Beispiel #1
0
HRESULT HookIDirect3DDevice9::SetDialogBoxMode(LPVOID _this, BOOL bEnableDialogs)
{
	LOG_API();
	return pD3Dev->SetDialogBoxMode(bEnableDialogs);
}
Beispiel #2
0
HRESULT KG3DGraphicsEngine::Init(KG3DDeviceSettings const* pSettings, BOOL bEnableDebug)
{
    HRESULT hResult = E_FAIL;
    HRESULT hr = E_FAIL;
	UINT uAdapter = D3DADAPTER_DEFAULT;
	D3DDEVTYPE DeviceType = D3DDEVTYPE_HAL;
    KG3DDeviceSettings Settings;
	int nInitVIM3D = false;

    KGLOG_PROCESS_ERROR(pSettings);

    hr = InitProcessorFeature();
    KGLOG_COM_PROCESS_ERROR(hr);

    ASSERT(m_pD3D == NULL);

	m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
    KGLOG_PROCESS_ERROR(m_pD3D);

    memcpy(&Settings, pSettings, sizeof(KG3DDeviceSettings));

    hr = GetAdapater(&uAdapter, &DeviceType);
    KGLOG_COM_PROCESS_ERROR(hr);

    hr = m_pD3D->GetAdapterDisplayMode(uAdapter, &m_DisplayMode);
    KGLOG_COM_PROCESS_ERROR(hr);

    hr = g_cEngineOptionCaps.GetAdaperModeCaps(uAdapter, m_DisplayMode.Format);
    KGLOG_COM_PROCESS_ERROR(hr);

    memset(&m_PresentParam, 0, sizeof(m_PresentParam));

    hr = SetPresentParam(uAdapter, DeviceType, &m_PresentParam, &Settings);
    KGLOG_COM_PROCESS_ERROR(hr);

    hr = InitDevice(uAdapter, DeviceType, g_hBaseWnd);
    KGLOG_COM_PROCESS_ERROR(hr);

	g_GetDefaultShaderGroup().CheckShaderModel();
    if (m_PresentParam.MultiSampleType == D3DMULTISAMPLE_NONE && !g_b3DVision)
    {
        hr = g_pd3dDevice->SetDialogBoxMode(!m_PresentParam.Windowed);
        KGLOG_COM_PROCESS_ERROR(hr);
    }

    if (bEnableDebug)
    {
        g_DebugD3DDevice.Enable(bEnableDebug);

        hr = InitDebugDevice();
        KGLOG_COM_PROCESS_ERROR(hr);
    }

    hr = InitVIM3D(g_pd3dDevice);
    KGLOG_COM_PROCESS_ERROR(hr);

    nInitVIM3D = true;

    m_bDeviceLost = false;
    m_bDeviceObjectsLost = false;

    memcpy(&m_DeviceSettings, &Settings, sizeof(KG3DDeviceSettings));

	//确实是否要使用多目标渲染
	g_cEngineOption.bUseRenderTarget_DepthTexture = g_cGraphicsEngine.m_PresentParam.MultiSampleType != D3DMULTISAMPLE_NONE;
	g_nDepthTexturePackingType = 0;
	if (g_cEngineOption.bUseRenderTarget_DepthTexture)
	{
		g_nDepthTexturePackingType = CheckDepthTexturePackingType(uAdapter,DeviceType);
		LPCTSTR strPackType = NULL;
		switch (g_nDepthTexturePackingType)
		{
		case 0:
			strPackType = _T("0");
			break;
		case 1:
			strPackType = _T("1");
			break;
		default:
			strPackType = _T("0");
			break;
		}
		D3DXMACRO macroPackType[] = {
			{_T("PACKTYPE"), strPackType},	
			{NULL, NULL},
		};
		D3DXMACRO_ARRAY macroArray = {macroPackType, _countof(macroPackType)};
		g_GetDefaultShaderGroup().ModifyGlobalMacro(macroArray);
	}

