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C++ CDXUTComboBox类代码示例

本文整理汇总了C++中CDXUTComboBox的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTComboBox类的具体用法?C++ CDXUTComboBox怎么用?C++ CDXUTComboBox使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了CDXUTComboBox类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: UpdateMSAASampleCounts

//--------------------------------------------------------------------------------------
// Update the MSAA sample count combo box for this format
//--------------------------------------------------------------------------------------
void UpdateMSAASampleCounts( ID3D10Device* pd3dDevice, DXGI_FORMAT fmt )
{
    CDXUTComboBox* pComboBox = NULL;
    bool bResetSampleCount = false;
    UINT iHighestSampleCount = 0;

    pComboBox = g_SampleUI.GetComboBox( IDC_SAMPLE_COUNT );
    if( !pComboBox )
        return;

    pComboBox->RemoveAllItems();

    WCHAR val[10];
    for( UINT i = 1; i <= D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT; i++ )
    {
        UINT Quality;
        if( SUCCEEDED( pd3dDevice->CheckMultisampleQualityLevels( fmt, i, &Quality ) ) &&
            Quality > 0 )
        {
            swprintf_s( val, 10, L"%d", i );
            pComboBox->AddItem( val, IntToPtr( i ) );
            iHighestSampleCount = i;
        }
        else if( g_MSAASampleCount == i )
        {
            bResetSampleCount = true;
        }
    }

    if( bResetSampleCount )
        g_MSAASampleCount = iHighestSampleCount;

    pComboBox->SetSelectedByData( IntToPtr( g_MSAASampleCount ) );

}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:38,代码来源:MotionBlur10.cpp

示例2: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
	CDXUTComboBox* pComboBox = NULL;
	CDXUTComboBox* pAABBLevelComboBox = NULL;
    switch( nControlID )
    {
    case IDC_TOGGLEFULLSCREEN:
        DXUTToggleFullScreen(); break;
    case IDC_TOGGLEWARP:
        DXUTToggleWARP(); break;
    case IDC_TOGGLEREF:
        DXUTToggleREF(); break;
    case IDC_CHANGEDEVICE:
        g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break;  
	case IDC_SCENERASTERIZER_MODE:
		    //CDXUTComboBox* pComboBox = NULL;
            pComboBox = ( CDXUTComboBox* )pControl;
            g_eSceneRasterizerMode = ( UINT )PtrToInt( pComboBox->GetSelectedData() );
            break;
	case IDC_AABBSUBLEVEL:
        pAABBLevelComboBox = ( CDXUTComboBox* )pControl;
        g_CurrentAABBLevel = ( UINT )PtrToInt( pAABBLevelComboBox->GetSelectedData() );
        break;
    }
}
开发者ID:softwarekid,项目名称:DXFunctionDraw,代码行数:28,代码来源:MeshFromOBJ10.cpp

示例3: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
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_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break;
        case IDC_TOGGLEWARP:
            DXUTToggleWARP(); break;
        case IDC_TOGGLE_BLUR:
            g_bUseMotionBlur = !g_bUseMotionBlur;
            break;
        case IDC_RENDER_OGRE:
            g_bRenderOgre = !g_bRenderOgre;
            break;
        case IDC_SAMPLE_COUNT:
        {
            CDXUTComboBox* pComboBox = ( CDXUTComboBox* )pControl;

            g_MSAASampleCount = ( UINT )PtrToInt( pComboBox->GetSelectedData() );

            HRESULT hr = S_OK;
            ID3D10Device* pd3dDevice = DXUTGetD3D10Device();
            if( pd3dDevice )
                V( CreateRenderTarget( pd3dDevice, g_BackBufferWidth, g_BackBufferHeight, g_MSAASampleCount, 0 ) );
        }
            break;
    }
}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:35,代码来源:MotionBlur10.cpp

