www.pudn.com > tryD3DLighting.rar > tryD3DLighting.cpp


// tryD3DTexture.cpp : 定义应用程序的入口点。 
// 
 
#include "stdafx.h" 
#include "d3dx9.h" 
#include "mmsystem.h" 
#include "stdio.h" 
 
#include "tryD3DLighting.h" 
#define MAX_LOADSTRING 100 
 
// 全局变量: 
HINSTANCE								g_hInst;	// 当前实例 
HWND									g_hWnd;	// 窗口句柄 
TCHAR szTitle[MAX_LOADSTRING];					// 标题栏文本 
TCHAR szWindowClass[MAX_LOADSTRING];			// 主窗口类名 
LPDIRECT3D9							g_pD3D; 
LPDIRECT3DDEVICE9					g_pD3DDevice; 
LPDIRECT3DVERTEXBUFFER9				g_pVertexBuffer; 
LPDIRECT3DTEXTURE9					g_pTexture; 
FLOAT								g_rotateX = 0.0f; 
D3DXVECTOR3							g_CameraPos(0.0f, 10.0f, -200.0f); 
 
LPD3DXMESH							g_pLightMesh; 
// 此代码模块中包含的函数的前向声明: 
ATOM				MyRegisterClass(HINSTANCE hInstance); 
BOOL				InitInstance(HINSTANCE, int); 
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM); 
LRESULT CALLBACK	About(HWND, UINT, WPARAM, LPARAM); 
 
BOOL				g_bLinearFilter = false;	// 是否使用线形过滤 
FLOAT				g_fLightX = 0.0f;				//	光源坐标 
FLOAT				g_fLightY = 0.0f;				 
FLOAT				g_fLightZ = -10.0f;				 
_D3DLIGHTTYPE		g_LightType = D3DLIGHT_POINT; 
D3DCOLOR			g_AmbientColor = D3DCOLOR_XRGB(0, 0, 0); 
 
struct CUSTOMVERTEX 
{ 
	float	x,y,z; 
	float	nx, ny, nz; 
	float	tu,tv; 
}; 
 
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1) 
 
// 初始化d3d 
HRESULT InitD3D() 
{ 
	g_pD3D = Direct3DCreate9(D3D_SDK_VERSION); 
	if(g_pD3D == NULL) 
	{ 
		return E_FAIL; 
	} 
 
	D3DDISPLAYMODE d3ddm; 
 
	if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm))) 
	{ 
		return E_FAIL; 
	} 
 
	::D3DPRESENT_PARAMETERS d3dpp; 
	ZeroMemory(&d3dpp, sizeof(d3dpp)); 
 
	d3dpp.Windowed = TRUE; 
	d3dpp.SwapEffect = ::D3DSWAPEFFECT_DISCARD; 
	d3dpp.BackBufferFormat = d3ddm.Format; 
 
	if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,  
		D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice))) 
	{ 
		return E_FAIL; 
	} 
 
 
	D3DXCreateSphere(g_pD3DDevice, 
    5.0f, 
    8, 
    2, 
	&g_pLightMesh, 
    NULL 
	); 
 
	//设置渲染时的剔出模式 
    //g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); 
 
	//打开深度缓冲区 
	g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); 
 
	return S_OK; 
 
} 
 
HRESULT InitVertexBuffer() 
{ 
	CUSTOMVERTEX vertices[] =  
	{ 
		{-10.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f},	// 左下 
		{-10.0f, 20.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f},	// 左上 
		{10.0f, 20.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f},	// 右上 
 
		{10.0f, 20.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f},	// 右上 
		{10.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f},		// 右下 
		{-10.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f},	// 左下 
	}; 
 
	if(FAILED(g_pD3DDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOMVERTEX,  
			D3DPOOL_DEFAULT, &g_pVertexBuffer, 0))) 
	{ 
		return E_FAIL; 
	} 
 
	void *pVert; 
 
	if(FAILED(g_pVertexBuffer->Lock(0, sizeof(vertices), &pVert, NULL))) 
	{ 
		return E_FAIL; 
	} 
	memcpy(pVert, vertices, sizeof(vertices)); 
	g_pVertexBuffer->Unlock(); 
 
	return S_OK; 
} 
 
HRESULT InitTexture() 
{ 
	//if(FAILED(D3DXCreateTextureFromFile(g_pD3DDevice, "images\\wood02.bmp", &g_pTexture))) 
	//{ 
	//	return E_FAIL; 
	//} 
	 
