//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(); }
//-------------------------------------------------------------------------------------- // 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 // Set DXUT callbacks DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackKeyboard(OnKeyboard); DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackD3D11DeviceAcceptable(IsD3D11DeviceAcceptable); DXUTSetCallbackD3D11DeviceCreated(OnD3D11CreateDevice); DXUTSetCallbackD3D11SwapChainResized(OnD3D11ResizedSwapChain); DXUTSetCallbackD3D11FrameRender(OnD3D11FrameRender); DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain); DXUTSetCallbackD3D11DeviceDestroyed(OnD3D11DestroyDevice); 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"CascadedShadowDepthMap"); CWaitDlg CompilingShadersDlg; if (DXUT_EnsureD3D11APIs()) CompilingShadersDlg.ShowDialog(L"Compiling Shaders and loading models."); DXUTCreateDevice(D3D_FEATURE_LEVEL_10_0, true, 800, 600); CompilingShadersDlg.DestroyDialog(); 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 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(); }
//-------------------------------------------------------------------------------------- // 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 DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); InitApp(); DXUTInit( true, true ); // Use this line instead to try to create a hardware device DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"AdaptiveTessellationCS40" ); DXUTCreateDevice(D3D_FEATURE_LEVEL_10_0, true, 1024, 768 ); 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 // Disable gamma correction on this sample DXUTSetIsInGammaCorrectMode( false ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackMouse( MouseProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); InitApp(); DXUTInit( true, true ); DXUTSetCursorSettings( true, true );// Show the cursor and clip when in full screen DXUTCreateWindow( L"Contact Hardening Shadows - Direct3D 11" ); DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 800, 600 ); 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 // _crtBreakAlloc = 862; // 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 DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); InitApp(); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); DXUTCreateWindow( L"SimpleSample" ); DXUTCreateDevice( true, g_nWinSizeX, g_nWinSizeY); DXUTMainLoop(); // Enter into the DXUT render loop 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(); }
//-------------------------------------------------------------------------------------- // 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 D3D11) // 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 ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); 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"BasicHLSL11" ); DXUTCreateDevice (D3D_FEATURE_LEVEL_11_0, true, 800, 600 ); //DXUTCreateDevice(true, 640, 480); DXUTMainLoop(); // Enter into the DXUT render loop return DXUTGetExitCode(); }
INT WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int) { DXUTSetCallbackD3D9DeviceAcceptable(IsDeviceAcceptable); DXUTSetCallbackD3D9DeviceCreated(OnCreateDevice); DXUTSetCallbackD3D9FrameRender(OnFrameRender); DXUTSetCallbackD3D9DeviceReset(OnResetDevice); DXUTSetCallbackD3D9DeviceLost(OnLostDevice); DXUTSetCallbackD3D9DeviceDestroyed(OnDestroyDevice); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackKeyboard(KeyboardProc); DXUTSetCallbackMouse(MouseProc, true); DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCursorSettings(true, true); InitApp(); DXUTInit(); DXUTSetHotkeyHandling(); DXUTCreateWindow(L"NsRenju by Ivan Goremykin"); DXUTCreateDevice(true, 1024, 768); DXUTMainLoop(); 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, LPWSTR, 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 DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCursorSettings( true, true ); InitApp(); DXUTInit( true, true ); // Parse the command line and show msgboxes DXUTSetHotkeyHandling( true, true, true ); DXUTCreateWindow( L"CompiledEffect" ); DXUTCreateDevice( true, 640, 480 ); DXUTMainLoop(); 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(); }
Game::Game( ) : m_content(".\\..\\Content\\Out", ".\\..\\Content\\Content.pack"), m_camera(new Camera()), m_sceneRoot(new scene::SceneNode()), m_meshQueue(new scene::MeshQueue()), m_scriptEngine(new script::ScriptEngine()), m_renderer(new scene::Renderer(*m_scriptEngine, *m_meshQueue)) { DXUTSetCallbackKeyboard(&m_camera->OnKeyboard); DXUTSetCallbackMouse(&m_camera->OnMouse, true); D3DXMatrixIdentity(&m_identity); }
