Files
Client/Library/dxx8/samples/Multimedia/VBSamples/Direct3D/PointSprites/PointSprites.frm
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

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VERSION 5.00
Begin VB.Form Form1
Caption = "Point Sprites"
ClientHeight = 4050
ClientLeft = 60
ClientTop = 345
ClientWidth = 5055
Icon = "PointSprites.frx":0000
LinkTopic = "Form1"
ScaleHeight = 270
ScaleMode = 3 'Pixel
ScaleWidth = 337
StartUpPosition = 3 'Windows Default
End
Attribute VB_Name = "Form1"
Attribute VB_GlobalNameSpace = False
Attribute VB_Creatable = False
Attribute VB_PredeclaredId = True
Attribute VB_Exposed = False
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'
' Copyright (C) 1999-2001 Microsoft Corporation. All Rights Reserved.
'
' File: PointSprites.frm
' Content: Sample showing how to use point sprites to do particle effects
'
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Option Explicit
Option Compare Text
Private Type CUSTOMVERTEX
v As D3DVECTOR
color As Long
tu As Single
tv As Single
End Type
Const D3DFVF_COLORVERTEX = (D3DFVF_XYZ Or D3DFVF_DIFFUSE Or D3DFVF_TEX1)
Const GROUND_GRIDSIZE = 8
Const GROUND_WIDTH = 256
Const GROUND_HEIGHT = 256
Const GROUND_TILE = 32
Const GROUND_COLOR = &HBBEEEEEE
Private Enum PARTICLE_COLORS
COLOR_WHITE = 0
COLOR_RED = 1
COLOR_GREEN = 2
COLOR_BLUE = 3
NUM_COLORS = 4
End Enum
Dim g_clrColor(4) As D3DCOLORVALUE
Dim g_clrColorFade(4) As D3DCOLORVALUE
Dim m_media As String
Dim m_ParticleSystem As CParticle
Dim m_ParticleTexture As Direct3DTexture8
Dim m_NumParticlesToEmit As Long
Dim m_bStaticParticle As Boolean
Dim m_nParticleColor As Long
Dim m_GroundTexture As Direct3DTexture8
Dim m_NumGroundVertices As Long
Dim m_NumGroundIndices As Long
Dim m_GroundIB As Direct3DIndexBuffer8
Dim m_GroundVB As Direct3DVertexBuffer8
Dim m_planeGround As D3DPLANE
Dim m_bDrawReflection As Boolean
Dim m_bCanDoAlphaBlend As Boolean
Dim m_bCanDoClipPlanes As Boolean
Dim m_bDrawHelp As Boolean
Dim m_matView As D3DMATRIX
Dim m_matOrientation As D3DMATRIX
Dim m_vPosition As D3DVECTOR
Dim m_vVelocity As D3DVECTOR
Dim m_fYaw As Single
Dim m_fYawVelocity As Single
Dim m_fPitch As Single
Dim m_fPitchVelocity As Single
Dim m_fElapsedTime As Single
Dim m_bKey(256) As Boolean
Dim g_fTime As Single
Dim g_fLastTime As Single
Dim m_grVerts() As CUSTOMVERTEX
Dim m_grVerts2() As CUSTOMVERTEX
Dim m_binit As Boolean
Dim m_bMinimized As Boolean
Dim m_bStopSim As Boolean
Const kMaxParticles = 128
Const kParticleRadius = 0.01
'-----------------------------------------------------------------------------
' Name: Form_KeyPress()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_KeyPress(KeyAscii As Integer)
If Chr$(KeyAscii) = "r" Then m_bDrawReflection = Not m_bDrawReflection
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Load()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Load()
Me.Show
DoEvents
'setup defaults
Init
' Initialize D3D
' Note: D3DUtil_Init will attempt to use D3D Hardware acceleartion.
' If it is not available it attempt to use the Software Reference Rasterizer.
' If all fail it will display a message box indicating so.