	D3DXCreateTextureFromFileEx( 
		g_pD3DDevice, 
		"images\\wood02.bmp",	 
		256,256,		// 图片尺寸 
		0,	// MipLevels  Number of mip levels requested. If this value is zero or D3DX_DEFAULT, a complete mipmap chain is created.  
		0,  
		D3DFMT_X8R8G8B8,	// 纹理像素格式 
		D3DPOOL_DEFAULT,	// 纹理存放在哪个内存 Member of the D3DPOOL enumerated type, describing the memory class into which the texture should be placed.  
		D3DX_DEFAULT,		// Filter 纹理过滤方式 A combination of one or more D3DX_FILTER controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER. 
		D3DX_DEFAULT,		// MipFilter 生成纹理序列的过滤方式 
		0xFF000000, 
		0, 
		0, 
		&g_pTexture			//  
		); 
 
	//g_pD3DDevice->SetTexture(0, g_pTexture); 
	//g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);	 
	//g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);	 
	 
	return S_OK; 
} 
 
LRESULT ClearD3D() 
{ 
	//g_pVB->Release(); 
	g_pTexture->Release(); 
	g_pD3DDevice->Release(); 
	g_pD3D->Release(); 
	g_pVertexBuffer->Release(); 
	return D3D_OK; 
 
} 
 
//设置摄像机 
void SetupCamera() 
{ 
	//Here we will setup the camera. 
	//The camera has three settings: "Camera Position", "Look at Position" and "Up Direction" 
	//We have set the following: 
	//Camera Position:	(0, 0, -30) 
	//Look at Position: (0, 0, 0) 
	//Up direction:		Y-Axis. 
    D3DXMATRIX matView; 
    D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(100.0f, 100.0f, -200.0f),		//摄像机的位置 
                                 &D3DXVECTOR3(0.0f, 0.0f, 0.0f),		//摄像机的朝向 
                                 &D3DXVECTOR3(0.0f, 1.0f, 0.0f));		//摄像机的顶方向 
    g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView); 
} 
 
void SetupPerspective() 
{ 
	//Here we specify the field of view, aspect ration and near and far clipping planes. 
    D3DXMATRIX matProj; 
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/3, 1.0f, 1.0f, 5000.0f); 
    g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj); 
} 
 
LRESULT SetLight() 
{ 
	D3DLIGHT9 d3dLight; 
	memset(&d3dLight,0,sizeof(d3dLight)); 
 
	switch(g_LightType) 
	{ 
	case 1: //点光源 
		d3dLight.Type=D3DLIGHT_POINT; 
		d3dLight.Diffuse.r=.6f; 
		d3dLight.Diffuse.g=1.0f; 
		d3dLight.Diffuse.b=.6f; 
		d3dLight.Diffuse.a=0.0f; 
 
		d3dLight.Ambient.r=0.0f; 
		d3dLight.Ambient.g=0.0f; 
		d3dLight.Ambient.b=0.0f; 
 
		d3dLight.Position.x=g_fLightX; 
		d3dLight.Position.y=g_fLightY; 
		d3dLight.Position.z=g_fLightZ; 
 
		d3dLight.Attenuation0=0.0f;		//衰减 
		d3dLight.Attenuation1=0.025f; 
		d3dLight.Attenuation2=0.0f; 
 
		d3dLight.Range=2000.0f; 
		break; 
 
	case 3: //平行光 
		d3dLight.Type = D3DLIGHT_DIRECTIONAL; 
 
		d3dLight.Position.x	= 0.0f; 
		d3dLight.Position.y	= 0.0f; 
		d3dLight.Position.z	= 0.0f; 
		 
		d3dLight.Direction.x = g_fLightX; 
		d3dLight.Direction.y = g_fLightY; 
		d3dLight.Direction.z = g_fLightZ; 
 