	//g_cEngineOption.bUseMultiRenderTarget = TRUE;

    hr = GetBackBufferDesc(g_pd3dDevice, &m_BackBufferSurfaceDesc);
    KGLOG_COM_PROCESS_ERROR(hr);

    if (m_pDeviceCallback)
    {
        hr = m_pDeviceCallback->OnCreateDevice(g_pd3dDevice, &m_BackBufferSurfaceDesc, &m_PresentParam);
        KGLOG_COM_PROCESS_ERROR(hr);
    }

    hResult = S_OK;
Exit0:
    if (FAILED(hResult))
    {
        if (nInitVIM3D)
        {
            UnInitVIM3D();
        }

        SAFE_RELEASE(g_pd3dDevice);
        SAFE_RELEASE(m_pD3D);
    }
	return hResult;
}
Beispiel #3
0
HRESULT KG3DGraphicsEngine::SetDeviceSettings(KG3DDeviceSettings* pSettings)
{
	HRESULT hr = E_FAIL;
    HRESULT hrResult = E_FAIL;
    UINT uAdapter = D3DADAPTER_DEFAULT;
    D3DDEVTYPE DeviceType = D3DDEVTYPE_HAL;
    KG3DDeviceSettings Settings;

    KGLOG_PROCESS_ERROR(pSettings);

	pSettings->nMultiSampleType = min(4,pSettings->nMultiSampleType);

    memcpy(&Settings, pSettings, sizeof(KG3DDeviceSettings));

    hr = GetAdapater(&uAdapter, &DeviceType);
    KGLOG_COM_PROCESS_ERROR(hr);

    hr = g_cEngineOptionCaps.GetAdaperModeCaps(uAdapter, m_DisplayMode.Format);
    KGLOG_COM_PROCESS_ERROR(hr);

    hr = SetPresentParam(uAdapter, DeviceType, &m_PresentParam, &Settings);
    KGLOG_COM_PROCESS_ERROR(hr);

	memcpy(&m_DeviceSettings, &Settings, sizeof(m_DeviceSettings));
	g_cEngineOption.bUseRenderTarget_DepthTexture = g_cGraphicsEngine.m_PresentParam.MultiSampleType != D3DMULTISAMPLE_NONE;
	
	//Testing Packing Type;
	g_nDepthTexturePackingType = 0;
	if (g_cEngineOption.bUseRenderTarget_DepthTexture)
	{
		g_nDepthTexturePackingType = CheckDepthTexturePackingType(uAdapter,DeviceType);
		LPCTSTR strPackType = NULL;
		switch (g_nDepthTexturePackingType)
		{
		case 0:
			strPackType = _T("0");
			break;
		case 1:
			strPackType = _T("1");
			break;
		default:
			strPackType = _T("0");
			break;
		}
		D3DXMACRO macroPackType[] = {
			{_T("PACKTYPE"), strPackType},	
			{NULL, NULL},
		};
		D3DXMACRO_ARRAY macroArray = {macroPackType, _countof(macroPackType)};
		g_GetDefaultShaderGroup().ModifyGlobalMacro(macroArray);
	}

	//要求原来的设备还在。虽然是在创建设备前,但是因为改变了抗锯齿,而抗锯齿和其他postrender会有冲突,所以,先检查。
	g_cEngineManager.SetEngineOption(&g_cEngineOption);

    hr = Reset();
    if (hr == D3DERR_DEVICELOST)
    {
        do
        {
            hr = CheckDevice();
        }
        while (hr == D3DERR_DEVICELOST);
    }
    KG_COM_PROCESS_ERROR(hr);

	//////////////////
//	DWORD dwHeight = 0,dwWidth = 0;
	IEKG3DScene* pScene = g_cGraphicsTool.GetScene();
	if (pScene)
	{
		IEKG3DSceneOutputWnd* pOutputWindow = NULL;
		pScene->GetCurOutputWnd(&pOutputWindow);
		if (pOutputWindow)
		{
			KG3DSceneOutputWnd* pWnd = static_cast<KG3DSceneOutputWnd*>(pOutputWindow);
			pWnd->OnResizeWindow(&(pWnd->m_Rect));
		}
	}
	/////////////////
    if (m_PresentParam.MultiSampleType == D3DMULTISAMPLE_NONE && !g_b3DVision)
    {
        hr = g_pd3dDevice->SetDialogBoxMode(!m_PresentParam.Windowed);
        KGLOG_COM_PROCESS_ERROR(hr);
    }