'
m_binit = D3DUtil_Init(Me.hwnd, True, 0, 0, D3DDEVTYPE_HAL, Me)
If Not (m_binit) Then End
' find Media and set media path
m_media = FindMediaDir("ground2.bmp")
D3DUtil_SetMediaPath m_media
' Set initial state
OneTimeSceneInit
' Load Mesh and textures from media
InitDeviceObjects
' Set device render states, lighting, camera
RestoreDeviceObjects
' Start Timer
DXUtil_Timer TIMER_start
' Start our timer
DXUtil_Timer TIMER_start
' Run the simulation forever
' See Form_Keydown for exit processing
Do While True
' Increment the simulation
FrameMove
' Render one image of the simulation
If Render Then
' Present the image to the screen
D3DUtil_PresentAll g_focushwnd
End If
' Allow for events to get processed
DoEvents
Loop
End Sub
'-----------------------------------------------------------------------------
' Name: Form_KeyDown()
' Desc: Process key messages for exit and change device
'-----------------------------------------------------------------------------
Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
m_bKey(KeyCode) = True
Select Case KeyCode
Case vbKeyEscape
Unload Me
Case vbKeyF2
' Pause the timer
DXUtil_Timer TIMER_STOP
m_bStopSim = True
' Bring up the device selection dialog
' we pass in the form so the selection process
' can make calls into InitDeviceObjects
' and RestoreDeviceObjects
frmSelectDevice.SelectDevice Me
' Restart the timer
m_bStopSim = False
DXUtil_Timer TIMER_start
Case vbKeyReturn
' Check for Alt-Enter if not pressed exit
If Shift <> 4 Then Exit Sub
' stop simulation
DXUtil_Timer TIMER_STOP
m_bStopSim = True
' If we are windowed go fullscreen
' If we are fullscreen returned to windowed
If g_d3dpp.Windowed Then
D3DUtil_ResetFullscreen
Else
D3DUtil_ResetWindowed
End If
' Call Restore after ever mode change
' because calling reset looses state that needs to
' be reinitialized
RestoreDeviceObjects
' Restart simulation
DXUtil_Timer TIMER_STOP
m_bStopSim = False
End Select
End Sub
'-----------------------------------------------------------------------------
' Name: Form_KeyUp()
' Desc: Process key messages for exit and change device
'-----------------------------------------------------------------------------
Private Sub Form_KeyUp(KeyCode As Integer, Shift As Integer)
m_bKey(KeyCode) = False
End Sub
Private Sub Form_MouseDown(Button As Integer, Shift As Integer, x As Single, y As Single)
DXUtil_Timer (TIMER_STOP)
m_bStopSim = True
End Sub
Private Sub Form_MouseUp(Button As Integer, Shift As Integer, x As Single, y As Single)
DXUtil_Timer (TIMER_start)
m_bStopSim = False
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Resize()
' Desc: hadle resizing of the D3D backbuffer
'-----------------------------------------------------------------------------
Private Sub Form_Resize()
' If D3D is not initialized then exit
If Not m_binit Then Exit Sub
' If we are in a minimized state stop the timer and exit
If Me.WindowState = vbMinimized Then
DXUtil_Timer TIMER_STOP
m_bMinimized = True
m_bStopSim = True
Exit Sub
' If we just went from a minimized state to maximized
' restart the timer
Else
If m_bMinimized = True Then
DXUtil_Timer TIMER_start
m_bMinimized = False
m_bStopSim = False
End If
End If
' Dont let the window get too small
If Me.ScaleWidth < 10 Then
Me.width = Screen.TwipsPerPixelX * 10
Exit Sub
End If
If Me.ScaleHeight < 10 Then
Me.height = Screen.TwipsPerPixelY * 10
Exit Sub
End If
m_ParticleSystem.DeleteDeviceObjects
Set m_ParticleSystem = Nothing
