《精通DirectX 3D》 第二十一章 HLSL高级应用 01_HLSLSelfShadowing
HLSLSelfShadowing.fx
//
==============================================================
// Desc: 效果文件
// ==============================================================
// --------------------------------------------------------------
// 全局变量
// --------------------------------------------------------------
float4x4 matWorldViewProj;
float4x4 matWorld;
float4 vecLightDir;
float4 vecEye;
float4 materialAmbient;
float4 materialDiffuse;
float4 materialSpecular;
// -------------------------------------------------------------
// 顶点渲染器输出结构
// -------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
};
// -------------------------------------------------------------
// 顶点渲染器
// -------------------------------------------------------------
VS_OUTPUT VS( float4 Pos: POSITION, float3 Normal: NORMAL,
uniform bool bEnableSelfShadow )
{
VS_OUTPUT Out = (VS_OUTPUT) 0 ;
// 顶点坐标变换
Out.Pos = mul(Pos, matWorldViewProj);
// 单位化光照方向向量
float3 LightDir = normalize( vecLightDir );
// 计算观察方向
float3 PosWorld = normalize( mul(Pos, matWorld) );
float3 ViewDir = normalize( vecEye - PosWorld );
// 计算法向量方向和漫反射强度
float3 NormalWorld = normalize( mul(Normal, matWorld) );
float4 diff = saturate( dot(NormalWorld, LightDir) );
// 计算反射光方向( R = 2 * (N.L) * N - L)和镜面反射强度
float3 Reflect = normalize( 2 * diff * NormalWorld - LightDir );
float4 specu = pow( saturate(dot(Reflect, ViewDir)), 0.5 );
// 各种光的颜色
float4 ambientColor = { 0.1f , 0.0f , 0.0f , 1.0f };
float4 diffuseColor = { 1.0f , 0.0f , 0.0f , 1.0f };
float4 specularColor = { 1.0f , 0.0f , 0.0f , 1.0f };
// 计算顶点颜色
if (bEnableSelfShadow) // 启用自阴影
{
float shadow = saturate( 4 * diff);
// 计算顶点颜色 = Ambient + Shadow * ( Diffuse + Specular )
Out.Color = ambientColor * materialAmbient + shadow *
(diffuseColor * materialDiffuse * diff +
specularColor * specu * materialSpecular);
}
else // 禁用自阴影
{
Out.Color = ambientColor * materialAmbient +
diffuseColor * materialDiffuse * diff +
specularColor * specu * materialSpecular;
}
return Out;
}
// --------------------------------------------------------------
// 技术
// --------------------------------------------------------------
technique TShaderSelfShadow
{
pass P0
{
VertexShader = compile vs_2_0 VS( true );
}
}
technique TShaderNoSelfShadow
{
pass P0
{
VertexShader = compile vs_2_0 VS( false );
}
}
// Desc: 效果文件
// ==============================================================
// --------------------------------------------------------------
// 全局变量
// --------------------------------------------------------------
float4x4 matWorldViewProj;
float4x4 matWorld;
float4 vecLightDir;
float4 vecEye;
float4 materialAmbient;
float4 materialDiffuse;
float4 materialSpecular;
// -------------------------------------------------------------
// 顶点渲染器输出结构
// -------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
};
// -------------------------------------------------------------
// 顶点渲染器
// -------------------------------------------------------------
VS_OUTPUT VS( float4 Pos: POSITION, float3 Normal: NORMAL,
uniform bool bEnableSelfShadow )
{
VS_OUTPUT Out = (VS_OUTPUT) 0 ;
// 顶点坐标变换
Out.Pos = mul(Pos, matWorldViewProj);
// 单位化光照方向向量
float3 LightDir = normalize( vecLightDir );
// 计算观察方向
float3 PosWorld = normalize( mul(Pos, matWorld) );
float3 ViewDir = normalize( vecEye - PosWorld );
// 计算法向量方向和漫反射强度
float3 NormalWorld = normalize( mul(Normal, matWorld) );
float4 diff = saturate( dot(NormalWorld, LightDir) );
// 计算反射光方向( R = 2 * (N.L) * N - L)和镜面反射强度
float3 Reflect = normalize( 2 * diff * NormalWorld - LightDir );
float4 specu = pow( saturate(dot(Reflect, ViewDir)), 0.5 );
// 各种光的颜色
float4 ambientColor = { 0.1f , 0.0f , 0.0f , 1.0f };
