//-------------------------------------------------------------------------------------- // 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(); }
//-------------------------------------------------------------------------------------- // 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 // Set the callback functions DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); // 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( true, true, true ); // handle the default hotkeys DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"Game" ); DXUTCreateDevice( true, 800, 600 ); // Start the render loop DXUTMainLoop(); // TODO: Perform any application-level cleanup here 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(); }
// main 함수 임 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 DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); //focus를 상실했을 때. 즉 창모드/전체화면 모드 변경시 처리 과정 DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); //update 역할, 렌더 직전에 변경사항 적용하는 부분 DXUTSetCallbackFrameMove( OnFrameMove ); //조명 초기화 InitApp(); //키보드 단축키를 받아 처리하도록 하는 플래그 설정 함수 DXUTSetHotkeyHandling( true, true, true ); DXUTCreateWindow( L"BasicHLSL" ); DXUTCreateDevice( true, 640, 480 ); // main 무한 루프 // 무한 루프 중 세팅되는 값들을 적용해 화면에 표시함 DXUTMainLoop(); return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR lpCmdLine, int nShowCmd) { wchar_t executableFullPath[MAX_PATH]; GetModuleFileName( NULL, executableFullPath, MAX_PATH ); wchar_t executableDrive[MAX_PATH]; wchar_t executableDir[MAX_PATH]; _wsplitpath_s(executableFullPath, executableDrive, MAX_PATH, executableDir, MAX_PATH, 0, 0, 0, 0); wchar_t currentDir[MAX_PATH] = { L'\0' }; wcscat_s(currentDir, executableDrive); wcscat_s(currentDir, executableDir); wcscat_s(currentDir, L"..\\"); BOOL result = SetCurrentDirectory(currentDir); ASSERT(result != FALSE, "Can't change current directory."); // 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 DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); // Initialize DXUT and create the desired Win32 window and Direct3D device for the application // Parse the command line and show msgboxes DXUTInit( true, true ); // Handle the default hotkeys DXUTSetHotkeyHandling( true, true, true ); // Show the cursor and clip it when in full screen DXUTSetCursorSettings( true, true ); DXUTCreateWindow(L"GPU Pro 5 : 'Quaternions revisited'"); DXUTCreateDevice(true, 1280, 720); // Start the render loop DXUTMainLoop(); return DXUTGetExitCode(); }
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 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 // 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 ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); // Show the cursor and clip it when in full screen DXUTSetCursorSettings( true, true ); 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 and show msgboxes DXUTSetHotkeyHandling( true, true, true ); // handle the defaul hotkeys DXUTCreateWindow( L"LocalDeformablePRT" ); 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(); // Perform any application-level cleanup here. Direct3D device resources are released within the // appropriate callback functions and therefore don't require any cleanup code here. return DXUTGetExitCode(); }
/** * @brief * Entry point to the program. Initializes everything and goes into a message processing * loop. Idle time is used to render the scene. * */ int WINAPI _tWinMain(HINSTANCE, HINSTANCE, LPTSTR, int) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); #endif // Show the cursor and clip it when in full screen DXUTSetCursorSettings(true, true); // 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 and show msgboxes DXUTSetHotkeyHandling(true, true, true); // handle the defaul hotkeys DXUTCreateWindow(GameConfiguration::s_GAME_TITLE.c_str()); try { // We need to set up DirectSound after we have a window. GameApplication::initialize(); GameApplication::setCallbackFunctions(); DXUTCreateDevice(true, GameConfiguration::s_BACK_BUFFER_WIDTH, GameConfiguration::s_BACK_BUFFER_HEIGHT); // 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(); } catch (acut::Exception& ex) { // TODO: 詳細なメッセージを表示する // TODO: log acut::ExceptionHandler::handleException(ex); MessageBox(NULL, _T("エラーが発生しました。\nゲームを終了します。"), _T("エラー発生"), MB_ICONEXCLAMATION); GameApplication::onDeviceLost(NULL); } try { // Perform any application-level cleanup here. Direct3D device resources are released within the // appropriate callback functions and therefore don't require any cleanup code here. GameApplication::finalize(); } catch (acut::Exception& ex) { acut::ExceptionHandler::handleException(ex); MessageBox(NULL, _T("ゲーム終了処理でエラーが発生しました。"), _T("エラー発生"), MB_ICONEXCLAMATION); } return DXUTGetExitCode(); }
void Init_DXUT( const wchar_t* const strWindowTitle, UINT iWidth, UINT iHeight ) { // Set DXUT callbacks DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCursorSettings( true, true ); DXUTInit( true, true ); // Parse the command line and show msgboxes DXUTSetHotkeyHandling( false, true, true ); DXUTCreateWindow( strWindowTitle ); DXUTCreateDevice( true, iWidth, iHeight ); }
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(); }
int main(int argc, char* argv[]) { // Set the callback functions DXUTSetCallbackD3D9DeviceAcceptable(IsD3D9DeviceAcceptable); DXUTSetCallbackD3D9DeviceCreated(OnD3D9CreateDevice); DXUTSetCallbackD3D9DeviceReset(OnD3D9ResetDevice); DXUTSetCallbackD3D9FrameRender(OnD3D9FrameRender); DXUTSetCallbackD3D9DeviceLost(OnD3D9LostDevice); DXUTSetCallbackD3D9DeviceDestroyed(OnD3D9DestroyDevice); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackFrameMove(OnFrameMove); // Initialize DXUT and create the desired Win32 window and D3D device for the application DXUTInit(true, false); // Parse the command line and show msgboxes DXUTSetHotkeyHandling(true, true, true); // handle the default hotkeys DXUTSetCursorSettings(true, true); // Show the cursor and clip it when in full screen DXUTCreateWindow(L"02_HelloDotDx9"); DXUTCreateDevice(true, 800, 600); DXUTMainLoop(); 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, true ); //DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackDeviceRemoved( OnDeviceRemoved ); // 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 ); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetHotkeyHandling(true, true, true); DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"VegetationRendering" ); DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 1024, 768 ); DXUTMainLoop(); // Enter into the DXUT ren der loop return DXUTGetExitCode(); }