Ejemplo n.º 1
0
void QD3DWindowSurface::flush(QWidget *widget, const QRegion &rgn, const QPoint &offset)
{
    QPoint wOffset = qt_qwidget_data(widget)->wrect.topLeft();

    QDirect3DPaintEngine *engine = qt_d3dEngine();
    LPDIRECT3DSWAPCHAIN9 swapchain = engine->swapChain(d_ptr->m_widget);

    if (swapchain) {
        QRect br = rgn.boundingRect();
        QRect wbr = br.translated(-wOffset);

        RECT destrect;
        destrect.left   = wbr.x();
        destrect.top    = wbr.y();
        destrect.right  = destrect.left + wbr.width();
        destrect.bottom = destrect.top  + wbr.height();

        RECT srcrect;
        srcrect.left    = br.x() + offset.x();
        srcrect.top     = br.y() + offset.y();
        srcrect.right   = wbr.width() + srcrect.left;
        srcrect.bottom  = wbr.height() + srcrect.top;
        int devwidth = d_ptr->m_lastSize.width();
        int devheight = d_ptr->m_lastSize.height();

        if (devwidth <= srcrect.right) {
            int diff = srcrect.right - devwidth;
            srcrect.right -= diff;
            destrect.right -= diff;
            if (srcrect.right <= srcrect.left)
                return;
        }
        if (devheight <= srcrect.bottom) {
            int diff = srcrect.bottom - devheight;
            srcrect.bottom -= diff;
            destrect.bottom -= diff;
            if (srcrect.bottom <= srcrect.top)
                return;
        }

        if (FAILED(swapchain->Present(&srcrect, &destrect, widget->winId(), 0, 0)))
            qWarning("QDirect3DPaintEngine: failed to present back buffer.");

#ifdef D3D_DEBUG_BACKBUFFER
        qDebug() << widget << srcrect.left << srcrect.top << wbr.width() << wbr.height() << "Dest: " << destrect.left << destrect.top;
        IDirect3DSurface9 *surface;
        swapchain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &surface);
        QString filename("C:\\test.bmp");
        D3DXSaveSurfaceToFile(filename.utf16(), D3DXIFF_BMP, surface, 0, 0);
        surface->Release();
#endif
    }
}
Ejemplo n.º 2
0
LRESULT CALLBACK windowMessageCallback(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch(message)
	{
		// Send the WM_QUIT message, terminating the message loop
	case WM_CREATE:
		{
			create();
		}break;
	case WM_DESTROY:
		{
			::PostQuitMessage(0);
		}
		break;
	case WM_SIZE:
		{
			D3DVIEWPORT9 vp;
			vp.X = 0;
			vp.Y = 0;
			vp.Width = LOWORD(lParam);
			vp.Height = HIWORD(lParam);
			vp.MinZ = 0;
			vp.MaxZ = 1;
			//gDevice->SetViewport(&vp);
			//
			LPDIRECT3DSWAPCHAIN9 sc;
			gDevice->GetSwapChain(0, &sc);
			sc->Release();
			//
			D3DPRESENT_PARAMETERS pp;
			sc->GetPresentParameters(&pp);
			
			pp.BackBufferWidth = vp.Width;
			pp.BackBufferHeight = vp.Height;
			gDevice->Reset(&pp);//会重设viewport,仅设vp而不reset是错误的
		}break;
	default:
		{
		}
		break;
	}
	// Forward any other messages we didn't handle above to the default window procedure
	return ::DefWindowProc(hWnd, message, wParam, lParam);
}
Ejemplo n.º 3
0
bool GnDX9SwapChainBuffer::CreateBufferData(D3DPRESENT_PARAMETERS d3dpp, LPDIRECT3DDEVICE9 pDevice,
        LPDIRECT3DSWAPCHAIN9& pSwapChain, LPDIRECT3DSURFACE9& pSurface)
{
    HRESULT hr = S_OK;
    if ( FAILED(hr = pDevice->CreateAdditionalSwapChain(&d3dpp, &pSwapChain)) )
        return false;

    if ( FAILED(pSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurface)) )
    {
        GnDxRelease(pSwapChain);
        return false;
    }