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { HRESULT hr = S_OK; #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCursorSettings( false, true ); DXUTInit( true, true ); DXUTSetHotkeyHandling( false, false, false ); InitApp(); hr = PrepareAudio(); if( FAILED( hr ) ) { OutputDebugString( L"PrepareAudio() failed. Disabling audio support\n" ); } DXUTCreateWindow( L"Buser Stima" ); DXUTCreateDevice( false, 0, 0 ); DXUTMainLoop(); CleanupAudio(); 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 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. These functions allow DXUT to notify // the application about device changes, user input, and windows messages. The // callbacks are optional so you need only set callbacks for events you're interested // in. However, if you don't handle the device reset/lost callbacks then the sample // framework won't be able to reset your device since the application must first // release all device resources before resetting. Likewise, if you don't handle the // device created/destroyed callbacks then DXUT won't be able to // recreate your device resources. DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackFrameMove( OnFrameMove ); // Show the cursor and clip it when in full screen DXUTSetCursorSettings( true, true ); if (InitApp()) { // Initialize DXUT and create the desired Win32 window and Direct3D // device for the application. Calling each of these functions is optional, but they // allow you to set several options which control the behavior of the framework. DXUTInit( true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes DXUTCreateWindow( L"UWGame" ); g_Sound.Initialize( DXUTGetHWND(), DSSCL_PRIORITY ); DXUTCreateDevice( true, 800, 600 ); // Pass control to DXUT for handling the message pump and // dispatching render calls. DXUT will call your FrameMove // and FrameRender callback when there is idle time between handling window messages. DXUTMainLoop(); CleanupApp(); } return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- 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 D3D11) // that is available on the system depending on which D3D callbacks are set below // Set general DXUT callbacks DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackDeviceRemoved( OnDeviceRemoved ); // Set the D3D9 DXUT callbacks. Remove these sets if the app doesn't need to support D3D9 DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); // Set the D3D11 DXUT callbacks. Remove these sets if the app doesn't need to support D3D11 DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); // Perform any application-level initialization here 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"Awe Engine" ); // Only require 10-level hardware DXUTCreateDevice( D3D_FEATURE_LEVEL_10_0, true, 640, 480 ); DXUTMainLoop(); // Enter into the DXUT ren der loop // Perform any application-level cleanup here return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- 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 // Set general DXUT callbacks DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackDeviceRemoved( OnDeviceRemoved ); // Set the D3D9 DXUT callbacks. Remove these sets if the app doesn't need to support D3D9 DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); // Perform any application-level initialization here // Setup Video VideoSetup setup(1024,720); setup.isWindowed = true; // Rename Game Title g_strGameTitle = L"MyGame"; 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 //HICON hIcon = (HICON)LoadImage(NULL, L"..\..\resources\WindowIcon.ico", IMAGE_ICON, 32, 32, LR_LOADFROMFILE); DXUTCreateWindow(g_strGameTitle); DXUTCreateDevice(setup.isWindowed, setup.height, setup.witdh); DXUTMainLoop(); // Enter into the DXUT render loop // Perform any application-level cleanup here return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) { HRESULT hr; V_RETURN(DXUTSetMediaSearchPath(MEDIA_PATH)); // Enable run-time memory check for debug builds. #if defined(DEBUG) _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); #endif // Set general DXUT callbacks DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackKeyboard(OnKeyboard); DXUTSetCallbackMouse(OnMouse); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackDeviceRemoved(OnDeviceRemoved); // Set the D3D11 DXUT callbacks DXUTSetCallbackD3D11DeviceAcceptable (IsD3D11DeviceAcceptable); DXUTSetCallbackD3D11DeviceCreated (OnD3D11CreateDevice); DXUTSetCallbackD3D11SwapChainResized (OnD3D11ResizedSwapChain); DXUTSetCallbackD3D11FrameRender (OnD3D11FrameRender); DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain); DXUTSetCallbackD3D11DeviceDestroyed (OnD3D11DestroyDevice); // Perform any application-level initialization here InitAOParams(g_AOParams); InitGUI(); UINT Width = 1920; UINT Height = 1200; 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 DXUTSetIsInGammaCorrectMode(false); // Do not use a SRGB back buffer for this sample DXUTCreateWindow(L"Deinterleaved Texturing"); DXUTCreateDevice(D3D_FEATURE_LEVEL_11_0, true, Width, Height); //DXUTToggleFullScreen(); DXUTMainLoop(); // Enter into the DXUT render loop // Perform any application-level cleanup here 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 | _CRTDBG_CHECK_ALWAYS_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D11) // that is available on the system depending on which D3D callbacks are set below // Set DXUT callbacks DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse, true ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); InitApp(); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); WCHAR strWindowTitle[128] = L"TiledResources11"; #ifdef _DEBUG wcscat_s( strWindowTitle, L" [DEBUG]" ); #endif DXUTCreateWindow( strWindowTitle ); // set the update & render thread to the first hardware thread SetThreadAffinityMask( GetCurrentThread(), 0x1 ); // Only require 10-level hardware, change to D3D_FEATURE_LEVEL_11_0 to require 11-class hardware // Switch to D3D_FEATURE_LEVEL_9_x for 10level9 hardware DXUTCreateDevice( D3D_FEATURE_LEVEL_10_0, true, 1280, 720 ); 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(); }