float4 diffuseColor = { 1.0f , 0.0f , 0.0f , 1.0f };
float4 specularColor = { 1.0f , 0.0f , 0.0f , 1.0f };
// 计算顶点颜色
if (bEnableSelfShadow) // 启用自阴影
{
float shadow = saturate( 4 * diff);
// 计算顶点颜色 = Ambient + Shadow * ( Diffuse + Specular )
Out.Color = ambientColor * materialAmbient + shadow *
(diffuseColor * materialDiffuse * diff +
specularColor * specu * materialSpecular);
}
else // 禁用自阴影
{
Out.Color = ambientColor * materialAmbient +
diffuseColor * materialDiffuse * diff +
specularColor * specu * materialSpecular;
}
return Out;
}
// --------------------------------------------------------------
// 技术
// --------------------------------------------------------------
technique TShaderSelfShadow
{
pass P0
{
VertexShader = compile vs_2_0 VS( true );
}
}
technique TShaderNoSelfShadow
{
pass P0
{
VertexShader = compile vs_2_0 VS( false );
}
}
//
=============================================================================
// Desc: 主程序源文件
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
// #define DEBUG_VS // Uncomment this line to debug vertex shaders
// #define DEBUG_PS // Uncomment this line to debug pixel shaders
// -----------------------------------------------------------------------------
// 全局变量
// -----------------------------------------------------------------------------
ID3DXFont * g_pFont = NULL; // ID3DXFont字体对象
ID3DXSprite * g_pTextSprite = NULL; // ID3DXSprite文本精灵对象
bool g_bShowHelp = true ; // 标识是否显示简单说明文本
CDXUTDialogResourceManager g_DialogResourceManager; // 对话框资源管理器
CD3DSettingsDlg g_SettingsDlg; // Direct3D设备设置对话框
CDXUTDialog g_HUD; // 对话框
CDXUTDialog g_SampleUI; // 对话框
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区
LPD3DXEFFECT g_pEffect = NULL; // 效果
bool g_bEnableSelfShadow; // 标志是否启用预编译渲染器
// 顶点结构和灵活顶点格式
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; // 位置
D3DXVECTOR3 normal; // 法线
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
// -----------------------------------------------------------------------------
// 控件ID
// -----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
#define IDC_ENABLE_SELFSHADOW 4
// -----------------------------------------------------------------------------
// Desc: 函数声明
// ------------------------------------------------------------------------------
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: 入口函数
// -----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// 为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// 设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
// 应用程序相关的初始化
InitApp();
// 初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true , true , true );
DXUTSetCursorSettings( true , true );
DXUTCreateWindow( L " HLSLSelfShadowing " );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true , 640 , 480 ,
IsDeviceAcceptable, ModifyDeviceSettings );
// 进入消息循环和场景渲染
DXUTMainLoop();
// 在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
// -----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
// -----------------------------------------------------------------------------
void InitApp()
{
// 初始化对话框
g_SettingsDlg.Init( & g_DialogResourceManager );
g_HUD.Init( & g_DialogResourceManager );
g_SampleUI.Init( & g_DialogResourceManager );
// 为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10 ;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L " Toggle full screen " , 35 , iY, 125 , 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L " Toggle REF (F3) " , 35 , iY += 24 , 125 , 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L " Change device (F2) " , 35 , iY += 24 , 125 , 22 , VK_F2 );
// 为g_SampleUI对话框设置消息处理函数,添加控件
g_SampleUI.SetCallback( OnGUIEvent ); iY = 0 ;
g_bEnableSelfShadow = true ;