示例4: OnKeyboard

// Handle key presses
void CALLBACK OnKeyboard( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
    if( bKeyDown )
    {
        switch( nChar )
        {
            case VK_F1:
                gShowHelp = !gShowHelp; break;
			case VK_TAB:
				{
					CDXUTComboBox *comboBox = gSampleUI.GetComboBox(IDC_IMAGEVIEW);
					if (eImageView_Uncompressed == (intptr_t)comboBox->GetSelectedData())
					{
						comboBox->SetSelectedByData((void*)eImageView_Compressed);
					} 
					else if (eImageView_Compressed == (intptr_t)comboBox->GetSelectedData())
					{
						comboBox->SetSelectedByData((void*)eImageView_Uncompressed);
					}
					gSampleUI.SendEvent(IDC_IMAGEVIEW, true, comboBox);
					break;
				}
        }
    }
}
开发者ID:Nuos,项目名称:ISPCTextureCompressor,代码行数:26,代码来源:main.cpp

示例5: InitGUI

//--------------------------------------------------------------------------------------
//
//--------------------------------------------------------------------------------------
void InitGUI()
{
    // Initialize dialogs
    g_SettingsDlg.Init(&g_DialogResourceManager);
    g_HUD.Init(&g_DialogResourceManager);
    g_HUD.SetCallback(OnGUIEvent);
    g_TextRenderer.Init(&g_DialogResourceManager);
    
    int iY = 10; 
    g_HUD.AddButton  (IDC_TOGGLEFULLSCREEN,   L"Toggle full screen" ,   35, iY, 160, 22);
    g_HUD.AddButton  (IDC_TOGGLEREF,          L"Toggle REF (F3)"    ,   35, iY += 24, 160, 22, VK_F3);
    g_HUD.AddButton  (IDC_CHANGEDEVICE,       L"Change device (F2)" ,   35, iY += 24, 160, 22, VK_F2);
    iY += 20;

    g_HUD.AddCheckBox(IDC_DEINTERLEAVE,     L"Deinterleaved Texturing", 35, iY += 28, 125, 22, g_UseDeinterleavedTexturing);
    g_HUD.AddCheckBox(IDC_RANDOMIZE,        L"Randomize Samples",       35, iY += 28, 125, 22, g_RandomizeSamples);
    g_HUD.AddCheckBox(IDC_BLUR_AO,          L"Blur AO",                 35, iY += 28, 125, 22, g_BlurAO);
    iY += 24;

    CDXUTComboBox *pComboBox;
    g_HUD.AddComboBox(IDC_CHANGESCENE,    35, iY += 24, 160, 22, 'M', false, &pComboBox);
    for (int i = 0; i < ARRAYSIZE(g_MeshDesc); i++)
    {
        pComboBox->AddItem(g_MeshDesc[i].Name, NULL);
    }
    iY += 24;

    WCHAR sz[100];
    int dy = 20;
    StringCchPrintf(sz, 100, UI_RADIUS_MULT L"%0.2f", g_AOParams.Radius); 
    g_HUD.AddStatic(IDC_RADIUS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_RADIUS_SLIDER, 50, iY += dy, 100, 22, 0, 100, int(g_AOParams.Radius / MAX_RADIUS_MULT * 100));

    StringCchPrintf(sz, 100, UI_AO_BIAS L"%g", g_AOParams.Bias); 
    g_HUD.AddStatic(IDC_BIAS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_BIAS_SLIDER, 50, iY += dy, 100, 22, 0, 500, int(g_AOParams.Bias * 1000));

    StringCchPrintf(sz, 100, UI_POW_EXPONENT L"%0.2f", g_AOParams.PowerExponent); 
    g_HUD.AddStatic(IDC_EXPONENT_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_EXPONENT_SLIDER, 50, iY += dy, 100, 22, 0, 400, (int)(100.0f*g_AOParams.PowerExponent));

    StringCchPrintf(sz, 100, UI_BLUR_SHARPNESS L"%0.2f", g_AOParams.Blur.Sharpness); 
    g_HUD.AddStatic(IDC_BLUR_SHARPNESS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_BLUR_SHARPNESS_SLIDER, 50, iY += dy, 100, 22, 0, 1600, (int)(100.0f*g_AOParams.Blur.Sharpness));

    UINT ButtonGroup = 0;
    iY += 24;
    g_HUD.AddRadioButton( IDC_1xMSAA,       ButtonGroup, L"1X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_1X) );
    g_HUD.AddRadioButton( IDC_2xMSAA,       ButtonGroup, L"2X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_2X) );
    g_HUD.AddRadioButton( IDC_4xMSAA,       ButtonGroup, L"4X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_4X) );
    g_HUD.AddRadioButton( IDC_8xMSAA,       ButtonGroup, L"8X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_8X) );