HRESULT R3D3D::Init( bool isWindows, int width, int height ) { DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTInit( 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"EmptyProject" ); DXUTCreateDevice( isWindows, width, height ); // Start the render loop DXUTMainLoop(); 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(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) //_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif srand((unsigned)time(NULL)); // Set the callback functions DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( OnKeyboard ); // TODO: Perform any application-level initialization here // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit( true, true ); // Parse the command line and show msgboxes DXUTSetHotkeyHandling( false , false, true ); // handle the default hotkeys DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"dokdo_pasta" ); DXUTCreateDevice( false, 800, 600 ); // Start the render loop DXUTMainLoop(); StageManager::GetSingleton().Release(); // TODO: Perform any application-level cleanup here return DXUTGetExitCode(); }
void CDirect3DView::OnInitialUpdate() { __super::OnInitialUpdate(); if (DXUTGetD3D11Device() != NULL) { return; } DXUTSetIsInGammaCorrectMode(false); // Set general DXUT callbacks DXUTSetCallbackFrameMove( OnDXUTFrameMove, this ); DXUTSetCallbackKeyboard( OnDXUTKeyboard, this ); DXUTSetCallbackMouse( OnDXUTMouse, true, this ); DXUTSetCallbackMsgProc( DXUTMsgProc, this ); DXUTSetCallbackDeviceChanging( DXUTModifyDeviceSettings, this ); DXUTSetCallbackDeviceRemoved( OnDXUTDeviceRemoved, this ); // Set the D3D11 DXUT callbacks. Remove these sets if the app doesn't need to support D3D11 DXUTSetCallbackD3D11DeviceAcceptable( DXUTIsD3D11DeviceAcceptable, this ); DXUTSetCallbackD3D11DeviceCreated( OnDXUTD3D11CreateDevice, this ); DXUTSetCallbackD3D11SwapChainResized( OnDXUTD3D11ResizedSwapChain, this ); DXUTSetCallbackD3D11FrameRender( OnDXUTD3D11FrameRender, this ); DXUTSetCallbackD3D11SwapChainReleasing( OnDXUTD3D11ReleasingSwapChain, this ); DXUTSetCallbackD3D11DeviceDestroyed( OnDXUTD3D11DestroyDevice, this ); 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 // Create DXUT stuff DXUTSetWindow( this->GetSafeHwnd(), this->GetSafeHwnd(), this->GetSafeHwnd(), false ); CRect rect; GetClientRect(&rect); // Only require 10-level hardware DXUTCreateDevice( D3D_FEATURE_LEVEL_10_1, true, rect.right, rect.bottom ); }
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(); }
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 #pragma region Callback Calls DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackKeyboard(OnKeyboard); DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackD3D11DeviceCreated(OnD3D11CreateDevice); DXUTSetCallbackD3D11SwapChainResized(OnD3D11ResizedSwapChain); DXUTSetCallbackD3D11FrameRender(OnD3D11FrameRender); DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain); DXUTSetCallbackD3D11DeviceDestroyed(OnD3D11DestroyDevice); #pragma endregion DXUTSetIsInGammaCorrectMode(true); DXUTInit(true, true, 0); InitUI(); #pragma region Adjust Display and Handling Settings DXUTSetCursorSettings(true, true); DXUTSetHotkeyHandling(true, true, false); DXUTCreateWindow(L"Deferred Shading"); DXUTCreateDevice(D3D_FEATURE_LEVEL_11_0, true, 1280, 720); #pragma endregion DXUTMainLoop(); return DXUTGetExitCode(); }
void DXUTHelper::Render() { // Set general DXUT callbacks DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackKeyboard(OnKeyboard); DXUTSetCallbackMouse(OnMouse); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackDeviceRemoved(OnDeviceRemoved); DXUTSetCallbackD3D11DeviceAcceptable(IsD3D11DeviceAcceptable); DXUTSetCallbackD3D11DeviceCreated(OnD3D11CreateDevice); DXUTSetCallbackD3D11SwapChainResized(OnD3D11ResizedSwapChain); DXUTSetCallbackD3D11FrameRender(OnD3D11FrameRender); DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain); DXUTSetCallbackD3D11DeviceDestroyed(OnD3D11DestroyDevice); DXUTInit(true, true, nullptr); // 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(D3D_FEATURE_LEVEL_11_0, true, m_ScreenWidth, m_ScreenHeight); DXUTMainLoop(); }
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 Initialize(); // Set DXUT callbacks DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse, true ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); InitApp(); if (gMultithreaded) { InitWin32Threads(); } DXUTInit( true, true, NULL ); DXUTSetCursorSettings( true, true ); DXUTCreateWindow( L"ISPC HDR Texture Compressor" ); // Try to create a device with DX11 feature set DXUTCreateDevice (D3D_FEATURE_LEVEL_11_0, true, 1280, 1024 ); BOOL DX11Available = false; // If we don't have an adequate driver, then we revert to DX10 feature set... DXUTDeviceSettings settings = DXUTGetDeviceSettings(); if(settings.d3d11.DriverType == D3D_DRIVER_TYPE_UNKNOWN || settings.d3d11.DriverType == D3D_DRIVER_TYPE_NULL) { DXUTCreateDevice(D3D_FEATURE_LEVEL_10_1, true, 1280, 1024); // !HACK! Force enumeration here in order to relocate hardware with new feature level DXUTGetD3D11Enumeration(true); DXUTCreateDevice(D3D_FEATURE_LEVEL_10_1, true, 1280, 1024); const TCHAR *noDx11msg = _T("Your hardware does not seem to support DX11. BC7 Compression is disabled."); MessageBox(NULL, noDx11msg, _T("Error"), MB_OK); } else { DX11Available = true; } FillProfiles(DX11Available); DXUTMainLoop(); // Destroy all of the threads... DestroyThreads(); return DXUTGetExitCode(); }