g_SampleUI.AddCheckBox( IDC_ENABLE_SELFSHADOW, L " Enable preshaders " , 35 , iY, 125 , 22 , true );
}
// -----------------------------------------------------------------------------
// Desc: 设备能力检查
// -----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void * pUserContext )
{
// 检查后台缓冲区格式是否支持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 ;
// 检查当前设备支持的顶点渲染器版本
if ( pCaps -> VertexShaderVersion < D3DVS_VERSION( 2 , 0 ) )
return FALSE;
return true ;
}
// -----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
// -----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings,
const D3DCAPS9 * pCaps, void * pUserContext )
{
// 如果不支持硬件顶点处理则使用软件顶点处理
if ( (pCaps -> DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 )
{
pDeviceSettings -> BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
// 调试顶点渲染器需要参考设备或软件顶点处理
#ifdef DEBUG_VS
if ( pDeviceSettings -> DeviceType != D3DDEVTYPE_REF )
{
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_HARDWARE_VERTEXPROCESSING;
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_PUREDEVICE;
pDeviceSettings -> BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
#endif
// 调试像素渲染器需要参考设备
#ifdef DEBUG_PS
pDeviceSettings -> DeviceType = D3DDEVTYPE_REF;
#endif
// 如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true ;
if ( s_bFirstTime )
{
s_bFirstTime = false ;
if ( pDeviceSettings -> DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true ;
}
// -----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
// -----------------------------------------------------------------------------
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 ) );
// 创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15 , 0 , FW_BOLD, 1 , FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L " Arial " , & g_pFont ) );
// 创建顶点缓冲区
V_RETURN( pd3dDevice -> CreateVertexBuffer( 50 * 2 * sizeof (CUSTOMVERTEX),
0 , D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, & g_pVB, NULL ));
// 填充顶点缓冲区
CUSTOMVERTEX * pVertices;
V_RETURN( g_pVB -> Lock( 0 , 0 , ( void ** ) & pVertices, 0 ) );
for ( DWORD i = 0 ; i < 50 ; i ++ )
{
FLOAT theta = ( 2 * D3DX_PI * i) / ( 50 - 1 );
pVertices[ 2 * i + 0 ].position = D3DXVECTOR3( sinf(theta), - 1.0f , cosf(theta) );
pVertices[ 2 * i + 0 ].normal = D3DXVECTOR3( sinf(theta), 0.0f , cosf(theta) );
pVertices[ 2 * i + 1 ].position = D3DXVECTOR3( sinf(theta), 1.0f , cosf(theta) );
pVertices[ 2 * i + 1 ].normal = D3DXVECTOR3( sinf(theta), 0.0f , cosf(theta) );
}
g_pVB -> Unlock();
// 创建效果
V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L " HLSLSelfShadowing.fx " , NULL, NULL,
D3DXSHADER_DEBUG, NULL, & g_pEffect, NULL ));
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice,
const D3DSURFACE_DESC * pBackBufferSurfaceDesc,
void * pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
// 设置对话框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc -> Width - 170 , 0 );
g_HUD.SetSize( 170 , 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc -> Width - 170 ,
pBackBufferSurfaceDesc -> Height - 50 );
g_SampleUI.SetSize( 170 , 50 );
// 恢复字体
if ( g_pFont )
V_RETURN( g_pFont -> OnResetDevice() );
// 创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, & g_pTextSprite ) );
// 恢复效果对象
if ( g_pEffect )
V_RETURN( g_pEffect -> OnResetDevice() );
// 构造世界矩阵
D3DXMATRIX matWorld;
D3DXMatrixIdentity( & matWorld );
// 构造观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f , 3.0f , - 5 );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec( 0.0f , 1.0f , 0.0f );
D3DXMatrixLookAtLH( & matView, & vEyePt, & vLookatPt, & vUpVec );
// 构造投影矩阵
D3DXMATRIXA16 matProj;
float fAspectRatio = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & matProj, D3DX_PI / 4 , fAspectRatio, 1.0f , 100.0f );
// 为效果设置组合变换矩阵和世界矩阵
D3DXMATRIX mWorldViewProj = matWorld * matView * matProj;
