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2010年8月1日星期日

EmptyProject? BullShit!!!


真没人性。。。。。。

 

见过恶心的,没见过这么恶心的

 

 

//--------------------------------------------------------------------------------------

// File: EmptyProject.cpp

//

// Copyright (c) Microsoft Corporation. All rights reserved.

//--------------------------------------------------------------------------------------

#include "DXUT.h"

#include "resource.h"

 

 

//--------------------------------------------------------------------------------------

// Rejects any D3D9 devices that aren't acceptable to the app by returning false

//--------------------------------------------------------------------------------------

bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,

                                      bool bWindowed, void* pUserContext )

{

    // Typically want to skip back buffer formats that don't support alpha blending

    IDirect3D9* pD3D = DXUTGetD3D9Object();

    if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,

                                         AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,

                                         D3DRTYPE_TEXTURE, BackBufferFormat ) ) )

        return false;

 

    return true;

}

 

 

//--------------------------------------------------------------------------------------

// Before a device is created, modify the device settings as needed

//--------------------------------------------------------------------------------------

bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext )

{

    return true;

}

 

 

//--------------------------------------------------------------------------------------

// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)

// and aren't tied to the back buffer size

//--------------------------------------------------------------------------------------

HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,

                                     void* pUserContext )

{

    return S_OK;

}

 

 

//--------------------------------------------------------------------------------------

// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) 

// or that are tied to the back buffer size 

//--------------------------------------------------------------------------------------

HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,

                                    void* pUserContext )

{

    return S_OK;

}

 

 

//--------------------------------------------------------------------------------------

// Handle updates to the scene.  This is called regardless of which D3D API is used

//--------------------------------------------------------------------------------------

void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )

{

}

 

 

//--------------------------------------------------------------------------------------

// Render the scene using the D3D9 device

//--------------------------------------------------------------------------------------

void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )

{

    HRESULT hr;

 

    // Clear the render target and the zbuffer 

    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

 

    // Render the scene

    if( SUCCEEDED( pd3dDevice->BeginScene() ) )

    {

        V( pd3dDevice->EndScene() );

    }

}

 

 

//--------------------------------------------------------------------------------------

// Handle messages to the application 

//--------------------------------------------------------------------------------------

LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,

                          bool* pbNoFurtherProcessing, void* pUserContext )

{

    return 0;

}

 

 

//--------------------------------------------------------------------------------------

// Release D3D9 resources created in the OnD3D9ResetDevice callback 

//--------------------------------------------------------------------------------------

void CALLBACK OnD3D9LostDevice( void* pUserContext )

{

}

 

 

//--------------------------------------------------------------------------------------

// Release D3D9 resources created in the OnD3D9CreateDevice callback 

//--------------------------------------------------------------------------------------

void CALLBACK OnD3D9DestroyDevice( void* pUserContext )

{

}

 

 

//--------------------------------------------------------------------------------------

// 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 );

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