    return true;
}
Ejemplo n.º 4
0
/**
* Render the Oculus Rift View.
***/
void* OculusRenderer::Provoke(void* pThis, int eD3D, int eD3DInterface, int eD3DMethod, DWORD dwNumberConnected, int& nProvokerIndex)	
{
	// return if wrong call
	if ((eD3D >= (int)AQU_DirectXVersion::DirectX_9_0) &&
		(eD3D <= (int)AQU_DirectXVersion::DirectX_9_29))
	{
		if (((eD3DInterface == INTERFACE_IDIRECT3DDEVICE9) &&
			(eD3DMethod == METHOD_IDIRECT3DDEVICE9_PRESENT)) || 
			((eD3DInterface == INTERFACE_IDIRECT3DDEVICE9) &&
			(eD3DMethod == METHOD_IDIRECT3DDEVICE9_ENDSCENE)) ||
			((eD3DInterface == INTERFACE_IDIRECT3DSWAPCHAIN9) &&
			(eD3DMethod == METHOD_IDIRECT3DSWAPCHAIN9_PRESENT)))
		{
			(pThis);
		}
		else return nullptr;
	}
	else
		return nullptr;

	// get input data
	if (m_paInput[(int)ORN_Decommanders::LeftTexture])
		m_pcTextureLeft = *(LPDIRECT3DTEXTURE9*)m_paInput[(int)ORN_Decommanders::LeftTexture];
	else 
		m_pcTextureLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::RightTexture])
		m_pcTextureRight = *(LPDIRECT3DTEXTURE9*)m_paInput[(int)ORN_Decommanders::RightTexture];
	else m_pcTextureRight = nullptr;

	if (m_paInput[(int)ORN_Decommanders::DistortionVertexBufferLeft])
		if (*(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferLeft])
			m_pcDistortionVertexBufferLeft = **(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferLeft];
		else m_pcDistortionVertexBufferLeft = nullptr;
	else m_pcDistortionVertexBufferLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DistortionVertexBufferRight])
		if (*(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferRight])
			m_pcDistortionVertexBufferRight = **(LPDIRECT3DVERTEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionVertexBufferRight];
		else m_pcDistortionVertexBufferRight = nullptr;
	else m_pcDistortionVertexBufferRight = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DistortionIndexBufferLeft])
		if (*(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferLeft])
			m_pcDistortionIndexBufferLeft = **(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferLeft];
		else m_pcDistortionIndexBufferLeft = nullptr;
	else m_pcDistortionIndexBufferLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DistortionIndexBufferRight])
		if (*(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferRight])
			m_pcDistortionIndexBufferRight = **(LPDIRECT3DINDEXBUFFER9**)m_paInput[(int)ORN_Decommanders::DistortionIndexBufferRight];
		else m_pcDistortionIndexBufferRight = nullptr;
	else m_pcDistortionIndexBufferRight = nullptr;
	if (m_paInput[(int)ORN_Decommanders::OculusVertexDeclaration])
		if (*(LPDIRECT3DVERTEXDECLARATION9**)m_paInput[(int)ORN_Decommanders::OculusVertexDeclaration])
			m_pcVertexDecl = **(LPDIRECT3DVERTEXDECLARATION9**)m_paInput[(int)ORN_Decommanders::OculusVertexDeclaration];
		else m_pcVertexDecl = nullptr;
	else m_pcVertexDecl = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DefaultEyeFovLeft])
		if (*(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovLeft])
			m_psFOVPortLeft = *(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovLeft];
		else m_psFOVPortLeft = nullptr;
	else m_psFOVPortLeft = nullptr;
	if (m_paInput[(int)ORN_Decommanders::DefaultEyeFovRight])
		if (*(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovRight])
			m_psFOVPortRight = *(ovrFovPort**)m_paInput[(int)ORN_Decommanders::DefaultEyeFovRight];
		else m_psFOVPortRight = nullptr;
	else m_psFOVPortRight = nullptr;

	// get device 
	LPDIRECT3DDEVICE9 pcDevice = nullptr;
	bool bReleaseDevice = false;
	if (eD3DInterface == INTERFACE_IDIRECT3DDEVICE9)
	{
		pcDevice = (LPDIRECT3DDEVICE9)pThis;
	}
	else if (eD3DInterface == INTERFACE_IDIRECT3DSWAPCHAIN9)
	{
		LPDIRECT3DSWAPCHAIN9 pSwapChain = (LPDIRECT3DSWAPCHAIN9)pThis;
		if (!pSwapChain) 
		{
			OutputDebugString(L"Oculus Renderer Node : No swapchain !");
			return nullptr;
		}
		pSwapChain->GetDevice(&pcDevice);
		bReleaseDevice = true;
	}
	if (!pcDevice)
	{
		OutputDebugString(L"Oculus Renderer Node : No device !");
		return nullptr;
	}

