本文整理汇总了C++中CDXUTDialog::SetLocation方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTDialog::SetLocation方法的具体用法?C++ CDXUTDialog::SetLocation怎么用?C++ CDXUTDialog::SetLocation使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CDXUTDialog
的用法示例。
在下文中一共展示了CDXUTDialog::SetLocation方法的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: OnResetDevice
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been
// reset, which will happen after a lost device scenario. This is the best location to
// create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
// the device is lost. Resources created here should be released in the OnLostDevice
// callback.
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
if( g_pEffect )
V_RETURN( g_pEffect->OnResetDevice() );
g_LightControl.OnD3D9ResetDevice( pBackBufferSurfaceDesc );
g_Skybox.OnResetDevice( pBackBufferSurfaceDesc );
// Create a sprite to help batch calls when drawing many lines of text
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.001f, 1000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON );
g_Camera.SetAttachCameraToModel( true );
g_Camera.SetRadius( 5.0f, 0.1f, 20.0f );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 300, pBackBufferSurfaceDesc->Height - 245 );
g_SampleUI.SetSize( 300, 300 );
return S_OK;
}
示例2: XMVectorGetByIndex
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
UNREFERENCED_PARAMETER(pSwapChain);
UNREFERENCED_PARAMETER(pUserContext);
HRESULT hr;
XMVECTOR vMeshExtents = g_Scene.GetSceneAABBMax() - g_Scene.GetSceneAABBMin();
XMVECTOR vMeshLength = XMVector3Length( vMeshExtents );
FLOAT fMeshLength = XMVectorGetByIndex( vMeshLength, 0);
V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
g_fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT ) pBackBufferSurfaceDesc->Height;
g_ViewerCamera.SetProjParams( XM_PI / 4, g_fAspectRatio, 0.05f, fMeshLength);
g_Scene.OnResize(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
g_SampleUI.SetSize( 170, 300 );
return S_OK;
}
示例3: OnResetDevice
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT)
// or that are tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
if( g_pEffect )
V_RETURN( g_pEffect->OnResetDevice() );
// Create a sprite to help batch calls when drawing many lines of text
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( 0, 0 );
g_SampleUI.SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_SampleUI.GetControl( IDC_STATIC )->SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height * 6 /
10 );
g_SampleUI.GetControl( IDC_OUTPUT )->SetSize( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height /
4 );
g_SampleUI.GetControl( IDC_EDITBOX1 )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 230 );
g_SampleUI.GetControl( IDC_EDITBOX1 )->SetSize( pBackBufferSurfaceDesc->Width - 40, 32 );
if( g_SampleUI.GetControl( IDC_EDITBOX2 ) )
{
g_SampleUI.GetControl( IDC_EDITBOX2 )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 280 );
g_SampleUI.GetControl( IDC_EDITBOX2 )->SetSize( pBackBufferSurfaceDesc->Width - 40, 45 );
}
g_SampleUI.GetControl( IDC_ENABLEIME )->SetLocation( 130, pBackBufferSurfaceDesc->Height - 80 );
g_SampleUI.GetControl( IDC_DISABLEIME )->SetLocation( 220, pBackBufferSurfaceDesc->Height - 80 );
g_SampleUI.GetControl( IDC_SLIDER )->SetLocation( 10, pBackBufferSurfaceDesc->Height - 140 );
g_SampleUI.GetControl( IDC_CHECKBOX )->SetLocation( 120, pBackBufferSurfaceDesc->Height - 50 );
g_SampleUI.GetControl( IDC_CLEAREDIT )->SetLocation( 120, pBackBufferSurfaceDesc->Height - 25 );
g_SampleUI.GetControl( IDC_COMBOBOX )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 180 );
g_SampleUI.GetControl( IDC_RADIO1A )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 100 );
g_SampleUI.GetControl( IDC_RADIO1B )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 124 );
g_SampleUI.GetControl( IDC_RADIO1C )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 148 );
g_SampleUI.GetControl( IDC_RADIO2A )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 100 );
g_SampleUI.GetControl( IDC_RADIO2B )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 76 );
g_SampleUI.GetControl( IDC_RADIO2C )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 52 );
g_SampleUI.GetControl( IDC_LISTBOX )->SetLocation( pBackBufferSurfaceDesc->Width - 400,
pBackBufferSurfaceDesc->Height - 180 );
g_SampleUI.GetControl( IDC_LISTBOX )->SetSize( 190, 96 );
g_SampleUI.GetControl( IDC_LISTBOXM )->SetLocation( pBackBufferSurfaceDesc->Width - 200,
pBackBufferSurfaceDesc->Height - 180 );
g_SampleUI.GetControl( IDC_LISTBOXM )->SetSize( 190, 124 );
g_Mesh.RestoreDeviceObjects( pd3dDevice );
return S_OK;
}
示例4: XMMatrixPerspectiveFovLH
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
FLOAT fAspect = (FLOAT)pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
