Beispiel #1
0
//--------------------------------------------------------------------------------------
// 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 )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() );

    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) );
    g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;

	g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 );
    g_SampleUI.SetSize( 170, 300 );

	SCEMAN->SetActiveDevice( pd3dDevice );
	SCEMAN->OnDeviceReset();

    return S_OK;
}
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10ResizedSwapChain(ID3D10Device* pd3dDevice,
		IDXGISwapChain* pSwapChain,
		const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext)
{
	HRESULT hr;
	V_RETURN(g_DialogResourceManager.OnD3D10ResizedSwapChain(pd3dDevice,
			 pBackBufferSurfaceDesc));
	V_RETURN(g_D3DSettingsDlg.OnD3D10ResizedSwapChain(pd3dDevice,
			 pBackBufferSurfaceDesc));
	// Setup the camera's projection parameters
	float fAspectRatio =
		1.0;//pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
	g_Camera.SetProjParams(D3DX_PI / 4, fAspectRatio, 0.1f, 10.0f);
	g_Camera.SetWindow(pBackBufferSurfaceDesc->Width,
					   pBackBufferSurfaceDesc->Height);
	g_Camera.SetButtonMasks(MOUSE_RIGHT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON);
	g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
	g_HUD.SetSize(170, 170);
	g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170,
						   pBackBufferSurfaceDesc->Height - 300);
	g_SampleUI.SetSize(170, 300);
	// resize the texture so that it fits to the current screen size
	UINT width = (DXUTIsAppRenderingWithD3D9()) ?
				 DXUTGetD3D9BackBufferSurfaceDesc()->Width :
				 DXUTGetDXGIBackBufferSurfaceDesc()->Width;
	UINT height = (DXUTIsAppRenderingWithD3D9()) ?
				  DXUTGetD3D9BackBufferSurfaceDesc()->Height :
				  DXUTGetDXGIBackBufferSurfaceDesc()->Height;
	g_vsObj->SetupTextures(pd3dDevice, g_pEffect10, width, height);
	return S_OK;
}
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr = S_OK;

    V_RETURN( g_DialogResourceManager.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( 60.0f * ( D3DX_PI / 180.0f ), fAspectRatio, 0.1f, 100.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
    g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
    g_SampleUI.SetSize( 170, 300 );

    // Update the sample count
    UpdateMSAASampleCounts( pd3dDevice, pBackBufferSurfaceDesc->Format );

    // Create a render target
    g_BackBufferWidth = pBackBufferSurfaceDesc->Width;
    g_BackBufferHeight = pBackBufferSurfaceDesc->Height;
    V_RETURN( CreateRenderTarget( pd3dDevice, g_BackBufferWidth, g_BackBufferHeight, g_MSAASampleCount, 0 ) );

    return hr;
}
Beispiel #4
0
//--------------------------------------------------------------------------------------
// 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 OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont )
        V_RETURN( g_pFont->OnResetDevice() );
    if( g_pEffect )
        V_RETURN( g_pEffect->OnResetDevice() );

    // Create a sprite to help batch calls when drawing many lines of text
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( 0, 0 );
    g_SampleUI.SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );

    g_SampleUI.GetControl( IDC_STATIC )->SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height * 6 /
                                                  10 );
    g_SampleUI.GetControl( IDC_OUTPUT )->SetSize( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height /
                                                  4 );
    g_SampleUI.GetControl( IDC_EDITBOX1 )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 230 );
    g_SampleUI.GetControl( IDC_EDITBOX1 )->SetSize( pBackBufferSurfaceDesc->Width - 40, 32 );
    if( g_SampleUI.GetControl( IDC_EDITBOX2 ) )
    {
        g_SampleUI.GetControl( IDC_EDITBOX2 )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 280 );
        g_SampleUI.GetControl( IDC_EDITBOX2 )->SetSize( pBackBufferSurfaceDesc->Width - 40, 45 );
    }
    g_SampleUI.GetControl( IDC_ENABLEIME )->SetLocation( 130, pBackBufferSurfaceDesc->Height - 80 );
    g_SampleUI.GetControl( IDC_DISABLEIME )->SetLocation( 220, pBackBufferSurfaceDesc->Height - 80 );
    g_SampleUI.GetControl( IDC_SLIDER )->SetLocation( 10, pBackBufferSurfaceDesc->Height - 140 );
    g_SampleUI.GetControl( IDC_CHECKBOX )->SetLocation( 120, pBackBufferSurfaceDesc->Height - 50 );
    g_SampleUI.GetControl( IDC_CLEAREDIT )->SetLocation( 120, pBackBufferSurfaceDesc->Height - 25 );
    g_SampleUI.GetControl( IDC_COMBOBOX )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 180 );
    g_SampleUI.GetControl( IDC_RADIO1A )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 100 );
    g_SampleUI.GetControl( IDC_RADIO1B )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 124 );
    g_SampleUI.GetControl( IDC_RADIO1C )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 148 );
    g_SampleUI.GetControl( IDC_RADIO2A )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 100 );
    g_SampleUI.GetControl( IDC_RADIO2B )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 76 );
    g_SampleUI.GetControl( IDC_RADIO2C )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 52 );
    g_SampleUI.GetControl( IDC_LISTBOX )->SetLocation( pBackBufferSurfaceDesc->Width - 400,
                                                       pBackBufferSurfaceDesc->Height - 180 );
    g_SampleUI.GetControl( IDC_LISTBOX )->SetSize( 190, 96 );
    g_SampleUI.GetControl( IDC_LISTBOXM )->SetLocation( pBackBufferSurfaceDesc->Width - 200,
                                                        pBackBufferSurfaceDesc->Height - 180 );
    g_SampleUI.GetControl( IDC_LISTBOXM )->SetSize( 190, 124 );
    