		d3dLight.Diffuse.r = 1.0f; 
		d3dLight.Diffuse.g = 0.5f; 
		d3dLight.Diffuse.b = 0.5f; 
		//环境光 
	/*	d3dLight.Ambient.r = 0.1f; 
		d3dLight.Ambient.g = 0.1f; 
		d3dLight.Ambient.b = 0.1f; 
	*/	 
		d3dLight.Attenuation0=0.0f;		//衰减 
		d3dLight.Attenuation1=0.0f; 
		d3dLight.Attenuation2=0.0f; 
		break; 
 
	case 2: //聚光灯 
		    //m_light.Position     = 2.0f * D3DXVECTOR3( x, y, z ); 
      //      m_light.Direction    = D3DXVECTOR3( x, y, z ); 
      //      m_light.Theta        = 0.5f; 
      //      m_light.Phi          = 1.0f; 
      //      m_light.Falloff      = 1.0f; 
      //      m_light.Attenuation0 = 1.0f; 
 
		d3dLight.Type = D3DLIGHT_SPOT; 
		 
		d3dLight.Position.x	= g_fLightX; 
		d3dLight.Position.y	= g_fLightY; 
		d3dLight.Position.z	= g_fLightZ; 
		 
		d3dLight.Direction.x = -g_fLightX; 
		d3dLight.Direction.y = -g_fLightY; 
		d3dLight.Direction.z = -g_fLightZ;	// 从 原点到 direction 的方向 
		 
		d3dLight.Diffuse.r = 0.2f; 
		d3dLight.Diffuse.g = 0.6f; 
		d3dLight.Diffuse.b = 1.0f; 
		//环境光 
		d3dLight.Ambient.r = 0.0f; 
		d3dLight.Ambient.g = 0.0f; 
		d3dLight.Ambient.b = 0.0f; 
		//镜面反射 
		d3dLight.Specular.r = 0.0f; 
		d3dLight.Specular.g	= 0.0f; 
		d3dLight.Specular.b	= 0.0f; 
		 
		d3dLight.Attenuation0 = 0.0f;  
		d3dLight.Attenuation1 = 0.008f;  
		d3dLight.Attenuation2 = 0.0f;  
 
		/* 
		Theta 
		Angle, in radians, of a spotlight's inner cone—that is,  
		the fully illuminated spotlight cone. This value must be  
		in the range from 0 through the value specified by Phi. 
 
		Phi 
		Angle, in radians, defining the outer edge of the spotlight's  
		outer cone. Points outside this cone are not lit by the  
		spotlight. This value must be between 0 and pi.  
		*/ 
 
		d3dLight.Range = 500.0f; 
		d3dLight.Falloff   = 1.0f; 
		d3dLight.Phi = 1.0f; 
		d3dLight.Theta = 0.1f; 
		break; 
	} 
 
	//在设备里创建灯光 
	if(FAILED(g_pD3DDevice->SetLight(0, &d3dLight))) 
	{ 
		return false; 
	} 
 
	//打开灯光 
	if(FAILED(g_pD3DDevice->LightEnable(0, TRUE))) 
	{ 
		return false; 
	} 
 
	//打开灯光 
    if(FAILED(g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE))) 
	{ 
		return false; 
	} 
 
 
 
	//设置特殊环境光(红色) 
	if(g_LightType == 4) 
	{ 
		if(FAILED(g_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(255, 0, 0))))	 
		{ 
			return false; 
		} 
	} 
	else 
	{ 
		if(FAILED(g_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(64, 64, 64))))	 
		{ 
			return false; 
		} 
	} 
 
	return D3D_OK; 
} 
 
void SetMaterial() 
{ 
	D3DMATERIAL9 mtrl; 
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) ); 
    mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f; 
    mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f; 
    mtrl.Diffuse.b = mtrl.Ambient.b = 1.0f; 
    mtrl.Diffuse.a = mtrl.Ambient.a = 0.0f; 
 
	mtrl.Specular.r=0.0f; 
    mtrl.Specular.g=0.0f; 
    mtrl.Specular.b=0.0f; 
    mtrl.Specular.a=0.0f; 
 
 
	mtrl.Emissive.r=0.0f; 
	mtrl.Emissive.g=0.0f; 
	mtrl.Emissive.b=0.0f; 
	mtrl.Emissive.a=0.0f; 
 
	g_pD3DDevice->SetMaterial( &mtrl ); 
} 
 
void Render() 
{ 
	g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); 
 
	SetupCamera(); 
	SetupPerspective(); 
 
