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Direct-X學習筆記--三維粒子系統

哇塞,一轉眼已經到了傳說中的粒子系統了,學會了粒子系統就可以做出一些更好玩的效果啦!加油啦!

一.簡介

粒子系統,正如其名稱,由各種小的粒子構成。通常用來模拟火焰,爆炸,煙,水流,火花,落葉,雨,雪等等難以用具體的形狀來描述的物體。單個的粒子非常簡單,可以用多邊形來表示,甚至用像素表示。但是,不要小看了這樣微小的粒子,當粒子的數量級達到上千,上萬,甚至十萬時,表現力是及其震撼的!

下面附上兩張DX自帶的粒子系統的截圖:

Direct-X學習筆記--三維粒子系統
Direct-X學習筆記--三維粒子系統

帥呆了...然而我并做不出來...

粒子系統有三個特性:

1.群體性:粒子如此微小,要想成大氣候,就必須聚集起來。

2.統一性:每個粒子性質相同。

3.随機性:粒子系統中的元素會随機表現出不同的特性。

簡單的概括就是,整體有一緻的表現,但是單獨的粒子可以有不同的表現。

粒子系統的基本原理,即粒子系統的生命周期:

1.産生新的粒子

2.更新現有粒子的屬性

3.删除已經消亡的粒子

4.繪制粒子

通常一次性配置設定足夠的空間,通過資料結構管理存在的粒子以及消亡的粒子,如果粒子消亡了,不顯示即可。

二.封裝一個粒子系統的類

按照淺墨大大的方法,寫了一個雪花飄落的粒子系統:

.h檔案

/*!
 * \file Particle.h
 *
 * \author puppet_master
 * \date 八月 2015
 *
 * 粒子系統的實作
 */
#ifndef __CPARTICLE_H_
#define __CPARTICLE_H_
#include "stdafx.h"

#pragma once
//粒子定點格式
struct POINTVERTEX
{
	float x, y, z;
	float u, v;
};
#define D3DFVF_POINTVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)

//粒子結構體定義
struct ParticleStruct
{
	float x, y, z;				//坐标
	float rotationX;			//繞X軸旋轉角度
	float rotationY;			//繞Y軸旋轉角度
	float speed;				//下落速度
	float rotationSpeed;		//旋轉速度
};

const int PARTICLE_NUMBER = 3000;			//粒子數量
const int AREA_WIDTH = 10000;				//粒子系統區域寬度
const int AREA_LENGTH = 10000;				//粒子系統區域長度
const int AREA_HEIGHT = 10000;				//粒子系統區域高度

class CParticle
{
private:

	LPDIRECT3DDEVICE9 m_pDevice;					//裝置指針
	ParticleStruct m_Particle[PARTICLE_NUMBER];		//粒子結構體數組
	LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer;		//頂點緩沖區
	LPDIRECT3DTEXTURE9 m_pTexture;					//粒子紋理
public:
	CParticle(LPDIRECT3DDEVICE9);
	virtual ~CParticle(void);

	//初始化粒子系統
	bool InitParticle();
	//更新粒子
	bool UpdateParticle(float);
	//繪制粒子
	bool RenderParticle();
};

#endif

           

.cpp檔案

#include "stdafx.h"
#include "Particle.h"
#include <time.h>


CParticle::CParticle(LPDIRECT3DDEVICE9 pDevice)
{
	m_pDevice = pDevice;
	m_pVertexBuffer = NULL;
	m_pTexture = NULL;
}


CParticle::~CParticle(void)
{
	SAFE_RELEASE(m_pVertexBuffer);
	SAFE_RELEASE(m_pTexture);
}

bool CParticle::InitParticle()
{
	srand((unsigned int)time(0));
	//初始化雪花粒子數組
	for(int i = 0; i < PARTICLE_NUMBER; i++)
	{
		m_Particle[i].x = rand() % AREA_LENGTH - AREA_LENGTH / 2;
		m_Particle[i].y = rand() % AREA_HEIGHT;
		m_Particle[i].z = rand() % AREA_WIDTH - AREA_WIDTH / 2;
		m_Particle[i].speed = 500 + rand() % 500;
		m_Particle[i].rotationSpeed = 5.0f + rand() % 10 / 10.0f;
	}