    g_Mesh.RestoreDeviceObjects( pd3dDevice );

    return S_OK;
}
Beispiel #5
0
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been 
// reset, which will happen after a lost device scenario. This is the best location to 
// create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever 
// the device is lost. Resources created here should be released in the OnLostDevice 
// callback. 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont )
        V_RETURN( g_pFont->OnResetDevice() );
    if( g_pEffect )
        V_RETURN( g_pEffect->OnResetDevice() );

    g_LightControl.OnD3D9ResetDevice( pBackBufferSurfaceDesc );
    g_Skybox.OnResetDevice( pBackBufferSurfaceDesc );

    // Create a sprite to help batch calls when drawing many lines of text
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.001f, 1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
    g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON );
    g_Camera.SetAttachCameraToModel( true );
    g_Camera.SetRadius( 5.0f, 0.1f, 20.0f );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 300, pBackBufferSurfaceDesc->Height - 245 );
    g_SampleUI.SetSize( 300, 300 );

    return S_OK;
}
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain* /*pSwapChain*/,
    const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* /*pUserContext*/)
{
    HRESULT hr;

    V_RETURN(g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc));
    V_RETURN(g_D3DSettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc));

    g_nFrameWidth = pBackBufferSurfaceDesc->Width;
    g_nFrameHeight = pBackBufferSurfaceDesc->Height;

    // Setup the camera's projection parameters    
    float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 5000.0f);
    g_Camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);

    g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
    g_HUD.SetSize(170, 170);
    g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350);
    g_SampleUI.SetSize(170, 300);

    g_OIT.OnD3D11ResizedSwapChain(pBackBufferSurfaceDesc, pd3dDevice);

    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 )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_D3DSettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() );
    if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() );

    // Create a sprite to help batch calls when drawing many lines of text
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) );
    g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, 15 );

        g_LightControl.OnD3D9ResetDevice( pBackBufferSurfaceDesc );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
    g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
    g_SampleUI.SetSize( 170, 300 );

    return S_OK;
}
Beispiel #8
0
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{

	float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
	g_camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 1000.0f);
	g_camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
	g_camera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON);


    return S_OK;
}
Beispiel #9
0
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been 
// reset, which will happen after a lost device scenario. This is the best location to 
// create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever 
// the device is lost. Resources created here should be released in the OnLostDevice 
// callback. 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont )
        V_RETURN( g_pFont->OnResetDevice() );
    if( g_pEffect )
        V_RETURN( g_pEffect->OnResetDevice() );

    // Store the correct technique handles for each material
    for( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); i++ )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );

        const char* strTechnique = NULL;

        if( pMaterial->pTexture && pMaterial->bSpecular )
            strTechnique = "TexturedSpecular";
        else if( pMaterial->pTexture && !pMaterial->bSpecular )
            strTechnique = "TexturedNoSpecular";
        else if( !pMaterial->pTexture && pMaterial->bSpecular )
            strTechnique = "Specular";
        else if( !pMaterial->pTexture && !pMaterial->bSpecular )
            strTechnique = "NoSpecular";

        pMaterial->hTechnique = g_pEffect->GetTechniqueByName( strTechnique );
    }

    // Create a sprite to help batch calls when drawing many lines of text
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );


    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_HUD.Refresh();

    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 );
    g_SampleUI.SetSize( 170, 300 );
    g_SampleUI.Refresh();

    return S_OK;
}
HRESULT CALLBACK OnResetDevice(IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext)
{
    HRESULT hr;

    V_RETURN(g_DialogResourceManager.OnD3D9ResetDevice());

    if(g_pFont)
        V_RETURN(g_pFont->OnResetDevice());

    V_RETURN(D3DXCreateSprite(pd3dDevice, &g_pTextSprite));

    V_RETURN(g_Board.OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc));
    V_RETURN(g_BackgroundQuad.OnResetDevice());

    D3DXMATRIXA16 matrix;
    D3DXMatrixIdentity(&g_BackgroundQuad.World);

    D3DXMatrixScaling(&matrix, (float)pBackBufferSurfaceDesc->Width, (float)pBackBufferSurfaceDesc->Height,
                       1.0f);
    D3DXMatrixMultiply(&g_BackgroundQuad.World, &g_BackgroundQuad.World, &matrix);

    D3DXMatrixTranslation(&matrix, (float)pBackBufferSurfaceDesc->Width / 2.0f, pBackBufferSurfaceDesc->Height /
                           2.0f, 0.0f);
    D3DXMatrixMultiply(&g_BackgroundQuad.World, &g_BackgroundQuad.World, &matrix);

    g_Board.SetPosition(D3DXVECTOR3(pBackBufferSurfaceDesc->Width / 2.0f, pBackBufferSurfaceDesc->Height / 2.0f,
                                      0));
    g_Board.SetSize(min(pBackBufferSurfaceDesc->Height, pBackBufferSurfaceDesc->Width) * 0.7f);

    g_WhiteArrowDialog.SetLocation(100, pBackBufferSurfaceDesc->Height / 2 - g_WhiteArrowDialog.GetHeight() / 2);
    g_BlackArrowDialog.SetLocation(-100 + pBackBufferSurfaceDesc->Width - g_BlackArrowDialog.GetWidth(),
                                    pBackBufferSurfaceDesc->Height / 2 - g_BlackArrowDialog.GetHeight() / 2);

    g_TheWhiteWinnerDialog.SetLocation(50, pBackBufferSurfaceDesc->Height - 100);
    g_TheBlackWinnerDialog.SetLocation(50, pBackBufferSurfaceDesc->Height - 100);

    float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams(D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f);
    g_Camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);

    g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
    g_HUD.SetSize(170, 170);
    g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
    g_SampleUI.SetSize(170, 300);

    return S_OK;
}
Beispiel #11
0
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr = S_OK;

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.05f, 500.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
    g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
    g_SampleUI.SetSize( 170, 300 );

    return hr;
}
Beispiel #12
0
//--------------------------------------------------------------------------------------
// 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 OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont )
        V_RETURN( g_pFont->OnResetDevice() );
    if( g_pEffect )
        V_RETURN( g_pEffect->OnResetDevice() );
    g_Mesh.RestoreDeviceObjects( pd3dDevice );

    // Create a sprite to help batch calls when drawing many lines of text
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    // Set effect variables as needed
    D3DXCOLOR colorMtrlDiffuse( 1.0f, 1.0f, 1.0f, 1.0f );
    D3DXCOLOR colorMtrlAmbient( 0.35f, 0.35f, 0.35f, 0 );
    g_pEffect->SetVector( "g_MaterialAmbientColor", ( D3DXVECTOR4* )&colorMtrlAmbient );
    g_pEffect->SetVector( "g_MaterialDiffuseColor", ( D3DXVECTOR4* )&colorMtrlDiffuse );

    // To read or write to D3DX effect variables we can use the string name 
    // instead of using handles, however it improves perf to use handles since then 
    // D3DX won't have to spend time doing string compares
    g_hTechniqueRenderScene = g_pEffect->GetTechniqueByName( "RenderScene" );
    g_hTime = g_pEffect->GetParameterByName( NULL, "g_fTime" );
    g_hWorld = g_pEffect->GetParameterByName( NULL, "g_mWorld" );
    g_hWorldViewProjection = g_pEffect->GetParameterByName( NULL, "g_mWorldViewProjection" );
    g_hMeshTexture = g_pEffect->GetParameterByName( NULL, "g_MeshTexture" );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );

    return S_OK;
}
//--------------------------------------------------------------------------------------
// Callback function for changed window size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                         const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );

    // Setup the camera's projection parameters    
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.5f, 100.0f );
    g_LCamera.SetProjParams( D3DX_PI / 4, fAspectRatio, 10.0f, 100.0f );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 240 );
    g_SampleUI.SetSize( 150, 110 );

    return S_OK;
}
Beispiel #14
0
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, 
										  void* pUserContext )
{
	HRESULT hr;


	//view 매트릭스 설정
	XMVECTOR eye		= { 5.0f, 5.0f, -5.0f, 0.0f };
	XMVECTOR lookat		= { 0.0f, 0.0f, 0.0f, 0.0f };
	g_camera.SetViewParams(eye, lookat);	

	//proj 매트릭스 설정
	float fratio = pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
	g_camera.SetProjParams(XM_PI / 4, fratio, 0.1f, 1000.0f);
	g_camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
	g_camera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON);
	
    return S_OK;
}
Beispiel #15
0
//--------------------------------------------------------------------------------------
// 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 OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr = S_OK;

    V_RETURN( g_DialogResourceManager.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
    V_RETURN( g_SettingsDlg.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( g_fFOV, fAspectRatio, 0.1f, 1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 );
    g_SampleUI.SetSize( 170, 300 );

    return hr;
}
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr = S_OK;

    V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( XM_PI / 4, fAspectRatio, 2.0f, 4000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
    g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
    g_SampleUI.SetSize( 170, 300 );

    return hr;
}
Beispiel #17
0
//--------------------------------------------------------------------------------------
// 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 )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() );
    if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() );

    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) );
    g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 );
    g_SampleUI.SetSize( 170, 300 );

    // load the mesh
    V_RETURN( g_Mesh.Create( pd3dDevice, L"misc\\ball.sdkmesh" ) );

    // Load the texture
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"misc\\seafloor.dds" ) );
    V_RETURN( CreateDDSTextureFromFile( pd3dDevice, str, &g_pTexture9 ) );

    if( DXUTIsWindowed() )
        g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( true );
    else
        g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( false );

    return S_OK;
}
//--------------------------------------------------------------------------------------
// 화면에 변화가 발생할 때 리소스 재구성해주는 함수
// onlost가 발생하면 이 함수에서 상세 내용 재구성
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;
	
	// shader 재구성
    if( g_pEffect )
        V_RETURN( g_pEffect->OnResetDevice() );

	//조명 재구성
    for( int i = 0; i < MAX_LIGHTS; i++ )
        g_LightControl[i].OnD3D9ResetDevice( pBackBufferSurfaceDesc );
	
	//swap 대상에서 전면으로 메모리 copy를 통해 정보값 회복
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
    g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );


    return S_OK;
}
//--------------------------------------------------------------------------------------
// SwapChain has changed and may have new attributes such as size.
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext)
{
    HRESULT hr;

    DXUTTRACE(L"OnD3D11ResizedSwapChain called\n");

    V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) );
    V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) );

    g_BackBufferWidth   = pBackBufferSurfaceDesc->Width;
    g_BackBufferHeight  = pBackBufferSurfaceDesc->Height;

    g_FullViewport.TopLeftX = 0.f;
    g_FullViewport.TopLeftY = 0.f;
    g_FullViewport.MinDepth = 0.f;
    g_FullViewport.MaxDepth = 1.f;
    g_FullViewport.Width    = (FLOAT)g_BackBufferWidth;
    g_FullViewport.Height   = (FLOAT)g_BackBufferHeight;

    // Setup the camera's projection parameters
    float AspectRatio  = (float)g_BackBufferWidth / (float)g_BackBufferHeight;
    g_OrbitalCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR);
    g_OrbitalCamera.SetWindow     (g_BackBufferWidth, g_BackBufferHeight);
    g_OrbitalCamera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, 0);

    g_FirstPersonCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR);
    g_FirstPersonCamera.SetRotateButtons( 1, 1, 1 );

    UINT HudWidth = 256;
    float HudOpacity = 0.32f;
    g_HUD.SetLocation(g_BackBufferWidth - HudWidth, 0);
    g_HUD.SetSize    (HudWidth, g_BackBufferHeight);
    g_HUD.SetBackgroundColors(D3DCOLOR_COLORVALUE(0,0,0,HudOpacity));

    // Allocate our own screen-sized buffers, as the SwapChain only contains a non-MSAA color buffer.
    ResizeScreenSizedBuffers(pd3dDevice);

    return hr;
}