	SetLight(); 
	 
	SetMaterial(); 
  //开始绘制场景 
    g_pD3DDevice->BeginScene(); 
     
	//设置世界变换、视图变换和投影变换 
	//SetupRotation(); 
 
 
	D3DXMATRIX matWorld; 
    //渲染立方体 
    g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX));   //设置顶点缓冲区 
    g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);                  //设置自由顶点格式 
 
	for(int i=0; i<10; i++)	// 行 
	{ 
		for( int j=0; j<10; j++) // 列 
		{ 
			D3DXMatrixTranslation(&matWorld,j*20.0f-90.0f,i*20.0f-90.0f,0); 
			//Apply the tansformation 
			g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld); 
			g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); 
		} 
	} 
 
	// 渲染灯泡 
	g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); 
	g_pD3DDevice->LightEnable(0, FALSE); 
 
	D3DXMatrixTranslation(&matWorld,g_fLightX, g_fLightY, g_fLightZ); 
	g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld); 
 
	g_pLightMesh->DrawSubset(0); 
 
    //结束绘制场景 
    g_pD3DDevice->EndScene(); 
	g_pD3DDevice->Present(NULL, NULL, NULL, NULL); 
} 
 
int APIENTRY _tWinMain(HINSTANCE hInstance, 
                     HINSTANCE hPrevInstance, 
                     LPTSTR    lpCmdLine, 
                     int       nCmdShow) 
{ 
 	// TODO: 在此放置代码。 
	MSG msg; 
	HACCEL hAccelTable; 
 
	// 初始化全局字符串 
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); 
	LoadString(hInstance, IDC_TRYD3DLIGHTING, szWindowClass, MAX_LOADSTRING); 
	MyRegisterClass(hInstance); 
 
	// 执行应用程序初始化: 
	if (!InitInstance (hInstance, nCmdShow))  
	{ 
		return FALSE; 
	} 
 
	hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_TRYD3DLIGHTING); 
 
	InitD3D(); 
	InitVertexBuffer(); 
	InitTexture(); 
	// 主消息循环: 
	memset(&msg,0,sizeof(msg)); 
	while(msg.message!=WM_QUIT) 
	{	 
		//如果Direct3D程序,就使用PeekMessage,只是判断一下,然后就去处理消息或渲染 
		//if(GetMessage(&msg,NULL,0,0)) 
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) 
			{ 
				TranslateMessage( &msg ); 
				DispatchMessage( &msg ); 
			} 
			else 
			{ 
				Sleep(10); 
				Render(); 
			} 
	} 
 
	ClearD3D();  
 
	return (int) msg.wParam; 
} 
 
 
 
// 
//  函数: MyRegisterClass() 
// 
//  目的: 注册窗口类。 
// 
//  注释:  
// 
//    仅当希望在已添加到 Windows 95 的 
//    “RegisterClassEx”函数之前此代码与 Win32 系统兼容时, 
//    才需要此函数及其用法。调用此函数 
//    十分重要,这样应用程序就可以获得关联的 
//   “格式正确的”小图标。 
// 
ATOM MyRegisterClass(HINSTANCE hInstance) 
{ 
	WNDCLASSEX wcex; 
 
	wcex.cbSize = sizeof(WNDCLASSEX);  
 
	wcex.style			= CS_CLASSDC; 
	wcex.lpfnWndProc	= (WNDPROC)WndProc; 
	wcex.cbClsExtra		= 0; 
	wcex.cbWndExtra		= 0; 
	wcex.hInstance		= hInstance; 
	wcex.hIcon			= LoadIcon(hInstance, (LPCTSTR)IDI_TRYD3DLIGHTING); 
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW); 
	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1); 
	wcex.lpszMenuName	= (LPCTSTR)IDC_TRYD3DLIGHTING; 
	wcex.lpszClassName	= szWindowClass; 
	wcex.hIconSm		= LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL); 
 
	return RegisterClassEx(&wcex); 
} 
 
// 
//   函数: InitInstance(HANDLE, int) 
// 
//   目的: 保存实例句柄并创建主窗口 
// 
//   注释:  
// 
//        在此函数中,我们在全局变量中保存实例句柄并 
//        创建和显示主程序窗口。 
// 
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) 
{ 
   HWND hWnd; 
 