g_pEffect -> SetMatrix( " matWorldViewProj " , & mWorldViewProj );
g_pEffect -> SetMatrix( " matWorld " , & matWorld );
// 为效果设置观察点位置
D3DXVECTOR4 vecEyeInEffect = D3DXVECTOR4(vEyePt.x, vEyePt.y, vEyePt.z, 0 );
g_pEffect -> SetVector( " vecEye " , & vecEyeInEffect );
// 为效果设置材质反射系数
D3DXVECTOR4 mtrlAmbientInEffect = D3DXVECTOR4( 0.5f , 0.5f , 0.0f , 1.0f );
D3DXVECTOR4 mtrlDiffuseInEffect = D3DXVECTOR4( 1.0f , 1.0f , 0.0f , 1.0f );
D3DXVECTOR4 mtrlSpecularInEffect = D3DXVECTOR4( 1.0f , 1.0f , 1.0f , 1.0f );
g_pEffect -> SetVector( " materialAmbient " , & mtrlAmbientInEffect );
g_pEffect -> SetVector( " materialDiffuse " , & mtrlDiffuseInEffect );
g_pEffect -> SetVector( " materialSpecular " , & mtrlSpecularInEffect);
// 设置剔出模式,为不剔出任何面
hr = pd3dDevice -> SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
// 为效果设置光的方向
D3DXVECTOR4 lightDir = D3DXVECTOR4( cosf(timeGetTime() / 350.0f ), 1.0f ,
sinf(timeGetTime() / 350.0f ), 1.0f );
g_pEffect -> SetVector( " vecLightDir " , & lightDir );
}
// -----------------------------------------------------------------------------
// Desc: 渲染场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
HRESULT hr;
// 如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if ( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return ;
}
// 清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB( 0 , 45 , 50 , 170 ), 1.0f , 0 ) );
// 渲染场景
if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
{
// 使用效果渲染图形
if (g_bEnableSelfShadow)
{
V(g_pEffect -> SetTechnique( " TShaderSelfShadow " ));
}
else
{
V(g_pEffect -> SetTechnique( " TShaderNoSelfShadow " ));
}
UINT nPasses;
g_pEffect -> Begin( & nPasses, 0 );
for ( UINT iPass = 0 ; iPass < nPasses; iPass ++ )
{
V(g_pEffect -> BeginPass( iPass ));
V(pd3dDevice -> SetStreamSource( 0 , g_pVB, 0 , sizeof (CUSTOMVERTEX) ));
V(pd3dDevice -> SetFVF( D3DFVF_CUSTOMVERTEX ));
V(pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLESTRIP, 0 , 2 * 50 - 2 ));
V(g_pEffect -> EndPass());
}
g_pEffect -> End();
// 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 );
// 显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5 , 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 0.0f , 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats( true ) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
// 显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 1.0f , 1.0f ) );
txtHelper.DrawTextLine( L " 通过HLSL编程实现自遮蔽阴影 " );
// 显示简单帮助文本
const D3DSURFACE_DESC * pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
if ( g_bShowHelp )
{
txtHelper.SetInsertionPos( 10 , pd3dsdBackBuffer -> Height - 15 * 6 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 0.75f , 0.0f , 1.0f ) );
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( 1.0f , 1.0f , 1.0f , 1.0f ) );
txtHelper.DrawTextLine( L " Press F1 for help " );
}
txtHelper.End();
}
// -----------------------------------------------------------------------------
// Desc: 消息处理
// -----------------------------------------------------------------------------
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: 键盘消息处理
// -----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext )
{
if ( bKeyDown )
{
switch ( nChar )
{
case VK_F1: g_bShowHelp = ! g_bShowHelp; break ;
}
}
}
// -----------------------------------------------------------------------------
// Desc: 处理各种控件消息
// -----------------------------------------------------------------------------
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 ;
case IDC_ENABLE_SELFSHADOW:
g_bEnableSelfShadow = g_SampleUI.GetCheckBox( IDC_ENABLE_SELFSHADOW ) -> GetChecked();
break ;
}
}
// -----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
