//入口 INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) { //各种相应函数 DXUTSetCallbackDeviceCreated( OnCreateDevice ); DXUTSetCallbackDeviceReset( OnResetDevice ); DXUTSetCallbackDeviceLost( OnLostDevice ); DXUTSetCallbackDeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameRender( OnFrameRender ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCursorSettings( true, true ); InitApp(); // 创建 窗口 DXUTInit( true, true, true ); DXUTCreateWindow( L"Water Drop" ); DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 700, 700, IsDeviceAcceptable, ModifyDeviceSettings ); //由于最大化会造成形变,这里我们禁用最大化 HWND hWnd=GetActiveWindow(); LONG style=GetWindowLong(hWnd,GWL_STYLE); style &=~(WS_MAXIMIZEBOX); SetWindowLong(hWnd,GWL_STYLE,style); DXUTMainLoop(); return DXUTGetExitCode(); }
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // Set the callback functions DXUTSetCallbackDeviceCreated( OnCreateDevice ); DXUTSetCallbackDeviceReset( OnResetDevice ); DXUTSetCallbackDeviceLost( OnLostDevice ); DXUTSetCallbackDeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameRender( OnFrameRender ); DXUTSetCallbackFrameMove( OnFrameMove ); // Initialize world matrices // D3DXMatrixScaling( &g_mCellWorld, 1.0f, GROUND_Y / 3.0f, 1.0f ); // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"d3dapp" ); DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings ); MyAppInit(); // Start the render loop DXUTMainLoop(); // TODO: Perform any application-level cleanup here return DXUTGetExitCode(); }
INT WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { g_cgContext = cgCreateContext(); checkForCgError("creating context"); cgSetParameterSettingMode(g_cgContext, CG_DEFERRED_PARAMETER_SETTING); DXUTSetCallbackDeviceReset(OnResetDevice); DXUTSetCallbackDeviceLost(OnLostDevice); DXUTSetCallbackFrameRender(OnFrameRender); /* Parse command line, handle default hotkeys, and show messages. */ DXUTInit(); DXUTCreateWindow(g_strWindowTitleW); /* Display 400x400 window. */ DXUTCreateDevice(D3DADAPTER_DEFAULT, true, 400, 400); DXUTMainLoop(); cgDestroyProgram(g_cgVertexProgram); checkForCgError("destroying vertex program"); cgDestroyContext(g_cgContext); return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // Set the callback functions DXUTSetCallbackDeviceCreated( OnCreateDevice ); DXUTSetCallbackDeviceReset( OnResetDevice ); DXUTSetCallbackDeviceLost( OnLostDevice ); DXUTSetCallbackDeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackMouse( MouseProc ); DXUTSetCallbackFrameRender( OnFrameRender ); DXUTSetCallbackFrameMove( OnFrameMove ); // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit( true, false, true ); // Parse the command line, handle the default hotkeys, and show msgboxes DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"Globalization" ); DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 1024, 768, IsDeviceAcceptable, ModifyDeviceSettings ); InitApp(); // Start the render loop DXUTMainLoop(); CleanupApp(); #if defined(DEBUG) || defined(_DEBUG) // Functions to pinpoint memory leaks // _CrtDumpMemoryLeaks (); _CrtCheckMemory(); #endif return DXUTGetExitCode(); }