuse.g  
= 0.1f;
    light.Diffuse.b  
= 0.3f;
    light.Diffuse.a  
= 1.0f;

    light.Ambient.r  
= 0.1f;
    light.Ambient.g  
= 0.1f;
    light.Ambient.b  
= 0.3f;
    light.Ambient.a  
= 1.0f;

    D3DXVECTOR3 light_dir 
= D3DXVECTOR3(-1-11); 
    D3DXVec3Normalize((D3DXVECTOR3
*&light.Direction, &light_dir);
    pd3dDevice
->SetLight(0&light);
    pd3dDevice
->LightEnable(0, TRUE);
    pd3dDevice
->SetRenderState(D3DRS_LIGHTING, TRUE);

    
return S_OK;
}

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here 
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
->OnLostDevice();

    release_com(g_text_sprite);
}


//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();        

    release_com(g_font);

    release_com(g_source_mesh);
    release_com(g_target_mesh);    
    release_com(g_result_mesh);    

    release_com(g_source_vb);
    release_com(g_target_vb);
    release_com(g_result_vb);
}

//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    sVertex
* source_vertices;
    sVertex
* target_vertices;
    sVertex
* result_vertices;

    g_source_vb
->Lock(00, (void**&source_vertices, 0);
    g_target_vb
->Lock(00, (void**&target_vertices, 0);
    g_result_vb
->Lock(00, (void**&result_vertices, 0);

    
float time_factor = (float)(timeGetTime() % 2000/ 1000.0f;
    
float scalar      = (time_factor <= 1.0f? time_factor : (2.0f - time_factor);

    
for(DWORD i = 0; i < g_result_mesh->GetNumVertices(); i++)
    {
        result_vertices[i].x 
= source_vertices[i].x * (1.0f - scalar) + target_vertices[i].x * scalar;
        result_vertices[i].y 
= source_vertices[i].y * (1.0f - scalar) + target_vertices[i].y * scalar;
        result_vertices[i].z 
= source_vertices[i].z * (1.0f - scalar) + target_vertices[i].z * scalar;

        result_vertices[i].nx 
= source_vertices[i].nx * (1.0f - scalar) + target_vertices[i].nx * scalar;
        result_vertices[i].ny 
= source_vertices[i].ny * (1.0f - scalar) + target_vertices[i].ny * scalar;
        result_vertices[i].nz 
= source_vertices[i].nz * (1.0f - scalar) + target_vertices[i].nz * scalar;
    }

    g_source_vb
->Unlock();
    g_target_vb
->Unlock();
    g_result_vb
->Unlock();

    
// move dolphin around circle

    
float kick_freq = float(2.0f * fTime);
    
float phase        = float(fTime) / 3.0f;

    D3DXMATRIX mat_dolphin, mat_trans, mat_rot_y, mat_rot_z;

    D3DXMatrixScaling(
&mat_dolphin, 0.01f0.01f0.01f);
    D3DXMatrixRotationZ(
&mat_rot_z, -cosf(kick_freq) / 6);
    D3DXMatrixRotationY(
&mat_rot_y, phase);
    D3DXMatrixTranslation(
&mat_trans, -5 * sinf(phase), sinf(kick_freq)/210 - 10 * cosf(phase));

    mat_dolphin 
= mat_dolphin * mat_rot_z * mat_rot_y * mat_trans;;

    pd3dDevice
->SetTransform(D3DTS_WORLD, &mat_dolphin);
}

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20);
    
    text_helper.Begin();

    
// show frame and device states
    text_helper.SetInsertionPos(55);
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f0.475f0.0f1.0f) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// show helper information
    
    
const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

    
if(g_show_help)
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 6);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f0.475f0.0f1.0f) );
        text_helper.DrawTextLine(L
"Controls (F1 to hide):");
        
        text_helper.SetInsertionPos(
40, surface_desc->Height - 15 * 4);
        text_helper.DrawTextLine(L
"Quit: ESC");
    }
    
else
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 4);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f1.0f1.0f1.0f) );
        text_helper.DrawTextLine(L
"Press F1 for help");
    }

    text_helper.End();
}

//--------------------------------------------------------------------------------------
// Render the scene 
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return;
    }

    
// Clear the render target and the zbuffer 
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(03264128), 1.0f0) );

    
// Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        
for(DWORD i = 0; i < g_num_materials; i++)
            g_result_mesh
->DrawSubset(i);

        RenderText();
        V(g_button_dlg.OnRender(fElapsedTime));        

        V( pd3dDevice
->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return 0;
    }

    
*pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;
    
    
return 0;
}


//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
{
    
if(is_key_down)
    {
        
switch(charater)
        {
        
case VK_F1:
            g_show_help 
= !g_show_help;
            
break;
        }
    }
}

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT eventint control_id, CDXUTControl* control, void* user_context)
{
    
switch(control_id)
    {
    
case IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break;

    
case IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break;

    
case IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true);
        
break;
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void InitDialogs()
{
    g_settings_dlg.Init(
&g_dlg_resource_manager);
    g_button_dlg.Init(
&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
"Toggle full screen", x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
"Toggle REF (F3)",     x, y += 24, width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
"Change device (F2)", x, y += 24, width, height, VK_F2);
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
// Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
// TODO: Perform any application-level initialization here
    InitDialogs();

    
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Tweening" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return DXUTGetExitCode();
}

 

下載示例工程


posted on 2008-05-28 12:09 lovedday 閱讀(1463) 評(píng)論(0)  編輯 收藏 引用


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