// Setup the camera's projection parameters
XMMATRIX matProjection = XMMatrixPerspectiveFovLH( XM_PIDIV4, fAspect, 0.001f, 100.0f );
XMStoreFloat4x4A( &g_matProjection, matProjection );
g_pTerrainView->GetCamera()->SetProjParams( XM_PIDIV4, fAspect, 0.01f, 1000.0f );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
INT UIWidth = 250;
INT UIHeight = 110;
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - UIWidth, pBackBufferSurfaceDesc->Height - UIHeight );
g_SampleUI.SetSize( UIWidth, UIHeight );
g_HalfClientWidthPixels = (FLOAT)pBackBufferSurfaceDesc->Width * 0.5f;
g_HalfClientHeightPixels = (FLOAT)pBackBufferSurfaceDesc->Height * 0.5f;
ResidencySampleRender::ResizeRenderView( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
return S_OK;
}
示例5: CDXUTTextHelper
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT)
// or that are tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
V_RETURN( g_D3DSettingsDlg.OnD3D9ResetDevice() );
if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() );
if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() );
// Create a sprite to help batch calls when drawing many lines of text
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) );
g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, 15 );
g_LightControl.OnD3D9ResetDevice( pBackBufferSurfaceDesc );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
g_SampleUI.SetSize( 170, 300 );
return S_OK;
}
示例6:
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT)
// or that are tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );
// Setup the camera's projection parameters
camera->OnResetDevice(pBackBufferSurfaceDesc);
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 350, 0 );
g_HUD.SetSize( 360, 100 );
g_HUD.GetEditBox(IDC_CMD)->SetLocation(5,pBackBufferSurfaceDesc->Height-30);
g_HUD.GetStatic(IDC_STATIC7)->SetLocation(5,pBackBufferSurfaceDesc->Height-60);
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 350, 130 );
g_SampleUI.SetSize( 350, pBackBufferSurfaceDesc->Height - 130 );
//clear black part of screen
clearRect.x1 = pBackBufferSurfaceDesc->Width - 360;
clearRect.y1 = 0;
clearRect.x2 = pBackBufferSurfaceDesc->Width;
clearRect.y2 = pBackBufferSurfaceDesc->Height;
return S_OK;
}
示例7: UpdateMSAASampleCounts
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr = S_OK;
V_RETURN( g_DialogResourceManager.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
V_RETURN( g_D3DSettingsDlg.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( 60.0f * ( D3DX_PI / 180.0f ), fAspectRatio, 0.1f, 100.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
g_SampleUI.SetSize( 170, 300 );
// Update the sample count
UpdateMSAASampleCounts( pd3dDevice, pBackBufferSurfaceDesc->Format );
// Create a render target
g_BackBufferWidth = pBackBufferSurfaceDesc->Width;
g_BackBufferHeight = pBackBufferSurfaceDesc->Height;
V_RETURN( CreateRenderTarget( pd3dDevice, g_BackBufferWidth, g_BackBufferHeight, g_MSAASampleCount, 0 ) );
return hr;
}
示例8:
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain* /*pSwapChain*/,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* /*pUserContext*/)
{
HRESULT hr;
V_RETURN(g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc));
V_RETURN(g_D3DSettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc));
g_nFrameWidth = pBackBufferSurfaceDesc->Width;
g_nFrameHeight = pBackBufferSurfaceDesc->Height;
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 5000.0f);
g_Camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
g_HUD.SetSize(170, 170);
g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350);
g_SampleUI.SetSize(170, 300);
g_OIT.OnD3D11ResizedSwapChain(pBackBufferSurfaceDesc, pd3dDevice);
return S_OK;
}
示例9: DXUTGetDXGIBackBufferSurfaceDesc
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10ResizedSwapChain(ID3D10Device* pd3dDevice,
IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext)
{
HRESULT hr;
V_RETURN(g_DialogResourceManager.OnD3D10ResizedSwapChain(pd3dDevice,
pBackBufferSurfaceDesc));
V_RETURN(g_D3DSettingsDlg.OnD3D10ResizedSwapChain(pd3dDevice,
pBackBufferSurfaceDesc));
// Setup the camera's projection parameters
float fAspectRatio =
1.0;//pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams(D3DX_PI / 4, fAspectRatio, 0.1f, 10.0f);
g_Camera.SetWindow(pBackBufferSurfaceDesc->Width,
pBackBufferSurfaceDesc->Height);
g_Camera.SetButtonMasks(MOUSE_RIGHT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON);
g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
g_HUD.SetSize(170, 170);
g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170,
pBackBufferSurfaceDesc->Height - 300);
g_SampleUI.SetSize(170, 300);
// resize the texture so that it fits to the current screen size
UINT width = (DXUTIsAppRenderingWithD3D9()) ?