	// Original code (LibOVR) :
	// pShaderCode = ShaderCompile("precompiledVertexShaderSrc",VertexShaderSrc,"vs_2_0");
	// pShaderCode = ShaderCompile("precompiledVertexShaderTimewarpSrc",VertexShaderTimewarpSrc,"vs_3_0");
	// pShaderCode = ShaderCompile("precompiledPixelShaderSrc",PixelShaderSrc,"ps_3_0");

	// pixel shader created ?
	if (!m_pcOculusPixelShader)
	{
		LPD3DXBUFFER pShader;

		// compile and create shader
		if (SUCCEEDED(D3DXCompileShader(PixelShaderSrc,strlen(PixelShaderSrc),NULL,NULL,"main","ps_3_0",NULL,&pShader,NULL,&m_pcOculusPixelShaderCT)))
		{
			OutputDebugString(L"Pixel shader compiled!");
			pcDevice->CreatePixelShader((DWORD*)pShader->GetBufferPointer(), &m_pcOculusPixelShader);
		}
	}

	// vertex shader created ?
	if (!m_pcOculusVertexShader)
	{
		LPD3DXBUFFER pShader;

		// compile and create shader
		if (SUCCEEDED(D3DXCompileShader(VertexShaderSrc,strlen(VertexShaderSrc),NULL,NULL,"main","vs_2_0",NULL,&pShader,NULL,&m_pcOculusVertexShaderCT)))
		{
			OutputDebugString(L"Vertex shader compiled!");
			pcDevice->CreateVertexShader((DWORD*)pShader->GetBufferPointer(), &m_pcOculusVertexShader);
		}
	}

	// side by side pixel shader ?
	if (!m_pcSideBySidePixelShader)
	{
		LPD3DXBUFFER pShader;

		// compile and create shader
		if (SUCCEEDED(D3DXCompileShader(PixelShaderSrcSideBySide,strlen(PixelShaderSrcSideBySide),NULL,NULL,"SBS","ps_2_0",NULL,&pShader,NULL,&m_pcSideBySidePixelShaderCT)))
		{
			OutputDebugString(L"Pixel shader compiled!");
			pcDevice->CreatePixelShader((DWORD*)pShader->GetBufferPointer(), &m_pcSideBySidePixelShader);
		}

	}

	// test textures created ?
	if ((!m_pcTextureRightTest) || (!m_pcTextureLeftTest))
	{
		HMODULE hModule = GetModuleHandle(L"OculusRenderer.dll");

		if (!m_pcTextureLeftTest)
		{
			// create a test texture
			if (SUCCEEDED(D3DXCreateTextureFromResource(pcDevice, hModule, MAKEINTRESOURCE(IMG_BACKGROUND01), &m_pcTextureLeftTest)))
				OutputDebugString(L"Texture created !");
			else m_pcTextureLeftTest = nullptr;
		}
		if (!m_pcTextureRightTest)
		{
			// create a test texture
			if (SUCCEEDED(D3DXCreateTextureFromResource(pcDevice, hModule, MAKEINTRESOURCE(IMG_BACKGROUND02), &m_pcTextureRightTest)))
				OutputDebugString(L"Texture created !");
			else m_pcTextureRightTest = nullptr;
		}
	}

	// default vertex buffer ?
	if (!m_pcVertexBufferDefault)
	{
		InitDefaultVertexBuffer(pcDevice);
		if (!m_pcVertexBufferDefault) return nullptr;
	}

	// vertex buffers ? index buffers ? not all present ?
	if ((!m_pcDistortionVertexBufferLeft) || (!m_pcDistortionVertexBufferRight) ||
		(!m_pcDistortionIndexBufferLeft) || (!m_pcDistortionIndexBufferRight) ||
		(!m_pcVertexDecl))
	{
		if (m_bBuffersConnected)
		{
			// clear all descriptions for safety
			ZeroMemory(&m_sVertexBufferDescLeft, sizeof(D3DVERTEXBUFFER_DESC));
			ZeroMemory(&m_sVertexBufferDescRight, sizeof(D3DVERTEXBUFFER_DESC));
			ZeroMemory(&m_sIndexBufferDescLeft, sizeof(D3DINDEXBUFFER_DESC));
			ZeroMemory(&m_sIndexBufferDescRight, sizeof(D3DINDEXBUFFER_DESC));

			m_bBuffersConnected = false;
		}
	}
	else
	{
		m_bBuffersConnected = true;