// -----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void * pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if ( g_pFont )
g_pFont -> OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
if ( g_pEffect )
g_pEffect -> OnLostDevice();
}
// ------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
// ------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void * pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
SAFE_RELEASE(g_pVB);
SAFE_RELEASE(g_pEffect);
}
// Desc: 主程序源文件
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
// #define DEBUG_VS // Uncomment this line to debug vertex shaders
// #define DEBUG_PS // Uncomment this line to debug pixel shaders
// -----------------------------------------------------------------------------
// 全局变量
// -----------------------------------------------------------------------------
ID3DXFont * g_pFont = NULL; // ID3DXFont字体对象
ID3DXSprite * g_pTextSprite = NULL; // ID3DXSprite文本精灵对象
bool g_bShowHelp = true ; // 标识是否显示简单说明文本
CDXUTDialogResourceManager g_DialogResourceManager; // 对话框资源管理器
CD3DSettingsDlg g_SettingsDlg; // Direct3D设备设置对话框
CDXUTDialog g_HUD; // 对话框
CDXUTDialog g_SampleUI; // 对话框
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区
LPD3DXEFFECT g_pEffect = NULL; // 效果
bool g_bEnableSelfShadow; // 标志是否启用预编译渲染器
// 顶点结构和灵活顶点格式
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; // 位置
D3DXVECTOR3 normal; // 法线
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
// -----------------------------------------------------------------------------
// 控件ID
// -----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
#define IDC_ENABLE_SELFSHADOW 4
// -----------------------------------------------------------------------------
// Desc: 函数声明
// ------------------------------------------------------------------------------
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: 入口函数
// -----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// 为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// 设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
// 应用程序相关的初始化
InitApp();
// 初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true , true , true );
DXUTSetCursorSettings( true , true );
DXUTCreateWindow( L " HLSLSelfShadowing " );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true , 640 , 480 ,
IsDeviceAcceptable, ModifyDeviceSettings );
// 进入消息循环和场景渲染
DXUTMainLoop();
// 在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
// -----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
// -----------------------------------------------------------------------------
void InitApp()
{
// 初始化对话框
g_SettingsDlg.Init( & g_DialogResourceManager );
g_HUD.Init( & g_DialogResourceManager );
g_SampleUI.Init( & g_DialogResourceManager );
// 为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10 ;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L " Toggle full screen " , 35 , iY, 125 , 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L " Toggle REF (F3) " , 35 , iY += 24 , 125 , 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L " Change device (F2) " , 35 , iY += 24 , 125 , 22 , VK_F2 );
// 为g_SampleUI对话框设置消息处理函数,添加控件
g_SampleUI.SetCallback( OnGUIEvent ); iY = 0 ;
g_bEnableSelfShadow = true ;
g_SampleUI.AddCheckBox( IDC_ENABLE_SELFSHADOW, L " Enable preshaders " , 35 , iY, 125 , 22 , true );
}
// -----------------------------------------------------------------------------
// Desc: 设备能力检查
// -----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void * pUserContext )
{
// 检查后台缓冲区格式是否支持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 ;
// 检查当前设备支持的顶点渲染器版本
if ( pCaps -> VertexShaderVersion < D3DVS_VERSION( 2 , 0 ) )
return FALSE;
return true ;
}
// -----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