Set m_ParticleSystem = New CParticle
'reset and resize our D3D backbuffer to the size of the window
D3DUtil_ResizeWindowed Me.hwnd
'All state get losts after a reset so we need to reinitialze it here
RestoreDeviceObjects
DXUtil_Timer TIMER_STOP
m_ParticleSystem.Init kMaxParticles, kParticleRadius
m_ParticleSystem.InitDeviceObjects g_dev
DXUtil_Timer TIMER_RESET
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Unload()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Unload(Cancel As Integer)
DeleteDeviceObjects
End
End Sub
'-----------------------------------------------------------------------------
' Name: Init()
' Desc: Constructor
'-----------------------------------------------------------------------------
Sub Init()
Me.Caption = "PointSprites: Using particle effects"
Set m_ParticleSystem = New CParticle
m_ParticleSystem.Init kMaxParticles, kParticleRadius
Set m_ParticleTexture = Nothing
m_NumParticlesToEmit = 10
m_bStaticParticle = True
m_nParticleColor = COLOR_WHITE
Set m_GroundTexture = Nothing
m_NumGroundVertices = (GROUND_GRIDSIZE + 1) * (GROUND_GRIDSIZE + 1)
m_NumGroundIndices = (GROUND_GRIDSIZE * GROUND_GRIDSIZE) * 6
Set m_GroundVB = Nothing
Set m_GroundIB = Nothing
m_planeGround = D3DPLANE4(0, 1, 0, 0)
m_bDrawReflection = False
m_bCanDoAlphaBlend = False
m_bCanDoClipPlanes = False
m_bDrawHelp = False
m_vPosition = vec3(0, 3, -4)
m_vVelocity = vec3(0, 0, 0)
m_fYaw = 0
m_fYawVelocity = 0
m_fPitch = 0.5
m_fPitchVelocity = 0
g_clrColor(0) = ColorValue4(1, 1, 1, 1)
g_clrColor(1) = ColorValue4(1, 0.5, 0.5, 1)
g_clrColor(2) = ColorValue4(0.5, 1, 0.5, 1)
g_clrColor(3) = ColorValue4(0.125, 0.5, 1, 1)
g_clrColorFade(0) = ColorValue4(1, 0.25, 0.25, 1)
g_clrColorFade(1) = ColorValue4(1, 0.25, 0.25, 1)
g_clrColorFade(2) = ColorValue4(0.25, 0.75, 0.25, 1)
g_clrColorFade(3) = ColorValue4(0.125, 0.25, 0.75, 1)
End Sub
'-----------------------------------------------------------------------------
' Name: OneTimeSceneInit()
' Desc: Called during initial app startup, this function performs all the
' permanent initialization.
'-----------------------------------------------------------------------------
Sub OneTimeSceneInit()
D3DXMatrixTranslation m_matView, 0, 0, 10
D3DXMatrixTranslation m_matOrientation, 0, 0, 0
End Sub
'-----------------------------------------------------------------------------
' Name: FrameMove()
' Desc: Called once per frame, the call is the entry point for animating
' the scene.
'-----------------------------------------------------------------------------
Sub FrameMove()
If m_bStopSim = True Then Exit Sub
g_fTime = DXUtil_Timer(TIMER_GETAPPTIME) * 1.3
m_fElapsedTime = g_fTime - g_fLastTime
g_fLastTime = g_fTime
If m_fElapsedTime < 0 Then Exit Sub
' Slow things down for the REF device
If (g_devType = D3DDEVTYPE_REF) Then m_fElapsedTime = 0.05
Dim fSpeed As Single
Dim fAngularSpeed
fSpeed = 5 * m_fElapsedTime
fAngularSpeed = 1 * m_fElapsedTime
' Slowdown the camera movement
D3DXVec3Scale m_vVelocity, m_vVelocity, 0.9
m_fYawVelocity = m_fYawVelocity * 0.9
m_fPitchVelocity = m_fPitchVelocity * 0.9
' Process keyboard input
If (m_bKey(vbKeyRight)) Then m_vVelocity.x = m_vVelocity.x + fSpeed ' Slide Right
If (m_bKey(vbKeyLeft)) Then m_vVelocity.x = m_vVelocity.x - fSpeed ' Slide Left
If (m_bKey(vbKeyUp)) Then m_vVelocity.y = m_vVelocity.y + fSpeed ' Move up
If (m_bKey(vbKeyDown)) Then m_vVelocity.y = m_vVelocity.y - fSpeed ' Move down