	//建立雪花粒子頂點緩存
	m_pDevice->CreateVertexBuffer(4 * sizeof(POINTVERTEX), 0, D3DFVF_POINTVERTEX, D3DPOOL_MANAGED, &m_pVertexBuffer, NULL);

	//填充頂點緩存
	POINTVERTEX vertices[] = 
	{
		{-10.0f, 0.0f, 0.0f, 0.0f, 1.0f},
		{-10.0f, 20.0f, 0.0f, 0.0f, 0.0f},
		{ 10.0f, 0.0f, 0.0f, 1.0f, 1.0f},
		{ 10.0f, 20.0f, 0.0f, 1.0f, 0.0f}
	};
	//加鎖
	VOID* pVertices;
	m_pVertexBuffer->Lock(0, sizeof(vertices), (void**)&pVertices, 0);
	//拷貝頂點資料
	memcpy(pVertices, vertices, sizeof(vertices));
	//解鎖
	m_pVertexBuffer->Unlock();

	//加載紋理
	D3DXCreateTextureFromFile(m_pDevice, "snow.jpg", &m_pTexture);

	return true;
}

bool CParticle::UpdateParticle(float fElapsedTime)
{
	for(int i = 0; i < PARTICLE_NUMBER; i++)
	{
		m_Particle[i].y -= m_Particle[i].speed * fElapsedTime;
		if (m_Particle[i].y < 0)
			m_Particle[i].y = AREA_HEIGHT;
		m_Particle[i].rotationX += m_Particle[i].rotationSpeed * fElapsedTime;
		m_Particle[i].rotationY += m_Particle[i].rotationSpeed * fElapsedTime;
	}
	return true;
}

bool CParticle::RenderParticle()
{
	//禁用照明
	m_pDevice->SetRenderState(D3DRS_LIGHTING, false);

	//設定紋理
	m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
	m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	m_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

	//設定Alpha混合系數
	m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);//打開alpha混合
	m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);//源混合系數為1
	m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);//目标混合系數為1

	//設定不剔除背面
	m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

	//渲染
	for (int i = 0; i < PARTICLE_NUMBER; i++)
	{
		//設定世界矩陣(這裡設定為局部靜态變量,類似全局變量,但是又比全局變量容易維護,作用域僅為該函數)
		static D3DXMATRIX matTrans, matYaw, matPitch, matWorld;
		D3DXMatrixRotationX(&matPitch, m_Particle[i].rotationX);
		D3DXMatrixRotationY(&matYaw, m_Particle[i].rotationY);
		D3DXMatrixTranslation(&matTrans, m_Particle[i].x, m_Particle[i].y, m_Particle[i].z);
		matWorld = matPitch * matYaw * matTrans;
		m_pDevice->SetTransform(D3DTS_WORLD, &matWorld);

		//設定紋理
		m_pDevice->SetTexture(0, m_pTexture);

		//繪制相關
		m_pDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(POINTVERTEX));
		m_pDevice->SetFVF(D3DFVF_POINTVERTEX);
		m_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
	}

	//繪制完成後恢複原狀态:Alpha混合,背面剔除,光照,防止出現渲染狀态洩露,影響其他對象繪制
	m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
	m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
	m_pDevice->SetRenderState(D3DRS_LIGHTING, true);

	return true;
}
           

三.使用粒子系統

run一下:

Direct-X學習筆記--三維粒子系統

換個角度:

Direct-X學習筆記--三維粒子系統

加大粒子量:

Direct-X學習筆記--三維粒子系統

附上main函數代碼:

// D3DDemo.cpp : 定義應用程式的入口點。
//

#include "stdafx.h"
#include "D3DDemo.h"
#include "DirectInput.h"
#include "Camera.h"
#include "Terrain.h"
#include "Mesh.h"
#include "SkyBox.h"
#include "Particle.h"