    hrResult = S_OK;
Exit0:
    if (FAILED(hrResult))
    {
        if (hr == D3DERR_DEVICELOST)
            m_bDeviceLost = true;
        else
            KGLOG_COM_CHECK_ERROR(hr);

        hrResult = hr;
    }
	if (pSettings)
		memcpy(pSettings, &m_DeviceSettings, sizeof(m_DeviceSettings));
	return hrResult;
}
Beispiel #4
0
HRESULT KGraphicsEngine::Toggle2Windowed()
{
	if (m_lpCurScene)
	{
		g_cMeshTable.InvalidateDeviceObjects();
		g_SceneTable.InvalidateDeviceObjects();
	}
	g_EffectMgr.InvalidateDeviceObjects();

	if (m_bUseMotionBlur)
	{
		BackBufferRelease();
	}

	HRESULT hr = S_OK;
	
	GetWindowRect(m_LastRenderWindow,&m_RenderWindowRect);
		
	//m_PresentParam.BackBufferWidth = m_RenderWindowRect.right-m_RenderWindowRect.left ;
    //m_PresentParam.BackBufferHeight= m_RenderWindowRect.bottom - m_RenderWindowRect.top;
	m_PresentParam.BackBufferWidth = m_DisplayMode.Width;
    m_PresentParam.BackBufferHeight= m_DisplayMode.Height;

  	D3DFORMAT  DepFormat;
	if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		m_DisplayMode.Format,
		m_DisplayMode.Format,
		D3DFMT_D24S8)))
	{
		DepFormat = D3DFMT_D24S8;
	}
	else
	{
		DepFormat = D3DFMT_D16;
	}
	m_PresentParam.Windowed = TRUE ;
    m_PresentParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
    m_PresentParam.BackBufferFormat = m_DisplayMode.Format;
	m_PresentParam.EnableAutoDepthStencil = TRUE;
    m_PresentParam.AutoDepthStencilFormat = DepFormat;
    m_PresentParam.MultiSampleType = D3DMULTISAMPLE_NONE;
    m_PresentParam.hDeviceWindow = g_hBaseWnd;
    m_PresentParam.Flags = 0;
    m_PresentParam.FullScreen_RefreshRateInHz = 0;
	m_PresentParam.BackBufferCount = 0;
    m_PresentParam.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

	//just set camera's aspect
	m_cCamera.Aspect = m_PresentParam.BackBufferWidth*1.0f/m_PresentParam.BackBufferHeight; 

	g_pd3dDevice->SetDialogBoxMode( FALSE );
   
	if ( FAILED(hr = g_pd3dDevice->Reset( &m_PresentParam )))
    {
        //fprintf(Note,"Create D3D Device Failed.\n");
		if (hr == D3DERR_INVALIDCALL)
			MessageBox(g_hBaseWnd,"Toggle to Windowed Failed!","Failed in Toggling",0);
		else if (hr == E_OUTOFMEMORY )
			MessageBox(g_hBaseWnd,"Direct3D could not allocate sufficient memory to complete the call.","Failed Create Device!",0);
		else if (hr == D3DERR_OUTOFVIDEOMEMORY)
			MessageBox(g_hBaseWnd,"Direct3D does not have enough display memory to perform the operation. ","Failed Create Device!",0);

        return E_FAIL;
    }
	SetWindowLong( g_hBaseWnd , GWL_STYLE, m_BaseWinStyle );

	SetRenderWindow(m_LastRenderWindow);

	m_bWindowed = TRUE;

	if (m_lpCurScene)
	{
		g_cMeshTable.RestoreDeviceObjects();
		g_SceneTable.RestoreDeviceObjects();
	}
	g_EffectMgr.RestoreDeviceObjects();

	if (m_bUseMotionBlur)
	{
		BackBufferCreate();
	}
	return S_OK;
}