    ++ButtonGroup;
    iY += 24;
    g_HUD.AddRadioButton( IDC_PER_PIXEL_AO,   ButtonGroup, L"PER_PIXEL_AO",         35, iY += 24, 125, 22,  (g_AOParams.Output.MSAAMode == GFSDK_SSAO_PER_PIXEL_AO) );
    g_HUD.AddRadioButton( IDC_PER_SAMPLE_AO,  ButtonGroup, L"PER_SAMPLE_AO",        35, iY += 24, 125, 22,  (g_AOParams.Output.MSAAMode == GFSDK_SSAO_PER_SAMPLE_AO) );
}
开发者ID:151706061,项目名称:D3DSamples,代码行数:60,代码来源:DeinterleavedTexturing.cpp

示例6: InitApp

// Initialize the app 
void InitApp()
{
	// Initialize dialogs
	gD3DSettingsDlg.Init(&gDialogResourceManager);
	gHUD.Init(&gDialogResourceManager);
	gSampleUI.Init(&gDialogResourceManager);

	gHUD.SetCallback(OnGUIEvent);
	int x = 0;
	int y = 10;
	gHUD.AddButton(IDC_TOGGLEFULLSCREEN, L"Toggle full screen", x, y, 170, 23);
	gHUD.AddButton(IDC_TOGGLEREF, L"Toggle REF (F3)", x, y += 26, 170, 23, VK_F3);
	gHUD.AddButton(IDC_CHANGEDEVICE, L"Change device (F2)", x, y += 26, 170, 23, VK_F2);
	gHUD.SetSize( 170, 170 );
	
	gSampleUI.SetCallback(OnGUIEvent);
	x = 0;
	y = 0;
    gSampleUI.AddStatic(IDC_TEXT, L"", x, y, 1, 1); y += 5*22;
	gSampleUI.AddComboBox(IDC_PROFILE, x, y, 226, 22); y += 26;
	gSampleUI.AddCheckBox(IDC_MT, L"Multithreaded", x, y, 125, 22, gMultithreaded);
	gSampleUI.AddButton(IDC_RECOMPRESS, L"Recompress", x + 131, y, 125, 22); y += 26;
	gSampleUI.AddComboBox(IDC_IMAGEVIEW, x, y, 145, 22);
    gSampleUI.AddCheckBox(IDC_ALPHA, L"Show Alpha", x + 151, y, 105, 22); y += 26;
    gSampleUI.AddSlider(IDC_EXPOSURE, x, y, 250, 22); y += 26;
	gSampleUI.AddButton(IDC_LOAD_TEXTURE, L"Load Texture", x, y, 125, 22);
	gSampleUI.AddButton(IDC_SAVE_TEXTURE, L"Save Texture", x + 131, y, 125, 22); y += 26;

	gSampleUI.SetSize( 276, y+150 );

	{
		CDXUTComboBox *comboBox = gSampleUI.GetComboBox(IDC_IMAGEVIEW);
		comboBox->AddItem(L"Uncompressed", (void *)(eImageView_Uncompressed));
		comboBox->AddItem(L"Compressed", (void *)(eImageView_Compressed));
		//comboBox->AddItem(L"Error", (void *)(eImageView_Error));
		//comboBox->AddItem(L"All", (void *)(eImageView_All));
		comboBox->SetSelectedByData((void *)(gImageView));
	}

	gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));
}
开发者ID:Nuos,项目名称:ISPCTextureCompressor,代码行数:42,代码来源:main.cpp

示例7: device

void CmDxBase::InitApp()
{
	_SettingsDlg.Init( &s_DlgRscManager);
	_HUD.Init( &s_DlgRscManager);
	_SampleUI.Init( &s_DlgRscManager);