If (m_bKey(vbKeyW)) Then m_vVelocity.z = m_vVelocity.z + fSpeed ' Move Forward
If (m_bKey(vbKeyS)) Then m_vVelocity.z = m_vVelocity.z - fSpeed ' Move Backward
If (m_bKey(vbKeyE)) Then m_fYawVelocity = m_fYawVelocity + fSpeed ' Yaw right
If (m_bKey(vbKeyQ)) Then m_fYawVelocity = m_fYawVelocity - fSpeed ' Yaw left
If (m_bKey(vbKeyZ)) Then m_fPitchVelocity = m_fPitchVelocity + fSpeed ' turn down
If (m_bKey(vbKeyA)) Then m_fPitchVelocity = m_fPitchVelocity - fSpeed ' turn up
If (m_bKey(vbKeyAdd)) Then
If (m_NumParticlesToEmit < 10) Then m_NumParticlesToEmit = m_NumParticlesToEmit + 1
End If
If (m_bKey(vbKeySubtract)) Then
If (m_NumParticlesToEmit > 0) Then m_NumParticlesToEmit = m_NumParticlesToEmit - 1
End If
' Update the position vector
Dim vT As D3DVECTOR, vTemp As D3DVECTOR
D3DXVec3Scale vTemp, m_vVelocity, fSpeed
D3DXVec3Add vT, vT, vTemp
D3DXVec3TransformNormal vT, vT, m_matOrientation
D3DXVec3Add m_vPosition, m_vPosition, vT
If (m_vPosition.y < 1) Then m_vPosition.y = 1
' Update the yaw-pitch-rotation vector
m_fYaw = m_fYaw + fAngularSpeed * m_fYawVelocity
m_fPitch = m_fPitch + fAngularSpeed * m_fPitchVelocity
If (m_fPitch < 0) Then m_fPitch = 0
If (m_fPitch > g_pi / 2) Then m_fPitch = g_pi / 2
Dim qR As D3DQUATERNION, det As Single
D3DXQuaternionRotationYawPitchRoll qR, m_fYaw, m_fPitch, 0
D3DXMatrixAffineTransformation m_matOrientation, 1.25, vec3(0, 0, 0), qR, m_vPosition
D3DXMatrixInverse m_matView, det, m_matOrientation
' Update particle system
If (m_bStaticParticle) Then
m_ParticleSystem.Update m_fElapsedTime, m_NumParticlesToEmit, _
g_clrColor(m_nParticleColor), _
g_clrColorFade(m_nParticleColor), 8, _
vec3(0, 0, 0)
Else
m_ParticleSystem.Update m_fElapsedTime, m_NumParticlesToEmit, _
g_clrColor(m_nParticleColor), _
g_clrColorFade(m_nParticleColor), 8, _
vec3(3 * Sin(g_fTime), 0, 3 * Cos(g_fTime))
End If
End Sub
'-----------------------------------------------------------------------------
' Name: Render()
' Desc: Called once per frame, the call is the entry point for 3d
' rendering. This function sets up render states, clears the
' viewport, and renders the scene.
'-----------------------------------------------------------------------------
Function Render() As Boolean
Dim v As CUSTOMVERTEX
Dim hr As Long
'See what state the device is in.
Render = False
hr = g_dev.TestCooperativeLevel
If hr = D3DERR_DEVICENOTRESET Then
g_dev.Reset g_d3dpp
RestoreDeviceObjects
End If
'dont bother rendering if we are not ready yet
If hr <> 0 Then Exit Function
Render = True
' Clear the backbuffer
D3DUtil_ClearAll &HFF&
With g_dev
.BeginScene
' Draw reflection of particles
If (m_bDrawReflection) Then
Dim matReflectedView As D3DMATRIX
D3DXMatrixReflect matReflectedView, m_planeGround
D3DXMatrixMultiply matReflectedView, matReflectedView, m_matView
.SetTransform D3DTS_VIEW, matReflectedView
'Dim clipplane As D3DCLIPPLANE
'LSet clipplane = m_planeGround
'.SetClipPlane 0, clipplane
.SetRenderState D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0
' Draw particles
.SetTexture 0, m_ParticleTexture
.SetRenderState D3DRS_ZWRITEENABLE, 0 'FALSE
.SetRenderState D3DRS_ALPHABLENDENABLE, 1 'TRUE
m_ParticleSystem.Render g_dev
.SetRenderState D3DRS_ALPHABLENDENABLE, 0 'False
.SetRenderState D3DRS_ZWRITEENABLE, 1 'True
.SetRenderState D3DRS_CLIPPLANEENABLE, 0 'FALSE
.SetRenderState D3DRS_ALPHABLENDENABLE, 1 'True
.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE
End If