#define MAX_LOADSTRING 100


// 全局變量:
HINSTANCE hInst;								// 目前執行個體
TCHAR szTitle[MAX_LOADSTRING];					// 标題欄文本
TCHAR szWindowClass[MAX_LOADSTRING];			// 主視窗類名

// 此代碼子產品中包含的函數的前向聲明:
HWND                g_hWnd;
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);

//---------改造3D視窗需要的内容------------
LPDIRECT3D9 g_pD3D = NULL;				//D3D接口指針
LPDIRECT3DDEVICE9 g_pDevice = NULL;		//D3D裝置指針
CDirectInput* g_pDirectInput = NULL;	//控制指針
CCamera*      g_pCamera      = NULL;    //錄影機指針
CTerrain*     g_pTerrian     = NULL;	//地形類指針
CSkyBox*      g_pSkyBox      = NULL;	//天空盒類指針
CParticle*    g_pParticle    = NULL;	//粒子系統指針
CMesh*        g_pMesh1       = NULL;	//網格對象指針1
CMesh*        g_pMesh2       = NULL;	//網格對象指針2
CMesh*        g_pMesh3       = NULL;	//網格對象指針3

D3DXMATRIX g_matWorld;							//世界矩陣


void onCreatD3D()
{
	g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
	if (!g_pD3D)
		return;

	//檢測硬體裝置能力的方法
	/*D3DCAPS9 caps;
	ZeroMemory(&caps, sizeof(caps));
	g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);*/

	//獲得相關資訊,螢幕大小,像素點屬性
	D3DDISPLAYMODE d3ddm;
	ZeroMemory(&d3ddm, sizeof(d3ddm));

	g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);


	//設定全屏模式
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	/*d3dpp.Windowed = false;
	d3dpp.BackBufferWidth = d3ddm.Width;
	d3dpp.BackBufferHeight = d3ddm.Height;*/

	d3dpp.Windowed = true;
	d3dpp.BackBufferFormat = d3ddm.Format;
	d3dpp.BackBufferCount = 1;

	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//交換後原緩沖區資料丢棄

	//是否開啟自動深度模闆緩沖
	d3dpp.EnableAutoDepthStencil = true;
	//目前自動深度模闆緩沖的格式
	d3dpp.AutoDepthStencilFormat = D3DFMT_D16;//每個像素點有16位的存儲空間,存儲離錄影機的距離
	

	g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pDevice);

	if (!g_pDevice)
		return;

	//設定渲染狀态,設定啟用深度值
	g_pDevice->SetRenderState(D3DRS_ZENABLE, true);

	//設定渲染狀态,關閉燈光
	//g_pDevice->SetRenderState(D3DRS_LIGHTING, false);

	//設定渲染狀态,裁剪模式
	g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

	//g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) ;

}

void CreateMesh()
{
	g_pMesh1 = new CMesh(g_pDevice);
	g_pMesh1->CreateMesh("Demon.X");

	g_pMesh2 = new CMesh(g_pDevice);
	g_pMesh2->CreateMesh("dragon.X");

	g_pMesh3 = new CMesh(g_pDevice);
	g_pMesh3->CreateMesh("miki.X");
}

void CreateCamera()
{
	g_pCamera = new CCamera(g_pDevice);
	g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 800.0f, -500.0f));
	g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 800.0f, 0.0f));
	g_pCamera->SetViewMatrix();
	g_pCamera->SetProjectionMartix();
}

void CreateTerrain()
{
	g_pTerrian = new CTerrain(g_pDevice);
	g_pTerrian->LoadTerrainFromFile(TEXT("heighmap.raw"), TEXT("TerrainTexture.jpg"));
	g_pTerrian->InitTerrain(200, 200, 100.0f, 5.0f);
}