	_HUD.SetCallback(OnGUIEvent, this);
	int iY = 30;
	int iYo = 26;
	_HUD.AddButton(IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 0, iY, 170, 22 );
	_HUD.AddButton(IDC_CHANGEDEVICE, L"Change device (F2)", 0, iY += iYo, 170, 22, VK_F2 );
	_HUD.AddButton(IDC_TOGGLEREF, L"Toggle REF (F3)", 0, iY += iYo, 170, 22, VK_F3 );
	_HUD.AddButton(IDC_TOGGLEWARP, L"Toggle WARP (F4)", 0, iY += iYo, 170, 22, VK_F4 );

	// Create sample UI
	CDXUTComboBox* pComboBox = nullptr;
	_SampleUI.AddStatic( IDC_STATIC, L"Group", 10, 0, 170, 25 );
	_SampleUI.AddComboBox( IDC_GROUP, 0, 25, 170, 24, 'G', false, &pComboBox );
	if( pComboBox )
		pComboBox->SetDropHeight( 50 );
	pComboBox->AddItem( L"Frustum", IntToPtr( 0 ) );
	pComboBox->AddItem( L"Axis-aligned Box", IntToPtr( 1 ) );
	pComboBox->AddItem( L"Oriented Box", IntToPtr( 2 ) );
	pComboBox->AddItem( L"Ray", IntToPtr( 3 ) );
	_SampleUI.AddStatic(IDC_SLIDER_STATIC, L"Slider", 0, 50, 10, 25);
	_SampleUI.AddSlider(IDC_SLIDER, 55, 50, 100, 20, 0, 100, 50, false);

	_SampleUI.SetCallback(OnGUIEvent, this); 
}
开发者ID:MingMingCheng,项目名称:CmDx,代码行数:29,代码来源:CmDxBase.cpp

示例8: InitApp

//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
    g_SettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( &g_DialogResourceManager );
    g_SampleUI.Init( &g_DialogResourceManager );

    g_HUD.SetCallback( OnGUIEvent );
    int iY = 30;
    int iYo = 26;
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 0, iY, 170, 22 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 0, iY += iYo, 170, 22, VK_F2 );
    g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 0, iY += iYo, 170, 22, VK_F3 );
    g_HUD.AddButton( IDC_TOGGLEWARP, L"Toggle WARP (F4)", 0, iY += iYo, 170, 22, VK_F4 );

    g_SampleUI.SetCallback( OnGUIEvent );

    CDXUTComboBox* pComboBox = nullptr;
    g_SampleUI.AddStatic( IDC_STATIC, L"(G)roup", 10, 0, 170, 25 );
    g_SampleUI.AddComboBox( IDC_GROUP, 0, 25, 170, 24, 'G', false, &pComboBox );
    if( pComboBox )
        pComboBox->SetDropHeight( 50 );

    pComboBox->AddItem( L"Frustum", IntToPtr( 0 ) );
    pComboBox->AddItem( L"Axis-aligned Box", IntToPtr( 1 ) );
    pComboBox->AddItem( L"Oriented Box", IntToPtr( 2 ) );
    pComboBox->AddItem( L"Ray", IntToPtr( 3 ) );

    InitializeObjects();
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:32,代码来源:Collision.cpp

示例9: FillProfiles

void FillProfiles(BOOL DX11Available)
{
	CDXUTComboBox *comboBox = gSampleUI.GetComboBox(IDC_PROFILE);
	if (DX11Available)
	{		
        comboBox->AddItem(L"BC6H veryfast", (void *)(CompressImageBC6H_veryfast));
        comboBox->AddItem(L"BC6H fast", (void *)(CompressImageBC6H_fast));
        comboBox->AddItem(L"BC6H basic", (void *)(CompressImageBC6H_basic));
        comboBox->AddItem(L"BC6H slow", (void *)(CompressImageBC6H_slow));
        comboBox->AddItem(L"BC6H veryslow", (void *)(CompressImageBC6H_veryslow));

		comboBox->SetDropHeight((12-1)*17);
	}

	comboBox->SetSelectedByData((void *)(gCompressionFunc));
}
开发者ID:Nuos,项目名称:ISPCTextureCompressor,代码行数:16,代码来源:main.cpp

