本文整理汇总了C++中CDXUTDialogResourceManager类的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTDialogResourceManager类的具体用法?C++ CDXUTDialogResourceManager怎么用?C++ CDXUTDialogResourceManager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CDXUTDialogResourceManager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:
//--------------------------------------------------------------------------------------
// 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2: 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3: 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4: 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5: 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: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9CreateDevice callback
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_SettingsDlg.OnD3D10DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
g_Terrain.OnDestroyDevice();
g_BallMesh.Destroy();
g_SkyMesh.Destroy();
SAFE_RELEASE( g_pFont10 );
SAFE_RELEASE( g_pSprite10 );
SAFE_DELETE( g_pTxtHelper );
SAFE_RELEASE( g_pEffect10 );
SAFE_RELEASE( g_pBasicDecl10 );
SAFE_RELEASE( g_pBallDecl10 );
SAFE_RELEASE( g_pGrassDecl10 );
SAFE_RELEASE( g_pHeightTexRV );
SAFE_RELEASE( g_pNormalTexRV );
SAFE_RELEASE( g_pGrassTexRV );
SAFE_RELEASE( g_pDirtTexRV );
SAFE_RELEASE( g_pGroundGrassTexRV );
SAFE_RELEASE( g_pMaskTexRV );
SAFE_RELEASE( g_pShadeNormalTexRV );
SAFE_RELEASE( g_pStreamDataVB10 );
SAFE_RELEASE( g_pGrassDataVB10 );
}
示例8: MsgProc
//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
void* pUserContext )
{
UNREFERENCED_PARAMETER(pUserContext);
// Pass messages to dialog resource manager calls so GUI state is updated correctly
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
// Pass messages to settings dialog if its active
if( g_D3DSettingsDlg.IsActive() )
{
g_D3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
// Give the dialogs a chance to handle the message first
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
// Pass all remaining windows messages to camera so it can respond to user input
g_ViewerCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
return 0;
}
示例9: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
//CDXUTDirectionWidget::StaticOnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
test.destroy();
tessplane.destroy();
lightsphere.destroy();
tesscube.destroy();
fuse.destroy();
deboard.destroy();
board1.destroy();
geo_alien.destroy();
FirePart.destroy();
SAFE_DELETE( g_pTxtHelper );
SAFE_RELEASE(g_DepthState);
//g_Mesh11.Destroy();
//
//SAFE_RELEASE( g_pVertexLayout11 );
//SAFE_RELEASE( g_pVertexBuffer );
//SAFE_RELEASE( g_pIndexBuffer );
//SAFE_RELEASE( g_pVertexShader );
//SAFE_RELEASE( g_pPixelShader );
//SAFE_RELEASE( g_pSamLinear );
/* SAFE_RELEASE( g_pcbVSPerObject );
SAFE_RELEASE( g_pcbPSPerObject );
SAFE_RELEASE( g_pcbPSPerFrame );*/
}
示例10: MsgProc
//--------------------------------------------------------------------------------------
// Before handling window messages, DXUT passes incoming windows
// messages to the application through this callback function. If the application sets
// *pbNoFurtherProcessing to TRUE, then DXUT will not process this message.
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
void* pUserContext )
{
// Always allow dialog resource manager calls to handle global messages
// so GUI state is updated correctly
*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;
}
// Give the dialogs a chance to handle the message first
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
// Pass all remaining windows messages to camera so it can respond to user input
g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
g_LightControl.HandleMessages( hWnd, uMsg, wParam, lParam );
return 0;
}
示例11:
HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* d3dDevice, IDXGISwapChain* swapChain,
const DXGI_SURFACE_DESC* backBufferSurfaceDesc, void* userContext)
{
HRESULT hr;
V_RETURN(gDialogResourceManager.OnD3D11ResizedSwapChain(d3dDevice, backBufferSurfaceDesc));
V_RETURN(gD3DSettingsDlg.OnD3D11ResizedSwapChain(d3dDevice, backBufferSurfaceDesc));
gAspectRatio = backBufferSurfaceDesc->Width / (float)backBufferSurfaceDesc->Height;
// NOTE: Complementary Z (1-z) buffer used here, so swap near/far!
gViewerCamera.SetProjParams(D3DX_PI / 4.0f, gAspectRatio, 300.0f, 0.05f);
// Standard HUDs
const int border = 20;
int y = border;
for (int i = 0; i < HUD_EXPERT; ++i) {
gHUD[i].SetLocation(backBufferSurfaceDesc->Width - gHUD[i].GetWidth() - border, y);
y += gHUD[i].GetHeight() + border;
}
// Expert HUD
gHUD[HUD_EXPERT].SetLocation(border, 80);
// If there's no app, it'll pick this up when it gets lazily created so just ignore it
if (gApp) {
gApp->OnD3D11ResizedSwapChain(d3dDevice, backBufferSurfaceDesc);
}
return S_OK;
}
示例12: 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13: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE( g_pTxtHelper );
SAFE_DELETE( g_pTxtHelper1 );
g_SceneMesh.Destroy();
g_Poles.Destroy();
SAFE_RELEASE( g_pSceneVS );
SAFE_RELEASE( g_pScenePS );
SAFE_RELEASE( g_pSM_VS );
SAFE_RELEASE( g_pcbConstants );
SAFE_RELEASE( g_pRSMDepthStencilTexture );
SAFE_RELEASE( g_pDepthStencilTextureDSV );
SAFE_RELEASE( g_pDepthTextureSRV );
SAFE_RELEASE( g_pSceneVertexLayout );
SAFE_RELEASE( g_pBlendStateNoBlend );
SAFE_RELEASE( g_pBlendStateColorWritesOff );
SAFE_RELEASE( g_pSamplePoint );
SAFE_RELEASE( g_pSamplePointCmp );
SAFE_RELEASE( g_pSampleLinear );
}
示例14: 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15:
//--------------------------------------------------------------------------------------
// 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 ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height / 2;
g_Context.m_Camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 1000.0f);
// g_Context.m_Camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 10000.0f);
g_Context.m_Light.SetRadius(10.0f);
g_Context.m_Light.SetLightDirection(XMFLOAT3(0.6f, 0.4f, 0.3f));
g_Context.m_Light.SetButtonMask(MOUSE_RIGHT_BUTTON);
g_Context.m_fbWidth = (float)pBackBufferSurfaceDesc->Width;
g_Context.m_fbHeight = (float)pBackBufferSurfaceDesc->Height;
// Set the location and size of the AMD standard HUD
g_HUD.m_GUI.SetLocation( pBackBufferSurfaceDesc->Width - AMD::HUD::iDialogWidth, 0 );
g_HUD.m_GUI.SetSize( AMD::HUD::iDialogWidth, pBackBufferSurfaceDesc->Height );
g_HUD.OnResizedSwapChain( pBackBufferSurfaceDesc );
assert( D3D_OK == hr );
return S_OK;
}