		// vertex buffer description ? left
		if (!m_sVertexBufferDescLeft.Size)
			m_pcDistortionVertexBufferLeft->GetDesc(&m_sVertexBufferDescLeft);

		// vertex buffer length matches oculus vertex type ?
		if ((m_sVertexBufferDescLeft.Size % sizeof(ovrDistortionVertex)) != 0)
		{
			OutputDebugString(L"OculusRenderer Node : Connected vertex buffer size mismatch !");
			return nullptr;
		}

		// and right
		if (!m_sVertexBufferDescRight.Size)
			m_pcDistortionVertexBufferRight->GetDesc(&m_sVertexBufferDescRight);

		// vertex buffer length matches oculus vertex type ?
		if ((m_sVertexBufferDescRight.Size % sizeof(ovrDistortionVertex)) != 0)
		{
			OutputDebugString(L"OculusRenderer Node : Connected vertex buffer size mismatch !");
			return nullptr;
		}

		// index buffer ?
		if ((!m_pcDistortionIndexBufferLeft) || (!m_pcDistortionIndexBufferRight))
			return nullptr;

		// index buffer description ?
		if (!m_sIndexBufferDescLeft.Size)
		{
			m_pcDistortionIndexBufferLeft->GetDesc(&m_sIndexBufferDescLeft);

			// index buffer length matches vertex buffer size ? TODO !!
			/*if ()
			{
			OutputDebugString(L"OculusRenderer Node : Connected index buffer size mismatch !");
			return nullptr;
			}*/
		}
		if (!m_sIndexBufferDescRight.Size)
		{
			m_pcDistortionIndexBufferRight->GetDesc(&m_sIndexBufferDescRight);

			// index buffer length matches vertex buffer size ? TODO !!
			/*if ()
			{
			OutputDebugString(L"OculusRenderer Node : Connected index buffer size mismatch !");
			return nullptr;
			}*/
		}
	}

	// start to render
	pcDevice->BeginScene();

	// save states
	IDirect3DStateBlock9* pStateBlock = nullptr;
	pcDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock);

	// set ALL render states to default
	SetAllRenderStatesDefault(pcDevice);

	// set states
	pcDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
	pcDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	pcDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
	pcDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
	pcDevice->SetTextureStageState(0, D3DTSS_CONSTANT, 0xffffffff);
	pcDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	pcDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	pcDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	pcDevice->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, 0);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
	pcDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
	pcDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
	pcDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

	D3DCOLOR clearColor = D3DCOLOR_RGBA(0, 0, 0, 0);

	pcDevice->Clear(0, NULL, D3DCLEAR_TARGET, clearColor, 0, 0);

	// required fields
	D3DSURFACE_DESC sSurfaceDesc;
	ovrSizei sTextureSize;
	ovrRecti sRenderViewport;
	ovrVector2f UVScaleOffset[2];

	// LEFT EYE :

	// left eye, first set stream source, indices
	if (m_bBuffersConnected)
	{
		// no timewarp here, use standard vertex shader, set pixel shader, set vertex declaration
		pcDevice->SetVertexShader( m_pcOculusVertexShader);
		pcDevice->SetPixelShader( m_pcOculusPixelShader );
		pcDevice->SetVertexDeclaration( m_pcVertexDecl );

		// set texture
		if (m_pcTextureLeft)
			pcDevice->SetTexture( 0, m_pcTextureLeft );
		else if (m_pcTextureLeftTest)
			pcDevice->SetTexture( 0, m_pcTextureLeftTest );
		else pcDevice->SetTexture( 0, 0);

		// get texture size
		if (m_pcTextureLeft)
			m_pcTextureLeft->GetLevelDesc(0, &sSurfaceDesc);
		else if (m_pcTextureLeftTest)
			m_pcTextureLeftTest->GetLevelDesc(0, &sSurfaceDesc);
		else ZeroMemory(&sSurfaceDesc, sizeof(D3DSURFACE_DESC));
		sTextureSize.w = (int)sSurfaceDesc.Width;
		sTextureSize.h = (int)sSurfaceDesc.Height;