示例10: InitApp

//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
    g_D3DSettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( &g_DialogResourceManager );
    g_SampleUI.Init( &g_DialogResourceManager );

    g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );
    g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22, VK_F3 );
    g_HUD.AddButton( IDC_TOGGLEWARP, L"Toggle WARP (F4)", 35, iY += 24, 125, 22, VK_F4 );
    g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;

    CDXUTCheckBox* pCheckBox = NULL;
    g_SampleUI.AddCheckBox( IDC_TOGGLE_BLUR, L"Use Motion Blur", 0, 105, 140, 24, true, 0, false, &pCheckBox );
    g_SampleUI.AddCheckBox( IDC_RENDER_OGRE, L"Render Ogre", 0, 129, 140, 24, true, 0, false, &pCheckBox );

    g_SampleUI.AddStatic( IDC_STATIC, L"MSAA (S)amples", 0, 180, 105, 25 );

    CDXUTComboBox* pComboBox = NULL;
    g_SampleUI.AddComboBox( IDC_SAMPLE_COUNT, 0, 205, 140, 24, 'S', false, &pComboBox );
    if( pComboBox )
        pComboBox->SetDropHeight( 30 );
}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:27,代码来源:MotionBlur10.cpp

示例11: OnD3D9CreateDevice

//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
	g_SettingsDlg.Init( &g_DialogResourceManager );
	g_HUD.Init( &g_DialogResourceManager );
	g_SampleUI.Init( &g_DialogResourceManager );

	g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice );
	g_SettingsDlg.OnD3D9CreateDevice( pd3dDevice );


	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, VK_F3 );
	g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );

	g_SampleUI.SetCallback( OnGUIEvent );

	iY = 10;
	g_SampleUI.AddCheckBox( IDC_DISABLEALBEDO, L"Disable albedo", 35, iY += 24, 160, 22, g_DisableAlbedo );
	g_SampleUI.AddCheckBox( IDC_PAUSEANIMATION, L"Pause animation", 35, iY += 24, 160, 22, g_PauseAnimation );
	g_SampleUI.AddCheckBox( IDC_DISABLESKINING, L"Disable skining", 35, iY += 24, 160, 22, g_DisableSkining );
	g_SampleUI.AddCheckBox( IDC_SHOWNORMALS, L"Show normals", 35, iY += 24, 160, 22, g_ShowNormals );


	CDXUTComboBox* pCombo;
	g_SampleUI.AddComboBox( IDC_TECHNIQUECOMBO, 35, iY += 30, 160, 22, 0, false, &pCombo );
	if( pCombo )
	{
		pCombo->SetDropHeight( 100 );
		pCombo->AddItem( L"Unpacked TBN", ( LPVOID )0x0 );
		pCombo->AddItem( L"Packed TBN", ( LPVOID )0x1 );
		pCombo->AddItem( L"Unpacked Quaternion", ( LPVOID )0x2 );
		pCombo->AddItem( L"Packed Quaternion", ( LPVOID )0x3 );
		pCombo->SetSelectedByIndex(g_TechniqueIndex);
	}

	iY = 10;

	D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont9 );

	d3dAnimation.Create(pd3dDevice);
	d3dMesh.Create(pd3dDevice);
	d3dFloor.Create(pd3dDevice);

	FBXImporter importer;
	const char* fbxFileName = ".\\data\\MilitaryMechanic.fbx";
	importer.Import(fbxFileName, &d3dMesh, &d3dAnimation);

	return S_OK;
}
开发者ID:SergeyMakeev,项目名称:Quaternions-Revisited,代码行数:55,代码来源:QuaternionsRevisited.cpp

示例12: OnCreateDevice

//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been 
// created, which will happen during application initialization and windowed/full screen 
// toggles. This is the best location to create D3DPOOL_MANAGED resources since these 
// resources need to be reloaded whenever the device is destroyed. Resources created  
// here should be released in the OnDestroyDevice callback. 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                 void* pUserContext )
{
    HRESULT hr;
    WCHAR str[MAX_PATH];

    V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D9CreateDevice( pd3dDevice ) );

    // Initialize the font
    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 ) );

    // Create the mesh and load it with data already gathered from a file
    V_RETURN( g_MeshLoader.Create( pd3dDevice, L"media\\cup.obj" ) );

