📄 main.h
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//-----------------------------------------------------------------------------
// Name: D3DFrame_3DTiles
//
// Description: Example code showing how to load and render 3D tiles.
//
// File Function: Header file for the program (main.h)
//
// Code:
// Copyright (c) 2002 LostLogic Corporation. All rights reserved.
//
// Libraries Required:
// d3d9.lib dxguid.lib d3dx9dt.lib d3dxof.lib comctl32.lib winmm.lib
//
// DX Files Required:
// d3dapp.cpp
// d3denumeration.cpp
// d3dfile.cpp
// d3dfont.cpp
// d3dsettings.cpp
// d3dutil.cpp
// dxutil.cpp
//
// Local Files Required:
// main.cpp
// main.h
//
// Original D3D Application Shell Code:
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <commctrl.h>
#include <commdlg.h>
#include <math.h>
#include <tchar.h>
#include <stdio.h>
#include <D3DX9.h>
#include "DXUtil.h"
#include "D3DEnumeration.h"
#include "D3DSettings.h"
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DFile.h"
#include "D3DUtil.h"
// Number of 3D meshes loaded
int g_iNumTiles = 2;
// Structure for the tile vertex data
struct D3DVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
static const DWORD FVF;
};
// Vertex format for the tiles
// D3DFVF_XYZ = Coordinate information
// D3DFVF_NORMAL = Normal information
// D3DFVF_TEX1 = Texture information
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
//-----------------------------------------------------------------------------
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CD3DFramework
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CD3DFramework : public CD3DApplication
{
CD3DFont* m_pStatsFont;
TCHAR m_strFont[LF_FACESIZE];
DWORD m_dwFontSize;
// 3D Object data
CD3DMesh* m_pObject[ 32 ];
// Integer array used for tile map
int m_iTileMap[ 100 ];
short m_shTileMapWidth;
short m_shTileMapHeight;
// Window dimensions
short m_shWindowWidth;
short m_shWindowHeight;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT CreateD3DXTextMesh( LPD3DXMESH* ppMesh, TCHAR* pstrFont, DWORD dwSize );
public:
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
CD3DFramework();
};
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