Esempio n. 1
0
//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();
}
Esempio n. 2
0
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();
}
Esempio n. 3
0
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();
}
Esempio n. 4
0
//--------------------------------------------------------------------------------------
// 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();
}