    // Add the identified material subsets to the UI
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 );

    for( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); i++ )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );
        pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )i );
    }

    // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the 
    // shader debugger. Debugging vertex shaders requires either REF or software vertex 
    // processing, and debugging pixel shaders requires REF.  The 
    // D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the 
    // shader debugger.  It enables source level debugging, prevents instruction 
    // reordering, prevents dead code elimination, and forces the compiler to compile 
    // against the next higher available software target, which ensures that the 
    // unoptimized shaders do not exceed the shader model limitations.  Setting these 
    // flags will cause slower rendering since the shaders will be unoptimized and 
    // forced into software.  See the DirectX documentation for more information about 
    // using the shader debugger.
    DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE;

#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3DXSHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3DXSHADER_DEBUG;
    #endif

#ifdef DEBUG_VS
        dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
    #endif
#ifdef DEBUG_PS
        dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
    #endif

    // Read the D3DX effect file
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ.fx" ) );

    // If this fails, there should be debug output as to 
    // they the .fx file failed to compile
    V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags,
                                        NULL, &g_pEffect, NULL ) );

    // Cache the effect handles
    g_hAmbient = g_pEffect->GetParameterBySemantic( 0, "Ambient" );
    g_hDiffuse = g_pEffect->GetParameterBySemantic( 0, "Diffuse" );
    g_hSpecular = g_pEffect->GetParameterBySemantic( 0, "Specular" );
    g_hOpacity = g_pEffect->GetParameterBySemantic( 0, "Opacity" );
    g_hSpecularPower = g_pEffect->GetParameterBySemantic( 0, "SpecularPower" );
    g_hLightColor = g_pEffect->GetParameterBySemantic( 0, "LightColor" );
    g_hLightPosition = g_pEffect->GetParameterBySemantic( 0, "LightPosition" );
    g_hCameraPosition = g_pEffect->GetParameterBySemantic( 0, "CameraPosition" );
    g_hTexture = g_pEffect->GetParameterBySemantic( 0, "Texture" );
    g_hTime = g_pEffect->GetParameterBySemantic( 0, "Time" );
    g_hWorld = g_pEffect->GetParameterBySemantic( 0, "World" );
    g_hWorldViewProjection = g_pEffect->GetParameterBySemantic( 0, "WorldViewProjection" );

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 2.0f, 1.0f, 0.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    return S_OK;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:92,代码来源:MeshFromObj.cpp

示例13: InitApp

static void InitApp()
{
	g_pCamManager = new S3UTCameraManager();
	g_pCamManager->ConfigCameras("Cameras.txt");
	g_pCamManager->DumpCameraStatus("DumpResult.txt");


    g_D3DSettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( &g_DialogResourceManager );
    g_SampleUI.Init( &g_DialogResourceManager );

    g_HUD.SetCallback( OnGUIEvent ); int iY = 10; 
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY, 125, 22, VK_F2 );

    g_SampleUI.EnableKeyboardInput( true );
    g_SampleUI.SetCallback( OnGUIEvent );
    
    iY = 10;
    g_SampleUI.AddStatic( IDC_SHADOW_ALGORITHM_LABEL, L"Shadow algorithm:", 35, iY, 125, 22 );
    CDXUTComboBox *pComboBox;
    g_SampleUI.AddComboBox( IDC_SHADOW_ALGORITHM, 35, iY += 20, 125, 30, 0, false, &pComboBox);
    pComboBox->AddItem(L"StandardBP", NULL);
    pComboBox->AddItem(L"BP_MSSM_KERNEL", NULL);
    pComboBox->AddItem(L"STD_VSM", NULL);
    pComboBox->AddItem(L"MipVSM", NULL);
    pComboBox->AddItem(L"HirBP", NULL);
    pComboBox->AddItem(L"BPGI", NULL);
    pComboBox->AddItem(L"NoShadows", NULL);
    pComboBox->AddItem(L"SingleLight", NULL);
    pComboBox->AddItem(L"PCSS", NULL);

    
	g_SampleUI.AddStatic( IDC_COMMON_LABEL, L"Light Zn", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_ZN, 160, iY, 124, 22, 0, 100, g_fCtrledLightZn*5 );
	g_SampleUI.AddStatic( IDC_COMMON_LABEL, L"Light Zf", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_ZF, 160, iY, 124, 22, 0, 100, g_fCtrledLightZf - 10 );
	g_SampleUI.AddStatic( IDC_COMMON_LABEL, L"Light FOV", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_FOV, 160, iY, 124, 22, 0, 100, g_fCtrledLightFov * 100 );
    g_SampleUI.AddStatic( IDC_LIGHT_SIZE_LABEL, L"Light source size:", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_SIZE, 160, iY, 124, 22, 0, 100, 0 );