DXUTGetD3D9BackBufferSurfaceDesc()->Width :
DXUTGetDXGIBackBufferSurfaceDesc()->Width;
UINT height = (DXUTIsAppRenderingWithD3D9()) ?
DXUTGetD3D9BackBufferSurfaceDesc()->Height :
DXUTGetDXGIBackBufferSurfaceDesc()->Height;
g_vsObj->SetupTextures(pd3dDevice, g_pEffect10, width, height);
return S_OK;
}
示例10: OnResetDevice
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been
// reset, which will happen after a lost device scenario. This is the best location to
// create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
// the device is lost. Resources created here should be released in the OnLostDevice
// callback.
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
if( g_pEffect )
V_RETURN( g_pEffect->OnResetDevice() );
// Store the correct technique handles for each material
for( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); i++ )
{
Material* pMaterial = g_MeshLoader.GetMaterial( i );
const char* strTechnique = NULL;
if( pMaterial->pTexture && pMaterial->bSpecular )
strTechnique = "TexturedSpecular";
else if( pMaterial->pTexture && !pMaterial->bSpecular )
strTechnique = "TexturedNoSpecular";
else if( !pMaterial->pTexture && pMaterial->bSpecular )
strTechnique = "Specular";
else if( !pMaterial->pTexture && !pMaterial->bSpecular )
strTechnique = "NoSpecular";
pMaterial->hTechnique = g_pEffect->GetTechniqueByName( strTechnique );
}
// Create a sprite to help batch calls when drawing many lines of text
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_HUD.Refresh();
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 );
g_SampleUI.SetSize( 170, 300 );
g_SampleUI.Refresh();
return S_OK;
}
示例11:
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f );
// g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
// g_Camera.SetButtonMasks( MOUSE_MIDDLE_BUTTON, MOUSE_WHEEL, MOUSE_LEFT_BUTTON );
D3DXVECTOR3 vMin = D3DXVECTOR3( -1000.0f, -1000.0f, -1000.0f );
D3DXVECTOR3 vMax = D3DXVECTOR3( 1000.0f, 1000.0f, 1000.0f );
g_Camera.SetRotateButtons(TRUE, FALSE, FALSE);
g_Camera.SetScalers( 0.01f, 30.0f );
g_Camera.SetDrag( true );
g_Camera.SetEnableYAxisMovement( true );
g_Camera.SetClipToBoundary( TRUE, &vMin, &vMax );
g_Camera.FrameMove( 0 );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
g_SampleUI.SetSize( 170, 300 );
//Turn off backface culling
D3D11_RASTERIZER_DESC rsDesc;
ZeroMemory(&rsDesc,sizeof(D3D11_RASTERIZER_DESC) );
rsDesc.CullMode = D3D11_CULL_NONE;
rsDesc.FillMode = D3D11_FILL_SOLID;
//rsDesc.FillMode = D3D11_FILL_WIREFRAME;
ID3D11RasterizerState *pRasterizerState = NULL;
pd3dDevice->CreateRasterizerState(&rsDesc, &pRasterizerState);
DXUTGetD3D11DeviceContext()->RSSetState(pRasterizerState);
SAFE_RELEASE(pRasterizerState);
return S_OK;
}
示例12:
// Create any D3D11 resources that depend on the back buffer
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( gDialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
V_RETURN( gD3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
gSurfaceWidth = pBackBufferSurfaceDesc->Width;
gSurfaceHeight = pBackBufferSurfaceDesc->Height;
gHUD.SetLocation( gSurfaceWidth - gHUD.GetWidth(), 0 );
gSampleUI.SetLocation( gSurfaceWidth-gSampleUI.GetWidth(), gSurfaceHeight-gSampleUI.GetHeight() );
return S_OK;
}
示例13: OnResetDevice
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
if( g_pGameRoot )
V_RETURN( g_pGameRoot->OnResetDevice(pd3dDevice) );
g_HUD.SetLocation( 0, 40 );
g_HUD.SetSize( 170, 170 );
g_UI.SetLocation( pBackBufferSurfaceDesc->Width-225, 5 );
g_UI.SetSize( 220, 470 );
return S_OK;
}
示例14:
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr = S_OK;
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.05f, 500.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
g_SampleUI.SetSize( 170, 300 );
return hr;
}
示例15: UpdateViewerCameraNearFar
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain* /*pSwapChain*/,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* /*pUserContext*/)
{
HRESULT hr;
V_RETURN(g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc));
V_RETURN(g_D3DSettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc));
g_fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
UpdateViewerCameraNearFar();
g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
g_HUD.SetSize(170, 170);
g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300);
g_SampleUI.SetSize(170, 300);
return S_OK;
}