.SetRenderState D3DRS_ALPHABLENDENABLE, 0 'False
.SetRenderState D3DRS_ZWRITEENABLE, 1 'True
.SetRenderState D3DRS_CLIPPLANEENABLE, 0 'FALSE
.SetRenderState D3DRS_ALPHABLENDENABLE, 1 '1 'True
.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE
' Draw ground
.SetTransform D3DTS_VIEW, m_matView
.SetTexture 0, m_GroundTexture
.SetVertexShader D3DFVF_COLORVERTEX
.SetStreamSource 0, m_GroundVB, Len(v)
.SetIndices m_GroundIB, 0
.DrawIndexedPrimitive D3DPT_TRIANGLELIST, _
0, m_NumGroundVertices, _
0, (m_NumGroundIndices / 3)
' Draw particles
.SetRenderState D3DRS_ALPHABLENDENABLE, 1 'True
.SetRenderState D3DRS_SRCBLEND, D3DBLEND_ONE
.SetRenderState D3DRS_DESTBLEND, D3DBLEND_ONE
.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1
.SetRenderState D3DRS_ZWRITEENABLE, 0 'False
.SetRenderState D3DRS_ZENABLE, 1 'TRUE
.SetTexture 0, m_ParticleTexture
.SetRenderState D3DRS_ZENABLE, 0 'False
.SetTexture 0, m_ParticleTexture
m_ParticleSystem.Render g_dev
.SetRenderState D3DRS_ALPHABLENDENABLE, 0 'False
.SetRenderState D3DRS_ZWRITEENABLE, 1 'True
.EndScene
End With
End Function
'-----------------------------------------------------------------------------
' Name: InitDeviceObjects()
' Desc: Initialize scene objects.
'-----------------------------------------------------------------------------
Function InitDeviceObjects() As Boolean
Dim i As Long
Dim v As CUSTOMVERTEX
Set m_GroundTexture = D3DUtil_CreateTexture(g_dev, "Ground2.bmp", D3DFMT_UNKNOWN)
Set m_ParticleTexture = D3DUtil_CreateTexture(g_dev, "Particle.bmp", D3DFMT_UNKNOWN)
' Check if we can do the reflection effect
m_bCanDoAlphaBlend = ((g_d3dCaps.SrcBlendCaps And D3DPBLENDCAPS_SRCALPHA) = D3DPBLENDCAPS_SRCALPHA) And _
((g_d3dCaps.DestBlendCaps And D3DPBLENDCAPS_INVSRCALPHA) = D3DPBLENDCAPS_INVSRCALPHA)
m_bCanDoClipPlanes = (g_d3dCaps.MaxUserClipPlanes >= 1)
' Note: all HW with Software Vertex Processing can do clipplanes
m_bCanDoClipPlanes = True
If (m_bCanDoAlphaBlend And m_bCanDoClipPlanes) Then m_bDrawReflection = True
' Create ground object
' Create vertex buffer for ground object
Set m_GroundVB = g_dev.CreateVertexBuffer(m_NumGroundVertices * Len(v), _
0, D3DFVF_COLORVERTEX, D3DPOOL_MANAGED)
' Fill vertex buffer
Dim zz As Long, xx As Long
ReDim m_grVerts(GROUND_GRIDSIZE * GROUND_GRIDSIZE * 6)
i = 0
For zz = 0 To GROUND_GRIDSIZE
For xx = 0 To GROUND_GRIDSIZE
m_grVerts(i).v.x = GROUND_WIDTH * ((xx / GROUND_GRIDSIZE) - 0.5)
m_grVerts(i).v.y = 0
m_grVerts(i).v.z = GROUND_HEIGHT * ((zz / GROUND_GRIDSIZE) - 0.5)
m_grVerts(i).color = GROUND_COLOR
m_grVerts(i).tu = xx * (GROUND_TILE / GROUND_GRIDSIZE)
m_grVerts(i).tv = zz * (GROUND_TILE / GROUND_GRIDSIZE)
i = i + 1
Next
Next
D3DVertexBuffer8SetData m_GroundVB, 0, Len(v) * (GROUND_GRIDSIZE + 1) * (GROUND_GRIDSIZE + 1), 0, m_grVerts(0)
Dim vtx As Long
Dim m_Indices() As Integer
ReDim m_Indices(m_NumGroundIndices * 4)
Dim z As Long, x As Long
' Create the index buffer
Set m_GroundIB = g_dev.CreateIndexBuffer(m_NumGroundIndices * 2, _
0, _
D3DFMT_INDEX16, D3DPOOL_MANAGED)
' Fill in indices
i = 0
For z = 0 To GROUND_GRIDSIZE - 1
For x = 0 To GROUND_GRIDSIZE - 1
vtx = x + z * (GROUND_GRIDSIZE + 1)
m_Indices(i) = vtx + 1: i = i + 1
m_Indices(i) = vtx + 0: i = i + 1
m_Indices(i) = vtx + 0 + (GROUND_GRIDSIZE + 1): i = i + 1
m_Indices(i) = vtx + 1: i = i + 1
m_Indices(i) = vtx + 0 + (GROUND_GRIDSIZE + 1): i = i + 1
m_Indices(i) = vtx + 1 + (GROUND_GRIDSIZE + 1): i = i + 1
Next
Next