	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"NumLightSample", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_NUM_LIGHT_SAMPLE, 160, iY, 124, 22, 0, 16, 0 );

	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"fDefaultDepthBias", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_fDefaultDepthBias, 160, iY, 124, 22, 0, 100, 40 );
	
	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"3rd depth delta", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_BIAS_3RD_DEPTH, 160, iY, 124, 22, 0, 100, 40 );

	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"1st depth delta", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_BIAS_1ST_DEPTH, 160, iY, 124, 22, 0, 100, 40 );

    g_SampleUI.AddCheckBox( IDC_BTEXTURED, L"Enable Texturing", 15, iY += 25, 124, 22, false);
	g_SampleUI.AddCheckBox( IDC_SHOW_3DWIDGET, L"Show 3D Widget", 150, iY, 124, 22, true);
    g_SampleUI.AddCheckBox( IDC_BMOVECAMERA, L"Move Camera", 15, iY += 25, 124, 22, true);
	g_SampleUI.AddCheckBox( IDC_FRAME_DUMP, L"Dump Frame", 150, iY, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_BDUMP_SHADOWMAP, L"Dump Shadow Map", 15, iY+=25, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_BDUMP_LIGHT_PAR, L"Dump Light Para", 150, iY, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_STATIC, L"Freeze Model", 15, iY += 25, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_ANIMATE, L"Show Animated Model", 150, iY, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_SCENE, L"Show scene", 15, iY += 25, 124, 22, true);
	g_SampleUI.AddCheckBox( IDC_FAN, L"Show Fan", 150, iY, 124, 22, false);

	g_CameraUI.Init( &g_DialogResourceManager );
	g_CameraUI.EnableKeyboardInput( true );
	g_CameraUI.SetCallback( OnGUIEvent );
	{
		g_pCamManager->SetupCameraUI( g_CameraUI );
	}


}
开发者ID:SenichiFSeiei,项目名称:oursavsm,代码行数:74,代码来源:SoftShadows.cpp

示例14: gOnUIPageEvent

//==================================================================================
void CALLBACK gOnUIPageEvent( UINT nEvent, NxI32 nControlID, CDXUTControl* pControl )
{
	CDXUTDialog *dialog = pControl->m_pDialog;

	void *userdata = dialog->GetUserData();
	if ( userdata )
	{
		TuiElement *page = (TuiElement *) userdata;
		TextUserInterface *tui = gTui;

		if ( page )
		{
			TuiElement *ret = page->GetElement( nControlID-1 );

			switch ( ret->GetType() )
			{
				case TT_MULTI_SELECT:
					{
						switch( nEvent )
						{
							case EVENT_LISTBOX_ITEM_DBLCLK:
							{
								//DXUTListBoxItem *pItem = ((CDXUTListBox *)pControl)->GetItem( ((CDXUTListBox *)pControl)->GetSelectedIndex( -1 ) );
								break;
							}
							case EVENT_LISTBOX_SELECTION:
							{
								CDXUTListBox *pListBox = (CDXUTListBox *)pControl;
								TuiChoiceVector &choices = ret->GetChoices();
								NxI32 count = (NxI32)choices.size();
								for (NxI32 i=0; i<count; i++)
								{
									DXUTListBoxItem *item = pListBox->GetItem(i);
									TuiChoice  &choice = choices[i];
									assert(item);
									if ( item )
									{
										if ( choice.GetState() != item->bSelected )
										{
											choice.SetState(item->bSelected);
											const char *args[2];
											args[0] = choice.GetArg().Get();

											if ( choice.GetState() )
												args[1] = "true";
											else
												args[1] = "false";

											page->ExecuteElement( nControlID-1, 2, args, tui, false );
										}
									}
								}