// -----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings,
const D3DCAPS9 * pCaps, void * pUserContext )
{
// 如果不支持硬件顶点处理则使用软件顶点处理
if ( (pCaps -> DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 )
{
pDeviceSettings -> BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
// 调试顶点渲染器需要参考设备或软件顶点处理
#ifdef DEBUG_VS
if ( pDeviceSettings -> DeviceType != D3DDEVTYPE_REF )
{
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_HARDWARE_VERTEXPROCESSING;
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_PUREDEVICE;
pDeviceSettings -> BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
#endif
// 调试像素渲染器需要参考设备
#ifdef DEBUG_PS
pDeviceSettings -> DeviceType = D3DDEVTYPE_REF;
#endif
// 如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true ;
if ( s_bFirstTime )
{
s_bFirstTime = false ;
if ( pDeviceSettings -> DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true ;
}
// -----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
// -----------------------------------------------------------------------------
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 ) );
// 创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15 , 0 , FW_BOLD, 1 , FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L " Arial " , & g_pFont ) );
// 创建顶点缓冲区
V_RETURN( pd3dDevice -> CreateVertexBuffer( 50 * 2 * sizeof (CUSTOMVERTEX),
0 , D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, & g_pVB, NULL ));
// 填充顶点缓冲区
CUSTOMVERTEX * pVertices;
V_RETURN( g_pVB -> Lock( 0 , 0 , ( void ** ) & pVertices, 0 ) );
for ( DWORD i = 0 ; i < 50 ; i ++ )
{
FLOAT theta = ( 2 * D3DX_PI * i) / ( 50 - 1 );
pVertices[ 2 * i + 0 ].position = D3DXVECTOR3( sinf(theta), - 1.0f , cosf(theta) );
pVertices[ 2 * i + 0 ].normal = D3DXVECTOR3( sinf(theta), 0.0f , cosf(theta) );
pVertices[ 2 * i + 1 ].position = D3DXVECTOR3( sinf(theta), 1.0f , cosf(theta) );
pVertices[ 2 * i + 1 ].normal = D3DXVECTOR3( sinf(theta), 0.0f , cosf(theta) );
}
g_pVB -> Unlock();
// 创建效果
V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L " HLSLSelfShadowing.fx " , NULL, NULL,
D3DXSHADER_DEBUG, NULL, & g_pEffect, NULL ));
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice,
const D3DSURFACE_DESC * pBackBufferSurfaceDesc,
void * pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
// 设置对话框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc -> Width - 170 , 0 );
g_HUD.SetSize( 170 , 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc -> Width - 170 ,
pBackBufferSurfaceDesc -> Height - 50 );
g_SampleUI.SetSize( 170 , 50 );
// 恢复字体
if ( g_pFont )
V_RETURN( g_pFont -> OnResetDevice() );
// 创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, & g_pTextSprite ) );
// 恢复效果对象
if ( g_pEffect )
V_RETURN( g_pEffect -> OnResetDevice() );
// 构造世界矩阵
D3DXMATRIX matWorld;
D3DXMatrixIdentity( & matWorld );
// 构造观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f , 3.0f , - 5 );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec( 0.0f , 1.0f , 0.0f );
D3DXMatrixLookAtLH( & matView, & vEyePt, & vLookatPt, & vUpVec );
// 构造投影矩阵
D3DXMATRIXA16 matProj;
float fAspectRatio = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & matProj, D3DX_PI / 4 , fAspectRatio, 1.0f , 100.0f );
// 为效果设置组合变换矩阵和世界矩阵
D3DXMATRIX mWorldViewProj = matWorld * matView * matProj;
g_pEffect -> SetMatrix( " matWorldViewProj " , & mWorldViewProj );
g_pEffect -> SetMatrix( " matWorld " , & matWorld );
// 为效果设置观察点位置
D3DXVECTOR4 vecEyeInEffect = D3DXVECTOR4(vEyePt.x, vEyePt.y, vEyePt.z, 0 );
g_pEffect -> SetVector( " vecEye " , & vecEyeInEffect );
// 为效果设置材质反射系数
D3DXVECTOR4 mtrlAmbientInEffect = D3DXVECTOR4( 0.5f , 0.5f , 0.0f , 1.0f );
D3DXVECTOR4 mtrlDiffuseInEffect = D3DXVECTOR4( 1.0f , 1.0f , 0.0f , 1.0f );