D3DIndexBuffer8SetData m_GroundIB, 0, 2 * m_NumGroundIndices, 0, m_Indices(0)
' Initialize the particle system
m_ParticleSystem.InitDeviceObjects g_dev
InitDeviceObjects = True
End Function
'-----------------------------------------------------------------------------
' Name: VerifyDevice()
'-----------------------------------------------------------------------------
Function VerifyDevice(Behavior As Long, format As CONST_D3DFORMAT) As Boolean
' Make sure device can do ONE:ONE alphablending
If (0 = (g_d3dCaps.SrcBlendCaps And D3DPBLENDCAPS_ONE) = D3DPBLENDCAPS_ONE) Then Exit Function
If (0 = (g_d3dCaps.DestBlendCaps And D3DPBLENDCAPS_ONE) = D3DPBLENDCAPS_ONE) Then Exit Function
' We will run this app using software vertex processing
If (Behavior = D3DCREATE_HARDWARE_VERTEXPROCESSING) Then Exit Function
VerifyDevice = True
End Function
'-----------------------------------------------------------------------------
' Name: DeleteDeviceObjects()
' Desc: Called when the app is exitting, or the device is being changed,
' this function deletes any device dependant objects.
'-----------------------------------------------------------------------------
Sub DeleteDeviceObjects()
Set m_GroundTexture = Nothing
Set m_ParticleTexture = Nothing
Set m_GroundVB = Nothing
Set m_GroundIB = Nothing
If (m_ParticleSystem Is Nothing) Then Exit Sub
m_ParticleSystem.DeleteDeviceObjects
m_binit = False
End Sub
'-----------------------------------------------------------------------------
' Name: FinalCleanup()
' Desc: Called before the app exits, this function gives the app the chance
' to cleanup after itself.
'-----------------------------------------------------------------------------
Sub FinalCleanup()
Set m_GroundTexture = Nothing
Set m_ParticleTexture = Nothing
Set m_ParticleSystem = Nothing
End Sub
'-----------------------------------------------------------------------------
' Name: InvalidateDeviceObjects()
' Desc: Place code to release non managed objects here
'-----------------------------------------------------------------------------
Sub InvalidateDeviceObjects()
'all objects are managed in this sample
End Sub
'-----------------------------------------------------------------------------
' Name: RestoreDeviceObjects()
' Desc:
'-----------------------------------------------------------------------------
Sub RestoreDeviceObjects()
' Set the world matrix
Dim matWorld As D3DMATRIX
D3DXMatrixIdentity matWorld
g_dev.SetTransform D3DTS_WORLD, matWorld
' Set projection matrix
Dim matProj As D3DMATRIX
D3DXMatrixPerspectiveFovLH matProj, g_pi / 4, Me.ScaleHeight / Me.ScaleWidth, 0.1, 100
g_dev.SetTransform D3DTS_PROJECTION, matProj
' Set renderstates
With g_dev
Call .SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR)
Call .SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR)
Call .SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR)
Call .SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE)
Call .SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1)
Call .SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE)
Call .SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE)
Call .SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE)
Call .SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE)
Call .SetRenderState(D3DRS_LIGHTING, 0) 'FALSE
Call .SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW)
Call .SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT)
End With
End Sub