		// set render viewport size the same size as the texture size (!)
		sRenderViewport.Pos.x = 0;
		sRenderViewport.Pos.y = 0;
		sRenderViewport.Size.w = sTextureSize.w;
		sRenderViewport.Size.h = sTextureSize.h;

		// get and set scale and offset
		if (m_psFOVPortLeft)
			ovrHmd_GetRenderScaleAndOffset(*m_psFOVPortLeft, sTextureSize, sRenderViewport, UVScaleOffset);
		else
			ovrHmd_GetRenderScaleAndOffset(m_sDefaultFOVPortLeft, sTextureSize, sRenderViewport, UVScaleOffset);
		pcDevice->SetVertexShaderConstantF( 0, ( FLOAT* )&UVScaleOffset[0], 1 );
		pcDevice->SetVertexShaderConstantF( 2, ( FLOAT* )&UVScaleOffset[1], 1 );

		pcDevice->SetStreamSource( 0, m_pcDistortionVertexBufferLeft,0, sizeof(ovrDistortionVertex) );
		pcDevice->SetIndices( m_pcDistortionIndexBufferLeft);

		// draw
		pcDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0, m_sVertexBufferDescLeft.Size / sizeof(ovrDistortionVertex) , 0, m_sIndexBufferDescLeft.Size / 6 );
	}
	else
	{
		pcDevice->SetSamplerState(1, D3DSAMP_SRGBTEXTURE, 0);
		pcDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
		pcDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
		pcDevice->SetSamplerState(1, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
		pcDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
		pcDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
		pcDevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

		// side by side render
		pcDevice->SetVertexShader(NULL);
		pcDevice->SetPixelShader(m_pcSideBySidePixelShader);
		pcDevice->SetVertexDeclaration( NULL );
		pcDevice->SetFVF(D3DFVF_TEXVERTEX);

		// set textures
		if (m_pcTextureLeft)
			pcDevice->SetTexture( 0, m_pcTextureLeft );
		else if (m_pcTextureLeftTest)
			pcDevice->SetTexture( 0, m_pcTextureLeftTest );
		else pcDevice->SetTexture( 0, 0);
		if (m_pcTextureRight)
			pcDevice->SetTexture( 1, m_pcTextureRight );
		else if (m_pcTextureRightTest)
			pcDevice->SetTexture( 1, m_pcTextureRightTest );
		else pcDevice->SetTexture( 1, 0);

		// set stream and draw
		pcDevice->SetStreamSource( 0, m_pcVertexBufferDefault,0, sizeof(TEXVERTEX) );
		pcDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
	}

	// RIGHT EYE:
	if (m_bBuffersConnected)
	{
		// set texture
		if (m_pcTextureRight)
			pcDevice->SetTexture( 0, m_pcTextureRight );
		else if (m_pcTextureRightTest)
			pcDevice->SetTexture( 0, m_pcTextureRightTest );
		else pcDevice->SetTexture( 0, 0);

		// get texture size
		if (m_pcTextureRight)
			m_pcTextureRight->GetLevelDesc(0, &sSurfaceDesc);
		else if (m_pcTextureRightTest)
			m_pcTextureRightTest->GetLevelDesc(0, &sSurfaceDesc);
		else ZeroMemory(&sSurfaceDesc, sizeof(D3DSURFACE_DESC));
		sTextureSize.w = (int)sSurfaceDesc.Width;
		sTextureSize.h = (int)sSurfaceDesc.Height;

		// get and set scale and offset
		if (m_psFOVPortRight)
			ovrHmd_GetRenderScaleAndOffset(*m_psFOVPortRight, sTextureSize, sRenderViewport, UVScaleOffset);
		else
			ovrHmd_GetRenderScaleAndOffset(m_sDefaultFOVPortRight, sTextureSize, sRenderViewport, UVScaleOffset);
		pcDevice->SetVertexShaderConstantF( 0, ( FLOAT* )&UVScaleOffset[0], 1 );
		pcDevice->SetVertexShaderConstantF( 2, ( FLOAT* )&UVScaleOffset[1], 1 );

		// set stream source, indices, draw
		pcDevice->SetStreamSource( 0, m_pcDistortionVertexBufferRight,0, sizeof(ovrDistortionVertex) );
		pcDevice->SetIndices( m_pcDistortionIndexBufferRight);

		// draw
		pcDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0, m_sVertexBufferDescRight.Size / sizeof(ovrDistortionVertex) , 0, m_sIndexBufferDescRight.Size / 6 );
	}

	pcDevice->EndScene();