D3DXVECTOR4 mtrlSpecularInEffect = D3DXVECTOR4( 1.0f , 1.0f , 1.0f , 1.0f );
g_pEffect -> SetVector( " materialAmbient " , & mtrlAmbientInEffect );
g_pEffect -> SetVector( " materialDiffuse " , & mtrlDiffuseInEffect );
g_pEffect -> SetVector( " materialSpecular " , & mtrlSpecularInEffect);
// 设置剔出模式,为不剔出任何面
hr = pd3dDevice -> SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
// 为效果设置光的方向
D3DXVECTOR4 lightDir = D3DXVECTOR4( cosf(timeGetTime() / 350.0f ), 1.0f ,
sinf(timeGetTime() / 350.0f ), 1.0f );
g_pEffect -> SetVector( " vecLightDir " , & lightDir );
}
// -----------------------------------------------------------------------------
// Desc: 渲染场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
HRESULT hr;
// 如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if ( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return ;
}
// 清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB( 0 , 45 , 50 , 170 ), 1.0f , 0 ) );
// 渲染场景
if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
{
// 使用效果渲染图形
if (g_bEnableSelfShadow)
{
V(g_pEffect -> SetTechnique( " TShaderSelfShadow " ));
}
else
{
V(g_pEffect -> SetTechnique( " TShaderNoSelfShadow " ));
}
UINT nPasses;
g_pEffect -> Begin( & nPasses, 0 );
for ( UINT iPass = 0 ; iPass < nPasses; iPass ++ )
{
V(g_pEffect -> BeginPass( iPass ));
V(pd3dDevice -> SetStreamSource( 0 , g_pVB, 0 , sizeof (CUSTOMVERTEX) ));
V(pd3dDevice -> SetFVF( D3DFVF_CUSTOMVERTEX ));
V(pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLESTRIP, 0 , 2 * 50 - 2 ));
V(g_pEffect -> EndPass());
}
g_pEffect -> End();
// 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 );
// 显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5 , 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 0.0f , 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats( true ) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
// 显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 1.0f , 1.0f ) );
txtHelper.DrawTextLine( L " 通过HLSL编程实现自遮蔽阴影 " );
// 显示简单帮助文本
const D3DSURFACE_DESC * pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
if ( g_bShowHelp )
{
txtHelper.SetInsertionPos( 10 , pd3dsdBackBuffer -> Height - 15 * 6 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 0.75f , 0.0f , 1.0f ) );
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( 1.0f , 1.0f , 1.0f , 1.0f ) );
txtHelper.DrawTextLine( L " Press F1 for help " );
}
txtHelper.End();
}
// -----------------------------------------------------------------------------
// Desc: 消息处理
// -----------------------------------------------------------------------------
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: 键盘消息处理
// -----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext )
{
if ( bKeyDown )
{
switch ( nChar )
{
case VK_F1: g_bShowHelp = ! g_bShowHelp; break ;
}
}
}
// -----------------------------------------------------------------------------
// Desc: 处理各种控件消息
// -----------------------------------------------------------------------------
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 ;
case IDC_ENABLE_SELFSHADOW:
g_bEnableSelfShadow = g_SampleUI.GetCheckBox( IDC_ENABLE_SELFSHADOW ) -> GetChecked();
break ;
}
}
// -----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
// -----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void * pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if ( g_pFont )
g_pFont -> OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
if ( g_pEffect )
g_pEffect -> OnLostDevice();
}
// ------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
// ------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void * pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
SAFE_RELEASE(g_pVB);
SAFE_RELEASE(g_pEffect);
}