当前位置: 首页>>代码示例>>C++>>正文


C++ CDXUTDialogResourceManager类代码示例

本文整理汇总了C++中CDXUTDialogResourceManager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;
}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:28,代码来源:main.cpp

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;
}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:32,代码来源:MotionBlur10.cpp

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;
}
开发者ID:kingofthebongo2008,项目名称:examples,代码行数:34,代码来源:TiledResources11.cpp

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;
}
开发者ID:maleiwhat,项目名称:vectorizing-project,代码行数:34,代码来源:VolSurfaces10.cpp

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;
}
开发者ID:JasSra,项目名称:GPU-Pro-6,代码行数:30,代码来源:AdvancedLighting.cpp

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;
}
开发者ID:m10914,项目名称:Sphere,代码行数:33,代码来源:SimpleSample.cpp

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 );
}
开发者ID:KNeal,项目名称:Oculus,代码行数:32,代码来源:Exercise01_D3D10.cpp

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;
}
开发者ID:JasSra,项目名称:GPU-Pro-6,代码行数:33,代码来源:AdvancedLighting.cpp

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 );*/
}
开发者ID:AlexKLM,项目名称:DX11-Shader-Language-Coursework,代码行数:33,代码来源:BasicHLSL11.cpp

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;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:34,代码来源:LocalDeformablePRT.cpp

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;
}
开发者ID:NickABoen,项目名称:Awe,代码行数:31,代码来源:main.cpp

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;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:41,代码来源:LocalDeformablePRT.cpp

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 );
}
开发者ID:KNeal,项目名称:Oculus,代码行数:28,代码来源:ContactHardeningShadows11.cpp

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;
}
开发者ID:Igings,项目名称:A-3D-game-in-a-2D-paradigm,代码行数:34,代码来源:BasicHLSL9.cpp

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;
}
开发者ID:AnilVarmaBiruduraju,项目名称:LiquidVR,代码行数:32,代码来源:AffinityGPUControl.cpp


注:本文中的CDXUTDialogResourceManager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。