//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- 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 // DXUT will create and use the best device (either D3D9 or D3D10) // that is available on the system depending on which D3D callbacks are set below // Set DXUT callbacks DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackD3D10DeviceAcceptable( IsD3D10DeviceAcceptable ); DXUTSetCallbackD3D10DeviceCreated( OnD3D10CreateDevice ); DXUTSetCallbackD3D10SwapChainResized( OnD3D10SwapChainResized ); DXUTSetCallbackD3D10SwapChainReleasing( OnD3D10ReleasingSwapChain ); DXUTSetCallbackD3D10DeviceDestroyed( OnD3D10DestroyDevice ); DXUTSetCallbackD3D10FrameRender( OnD3D10FrameRender ); InitApp(); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"D3D10 Shader Model 4.0 Workshop: Exercise03" ); DXUTCreateDevice( true, 800, 600 ); DXUTMainLoop(); // Enter into the DXUT render loop return DXUTGetExitCode(); }
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { d3d_engine = new D3DEngine(); // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D10) // that is available on the system depending on which D3D callbacks are set below // Set DXUT callbacks DXUTSetCallbackD3D10DeviceAcceptable( IsD3D10DeviceAcceptable ); DXUTSetCallbackD3D10DeviceCreated( OnD3D10CreateDevice ); DXUTSetCallbackD3D10SwapChainResized( OnD3D10ResizedSwapChain ); DXUTSetCallbackD3D10SwapChainReleasing( OnD3D10ReleasingSwapChain ); DXUTSetCallbackD3D10DeviceDestroyed( OnD3D10DestroyDevice ); DXUTSetCallbackD3D10FrameRender( OnD3D10FrameRender ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTInit(true, true, NULL); // DXUTを初期化(詳しくはMSDN) DXUTSetCursorSettings(true, true); // カーソルを表示し、全画面の時には、領域からはみ出ないようにします DXUTCreateWindow(kWindowTitle); DXUTCreateDevice(true, kWindowWidth, kWindowHeight); DXUTMainLoop(); // DXUTのレンダリングループを開始 return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D10) // that is available system depending on which D3D callbacks set below // Set DXUT callbacks DXUTSetCallbackD3D10DeviceAcceptable( IsD3D10DeviceAcceptable ); DXUTSetCallbackD3D10DeviceCreated( OnD3D10CreateDevice ); DXUTSetCallbackD3D10SwapChainResized( OnD3D10ResizedSwapChain ); DXUTSetCallbackD3D10SwapChainReleasing( OnD3D10ReleasingSwapChain ); DXUTSetCallbackD3D10DeviceDestroyed( OnD3D10DestroyDevice ); DXUTSetCallbackD3D10FrameRender( OnD3D10FrameRender ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"Tutorial08" ); DXUTCreateDevice( true, 640, 480 ); DXUTMainLoop(); // Enter into the DXUT render loop return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D10) // that is available on the system depending on which D3D callbacks are set below //------------------------------------------------------------------------- //Initialize test command window //------------------------------------------------------------------------- RedirectIOToConsole(L"output window"); // DXUT will create and use the best device (either D3D9 or D3D10) // that is available on the system depending on which D3D callbacks are set below // Set DXUT callbacks DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackD3D10DeviceAcceptable( IsD3D10DeviceAcceptable ); DXUTSetCallbackD3D10DeviceCreated( OnD3D10CreateDevice ); DXUTSetCallbackD3D10SwapChainResized( OnD3D10SwapChainResized ); DXUTSetCallbackD3D10FrameRender( OnD3D10FrameRender ); DXUTSetCallbackD3D10SwapChainReleasing( OnD3D10SwapChainReleasing ); DXUTSetCallbackD3D10DeviceDestroyed( OnD3D10DestroyDevice ); HRESULT hr; V_RETURN(DXUTSetMediaSearchPath(L"..\\Source\\SoftShadows")); InitApp(); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"SoftShadows" ); DXUTCreateDevice( true, 1024, 768 ); DXUTMainLoop(); // Enter into the DXUT render loop return DXUTGetExitCode(); }
INT WINAPI wWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPWSTR lpCmdLine,int nShowCmd) { DXUTSetCallbackD3D10DeviceAcceptable(IsD3D10DeviceAcceptable); DXUTSetCallbackD3D10DeviceCreated(OnD3D10CreateDevice); DXUTSetCallbackD3D10DeviceDestroyed(OnD3D10DestroyDevice); DXUTSetCallbackD3D10FrameRender(OnD3D10FrameRender); DXUTSetCallbackD3D10SwapChainReleasing(OnD3D10SwapChainReleasing); DXUTSetCallbackD3D10SwapChainResized(OnD3D10SwapChainResized); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackKeyboard(KeyboardProc); initApp(); V(DXUTInit(true,true)); V(DXUTCreateWindow(L"CGRambler2.0 华南师范大学 李海全 [email protected]")); V(DXUTCreateDevice(true,Width,Height)); DXUTSetCursorSettings(true,true); V(DXUTMainLoop()); return DXUTGetExitCode(); }