							}
						}
					}
					break;
				case TT_SLIDER:
					{
						CDXUTSlider *slider = (CDXUTSlider *) pControl;
						NxI32 v = slider->GetValue();
						NxF32 fv = ret->GetSliderValue(v);
						char scratch[512];
  						sprintf(scratch,"%0.3f", fv );

						const char *args[1];
						args[0] = scratch;
						page->ExecuteElement( nControlID-1, 1, args, tui, false );
					}
					break;
				case TT_COMBO:
					{
						CDXUTComboBox *combo = (CDXUTComboBox *) pControl;
						DXUTComboBoxItem *pItem = combo->GetSelectedItem();
						wchar_t *string = pItem->strText;
						char scratch[512];
						wcstombs(scratch, string, 512 );
						const char *args[1];
						args[0] = scratch;
						page->ExecuteElement( nControlID-1, 1, args,tui, false );
					
 						// now, do we need to hide any items (or show them)?
 						page->OnComboBoxChange( scratch, nControlID-1 );
					}
					break;
				case TT_BUTTON:
				case TT_PAGE:
					page->ExecuteElement( nControlID-1, 0, 0, tui, false );
					break;
				case TT_CHECKBOX:
					{
						CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
						bool state = pCheck->GetChecked();
						const char *args[1];
						if ( state )
						{
							args[0] = "true";
						}
						else
//.........这里部分代码省略.........
开发者ID:sheldonrobinson,项目名称:codesuppository,代码行数:101,代码来源:menu.cpp

示例15: OnD3D10CreateDevice

//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc,
                                     void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );


    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ10.fx" ) );
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows
    // the shaders to be optimized and to run exactly the way they will run in
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                              NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique
    g_pTechnique = g_pEffect10->GetTechniqueByName( "NoSpecular" );
    g_ptxDiffuseVariable = g_pEffect10->GetVariableByName( "g_MeshTexture" )->AsShaderResource();    
    
    g_pAmbient = g_pEffect10->GetVariableByName( "g_vMaterialAmbient" )->AsVector();
    g_pDiffuse = g_pEffect10->GetVariableByName( "g_vMaterialDiffuse" )->AsVector();
    g_pSpecular = g_pEffect10->GetVariableByName( "g_vMaterialSpecular" )->AsVector();
    g_pOpacity = g_pEffect10->GetVariableByName( "g_fMaterialAlpha" )->AsScalar();
    g_pSpecularPower = g_pEffect10->GetVariableByName( "g_nMaterialShininess" )->AsScalar();
    g_pLightColor = g_pEffect10->GetVariableByName( "g_vLightColor" )->AsVector();
    g_pLightPosition = g_pEffect10->GetVariableByName( "g_vLightPosition" )->AsVector();
    g_pCameraPosition = g_pEffect10->GetVariableByName( "g_vCameraPosition" )->AsVector();
    g_pTime = g_pEffect10->GetVariableByName( "g_fTime" )->AsScalar();
    g_pWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pWorldViewProjection = g_pEffect10->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix();


    // Define the input layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    } ;
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );

    // Create the input layout
    D3D10_PASS_DESC PassDesc;
    g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_MeshLoader.Create( pd3dDevice, L"media\\cup.obj" ) );

    // Add the identified subsets to the UI
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 );

    for ( UINT subset = 0; subset < g_MeshLoader.GetNumSubsets(); ++subset )
    {
        Material* pMaterial = g_MeshLoader.GetSubsetMaterial( subset );
        pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )subset );
    }    

    // Store the correct technique for each material
    for ( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); ++i )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );

        const char* strTechnique = "";

        if( pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "TexturedSpecular";
        else if( pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "TexturedNoSpecular";
        else if( !pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "Specular";
        else if( !pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "NoSpecular";

        pMaterial->pTechnique = g_pEffect10->GetTechniqueByName( strTechnique );
    }

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 2.0f, 1.0f, 0.0f );
//.........这里部分代码省略.........
开发者ID:KNeal,项目名称:Oculus,代码行数:101,代码来源:MeshFromOBJ10.cpp


注:本文中的CDXUTComboBox类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。