void CreateSkyBox()
{
	g_pSkyBox = new CSkyBox(g_pDevice);
	g_pSkyBox->InitSkyBox(20000.0f);
	g_pSkyBox->InitSkyBoxTexture("skyfront.png", "skyback.png", "skyleft.png", "skyright.png", "skytop.png");
}

void CreateParticle()
{
	g_pParticle = new CParticle(g_pDevice);
	g_pParticle->InitParticle();
}

void SetLight()
{
	D3DLIGHT9 light;  
	::ZeroMemory(&light, sizeof(light));  
	light.Type          = D3DLIGHT_DIRECTIONAL;  
	light.Ambient       = D3DXCOLOR(0.7f, 0.7f, 0.7f, 1.0f);  
	light.Diffuse       = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);  
	light.Specular      = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);  
	light.Direction     = D3DXVECTOR3(1.0f, 1.0f, 1.0f);  
	g_pDevice->SetLight(0, &light);  
	g_pDevice->LightEnable(0, true);  
	g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);  
	g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
}



void onInit()
{
	//初始化D3D
	onCreatD3D();

	//建立Mesh模型
	CreateMesh();

	//建立錄影機
	CreateCamera();

	//建立地形
	CreateTerrain();

	//建立天空盒
	CreateSkyBox();

	//建立粒子系統
	CreateParticle();
	
	//設定光照
	SetLight();
}



void onDestroy()
{
	SAFE_DELETE(g_pDirectInput);
	SAFE_DELETE(g_pCamera);
	SAFE_DELETE(g_pTerrian);
	SAFE_DELETE(g_pSkyBox);
	SAFE_RELEASE(g_pDevice);
	SAFE_DELETE(g_pMesh1);
	SAFE_DELETE(g_pMesh2);
	SAFE_DELETE(g_pMesh3);
}

void onLogic(float fElapsedTime)
{
	//使用DirectInput類讀取資料
	g_pDirectInput->GetInput();

	// 沿錄影機各分量移動視角
	if (g_pDirectInput->IsKeyDown(DIK_A))  g_pCamera->MoveAlongRightVec(-10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_D))  g_pCamera->MoveAlongRightVec( 10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_S))  g_pCamera->MoveAlongLookVec(-10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_I))  g_pCamera->MoveAlongUpVec( 10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_K))  g_pCamera->MoveAlongUpVec(-10.0f);

	//沿錄影機各分量旋轉視角
	if (g_pDirectInput->IsKeyDown(DIK_LEFT))  g_pCamera->RotationUpVec(-0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_RIGHT))  g_pCamera->RotationUpVec( 0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_UP))  g_pCamera->RotationRightVec(-0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_DOWN))  g_pCamera->RotationRightVec( 0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_J)) g_pCamera->RotationLookVec(-0.001f);
	if (g_pDirectInput->IsKeyDown(DIK_L)) g_pCamera->RotationLookVec( 0.001f);

	//滑鼠控制右向量和上向量的旋轉
	//g_pCamera->RotationUpVec(g_pDirectInput->MouseDX()* 0.001f);
	//g_pCamera->RotationRightVec(g_pDirectInput->MouseDY() * 0.001f);

	//滑鼠滾輪控制觀察點收縮操作
	static FLOAT fPosZ=0.0f;
	fPosZ += g_pDirectInput->MouseDZ()*3.0f;

	//計算并設定取景變換矩陣
	D3DXMATRIX matView;
	g_pCamera->CalculateViewMatrix(&matView);
	g_pDevice->SetTransform(D3DTS_VIEW, &matView);

	//把正确的世界變換矩陣存到g_matWorld中
	D3DXMatrixTranslation(&g_matWorld, 0.0f, 0.0f, fPosZ);

	//更新粒子系統
	g_pParticle->UpdateParticle(fElapsedTime);

}

void onRender(float fElasedTime)
{
	//前兩個參數是0和NULL時,清空整個遊戲視窗的内容(清的是背景)
	//第三個是清除的對象:前面表示清除顔色緩沖區,後面表示清除深度緩沖區,D3DCLEAR_STENCIL清空模闆緩沖區
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,100,100), 1.0f, 0);

	g_pDevice->BeginScene();