	// apply and release state block
	if (pStateBlock)
	{
		pStateBlock->Apply();
		pStateBlock->Release();
	}

	// release device if provided by swapchain
	if (bReleaseDevice) pcDevice->Release();

	return nullptr;
}
bool D3DCubeTextureRenderTarget::CreateTextures( uint texture_size, TextureFormat::Format texture_format )
{
	m_CubeTextureSize = texture_size;
	m_TextureFormat = texture_format;

	D3DFORMAT d3d_fmt;
	if( texture_format == TextureFormat::Invalid )
	/* || any ohter texture formats invalid for cube mapping ) */
	{
		LOG_PRINT_ERROR( fmt_string("An unsupported texture format: %d", texture_format) );
		return false;
	}

	d3d_fmt = ConvertTextureFormatToD3DFORMAT( texture_format );

	LPDIRECT3DDEVICE9 pd3dDevice = DIRECT3D9.GetDevice();
	HRESULT hr;

	m_NumCubes = 1; // always use the single cube texture

/*	if( d3d_fmt == D3DFMT_A16B16G16R16F )
	{
		// Create the cube textures
		ZeroMemory( m_apCubeMapFp, sizeof( m_apCubeMapFp ) );
		hr = pd3dDevice->CreateCubeTexture( m_CubeTextureSize,
											1,
											D3DUSAGE_RENDERTARGET,
											D3DFMT_A16B16G16R16F,
											D3DPOOL_DEFAULT,
											&m_apCubeMapFp[0],
											NULL );

		m_pCurrentCubeMap = m_apCubeMapFp[0];
	}
*/

	hr = pd3dDevice->CreateCubeTexture( m_CubeTextureSize,
										1,
										D3DUSAGE_RENDERTARGET,
										d3d_fmt,
										D3DPOOL_DEFAULT,
										&m_pCubeMap32,
										NULL );

	if( FAILED(hr) || !m_pCubeMap32 )
	{
		LOG_PRINT_WARNING( "CreateCubeTexture() failed. Cannot create cube texture." );
		return false;
	}

	m_pCurrentCubeMap =  m_pCubeMap32;

//	DXUTDeviceSettings d3dSettings = DXUTGetDeviceSettings();

	LPDIRECT3DSWAPCHAIN9 pSwapChain;
	pd3dDevice->GetSwapChain( 0, &pSwapChain );

	D3DPRESENT_PARAMETERS pp;
	pSwapChain->GetPresentParameters( &pp );

    hr = pd3dDevice->CreateDepthStencilSurface( m_CubeTextureSize,
                                                m_CubeTextureSize,
//                                              d3dSettings.d3d9.pp.AutoDepthStencilFormat,
                                                pp.AutoDepthStencilFormat,
                                                D3DMULTISAMPLE_NONE,
                                                0,
                                                TRUE,
                                                &m_pDepthCube,
                                                NULL );

	if( FAILED(hr) || !m_pCurrentCubeMap )
	{
		LOG_PRINT_WARNING( "CreateDepthStencilSurface() failed. Cannot create depth stencil surface." );
		return false;
	}

/*
	// Initialize the number of cube maps required when using floating point format
//	IDirect3D9* pD3D = DXUTGetD3D9Object(); 
//	D3DCAPS9 caps;
//	hr = pD3D->GetDeviceCaps( pDeviceSettings->d3d9.AdapterOrdinal, pDeviceSettings->d3d9.DeviceType, &caps );

//	if( FAILED( pD3D->CheckDeviceFormat( caps.AdapterOrdinal, caps.DeviceType,
//										 pDeviceSettings->d3d9.AdapterFormat, D3DUSAGE_RENDERTARGET, 
//										 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F ) ) )

	if( FAILED( pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, DIRECT3D9.GetDeviceType(),
										 DIRECT3D9.GetAdapterFormat(), D3DUSAGE_RENDERTARGET, 
										 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F ) ) )
	{
		m_NumCubes = m_NumFpCubeMap = 2;
	}
	else
	{
		m_NumCubes = m_NumFpCubeMap = 1;
	}

	// If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW 
	// then switch to SWVP.
//	if( (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
//			caps.VertexShaderVersion < D3DVS_VERSION(1,1) )
//	{
//		pDeviceSettings->d3d9.BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//	}*/

	return true;
}