   g_hInst = hInstance; // 将实例句柄存储在全局变量中 
 
   hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, 
      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); 
 
   if (!hWnd) 
   { 
      return FALSE; 
   } 
   g_hWnd = hWnd; 
   ShowWindow(hWnd, nCmdShow); 
   UpdateWindow(hWnd); 
 
   return TRUE; 
} 
VOID SetSamperStates() 
{ 
	if(g_bLinearFilter) 
	{	 
		g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); 
		g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); 
		OutputDebugString("线性纹理过滤\n"); 
	} 
	else	// 最近点采样 
	{ 
		g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); 
		g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); 
		OutputDebugString("最近点采样\n"); 
	} 
 
	// 设置最大 Mipmap 等级 
	g_pD3DDevice->SetSamplerState(0, ::D3DSAMP_MAXMIPLEVEL, 0); 
	char str[255]; 
	sprintf(str,"当前最大Mipmap等级为: %d\n",0); 
	OutputDebugString(str); 
 
} 
// 
//  函数: WndProc(HWND, unsigned, WORD, LONG) 
// 
//  目的: 处理主窗口的消息。 
// 
//  WM_COMMAND	- 处理应用程序菜单 
//  WM_PAINT	- 绘制主窗口 
//  WM_DESTROY	- 发送退出消息并返回 
// 
// 
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) 
{ 
	int wmId, wmEvent; 
	PAINTSTRUCT ps; 
	HDC hdc; 
 
	switch (message)  
	{ 
	case WM_COMMAND: 
		wmId    = LOWORD(wParam);  
		wmEvent = HIWORD(wParam);  
		// 分析菜单选择: 
		switch (wmId) 
		{ 
		case IDM_ABOUT: 
			DialogBox(g_hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About); 
			break; 
		case IDM_EXIT: 
			DestroyWindow(hWnd); 
			break; 
		default: 
			return DefWindowProc(hWnd, message, wParam, lParam); 
		} 
		break; 
	case WM_PAINT: 
		hdc = BeginPaint(hWnd, &ps); 
		// TODO: 在此添加任意绘图代码... 
		EndPaint(hWnd, &ps); 
		break; 
	case WM_DESTROY: 
		PostQuitMessage(0); 
		break; 
	case WM_CHAR: 
		switch(wParam) 
		{ 
		case 'w': 
			g_fLightY+=1.0f; 
			//g_rotateX += 10.0f/180.0f; 
			break; 
		case 's': 
			g_fLightY-=1.0f; 
			//g_rotateX -= 10.0f/180.0f; 
			break; 
		case 'a': 
			g_fLightX-=1.0f; 
			//g_rotateX += 10.0f/180.0f; 
			break; 
		case 'd': 
			g_fLightX+=1.0f; 
			//g_rotateX -= 10.0f/180.0f; 
			break; 
		case 'q': 
			g_fLightZ+=1.0f; 
			//g_rotateX += 10.0f/180.0f; 
			break; 
		case 'e': 
			g_fLightZ-=1.0f; 
			//g_rotateX -= 10.0f/180.0f; 
			break; 
 
		case '1': 
			g_LightType	= D3DLIGHT_POINT; 
			//SetLight(); 
			break; 
		case '2': 
			g_LightType	= D3DLIGHT_SPOT; 
			//SetLight(); 
			break; 
		case '3': 
			g_LightType	= D3DLIGHT_DIRECTIONAL; 
			//SetLight(); 
			break; 
		case '4': 
	/*		g_LightType	= D3DLIGHT_POINT; 
			SetLight();*/ 
			break; 
		case '5': 
 
			break;	 
		case '6': 
 
			break;	 
		case '7': 
	 
			break;	 
		case '8': 
 
			break;	 
		} 
		break; 
	default: 
		return DefWindowProc(hWnd, message, wParam, lParam); 
	} 
	return 0; 
} 
 
// “关于”框的消息处理程序。 
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) 
{ 
	switch (message) 
	{ 
	case WM_INITDIALOG: 
		return TRUE; 
 
	case WM_COMMAND: 
		if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)  
		{ 
			EndDialog(hDlg, LOWORD(wParam)); 
			return TRUE; 
		} 
		break; 
	} 
	return FALSE; 
}