	D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorldTerrain, matWorldSky;  
	D3DXMatrixTranslation(&matWorld1, 0.0f, 800.0f, 0.0f);  
	D3DXMatrixTranslation(&matWorld2, 0.0f, 1300.0f, 0.0f);
	D3DXMatrixTranslation(&matWorld3, -30.0f, 900.0f, -50.0f);
	D3DXMatrixTranslation(&matWorldTerrain, 0.0f, 0.0f, 0.0f);
	D3DXMatrixTranslation(&matWorldSky, 0.0f, -2000.0f, 0.0f);

	g_pMesh1->DrawMesh(matWorld1);
	g_pMesh2->DrawMesh(matWorld2);
	g_pMesh3->DrawMesh(matWorld3);
	g_pSkyBox->RenderSkyBox(&matWorldSky);
	g_pTerrian->RenderTerrain(&matWorldTerrain, false);
	g_pParticle->RenderParticle();

	g_pDevice->EndScene();


	g_pDevice->Present(NULL, NULL, NULL, NULL);
}


int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
                     _In_opt_ HINSTANCE hPrevInstance,
                     _In_ LPTSTR    lpCmdLine,
                     _In_ int       nCmdShow){
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);

 	// TODO: 在此放置代碼。
	MSG msg;
	HACCEL hAccelTable;

	// 初始化全局字元串
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_D3DDEMO, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	// 執行應用程式初始化:
	if (!InitInstance (hInstance, nCmdShow))
	{
		return FALSE;
	}

	hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_D3DDEMO));

	

	ZeroMemory(&msg, sizeof(msg));
	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			static DWORD dwTime = timeGetTime();
			DWORD dwCurrentTime = timeGetTime();
			DWORD dwElapsedTime = dwCurrentTime - dwTime;
			float fElapsedTime = dwElapsedTime * 0.001f;

			//------------渲染和邏輯部分代碼----------
			onLogic(fElapsedTime);
			onRender(fElapsedTime);
			//-----------------------------------------
			if (dwElapsedTime < 1000 / 60)
			{
				Sleep(1000/ 60 - dwElapsedTime);
			}
			dwTime = dwCurrentTime;
		}
	}

	onDestroy();
	return (int) msg.wParam;
}



//
//  函數: MyRegisterClass()
//
//  目的: 注冊視窗類。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX);

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, MAKEINTRESOURCE(IDI_D3DDEMO));
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1);
	wcex.lpszMenuName	= MAKEINTRESOURCE(IDC_D3DDEMO);
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

	return RegisterClassEx(&wcex);
}

//
//   函數: InitInstance(HINSTANCE, int)
//
//   目的: 儲存執行個體句柄并建立主視窗
//
//   注釋:
//
//        在此函數中,我們在全局變量中儲存執行個體句柄并
//        建立和顯示主程式視窗。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{

   hInst = hInstance; // 将執行個體句柄存儲在全局變量中

   g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

   if (!g_hWnd)
   {
      return FALSE;
   }

  //初始化DirectInput類
   g_pDirectInput = new CDirectInput();
   g_pDirectInput->Init(g_hWnd, hInst, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);

   SetMenu(g_hWnd, NULL);
   ShowWindow(g_hWnd, nCmdShow);
   UpdateWindow(g_hWnd);

   onInit();

   return TRUE;
}

//
//  函數: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  目的: 處理主視窗的消息。
//
//  WM_COMMAND	- 處理應用程式菜單
//  WM_PAINT	- 繪制主視窗
//  WM_DESTROY	- 發送退出消息并傳回
//
//
LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message)
	{
	case WM_KEYDOWN:
		if (wParam == VK_ESCAPE)
			PostQuitMessage(0);
		break;
	case WM_CLOSE:
		DestroyWindow(g_hWnd);
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(g_hWnd, message, wParam, lParam);
	}
	return 0;
}
           

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