Example #1
0
//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    // Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

    // DXUT will create and use the best device (either D3D9 or D3D11) 
    // that is available on the system depending on which D3D callbacks are set below

    // Set general DXUT callbacks
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard( OnKeyboard );
    DXUTSetCallbackMouse( OnMouse );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
    DXUTSetCallbackDeviceRemoved( OnDeviceRemoved );

    // Set the D3D9 DXUT callbacks. Remove these sets if the app doesn't need to support D3D9
    DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable );
    DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice );
    DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice );
    DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender );
    DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice );
    DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice );

    // Set the D3D11 DXUT callbacks. Remove these sets if the app doesn't need to support D3D11
    DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable );
    DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice );
    DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain );
    DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender );
    DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain );
    DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice );

    // Perform any application-level initialization here

    DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
    DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Awe Engine" );

    // Only require 10-level hardware
    DXUTCreateDevice( D3D_FEATURE_LEVEL_10_0, true, 640, 480 );
    DXUTMainLoop(); // Enter into the DXUT ren  der loop

    // Perform any application-level cleanup here

    return DXUTGetExitCode();
}
//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
    HRESULT hr;
    V_RETURN(DXUTSetMediaSearchPath(MEDIA_PATH));

    // Enable run-time memory check for debug builds.
#if defined(DEBUG)
    _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif

    // Set general DXUT callbacks
    DXUTSetCallbackFrameMove(OnFrameMove);
    DXUTSetCallbackKeyboard(OnKeyboard);
    DXUTSetCallbackMouse(OnMouse);
    DXUTSetCallbackMsgProc(MsgProc);
    DXUTSetCallbackDeviceChanging(ModifyDeviceSettings);
    DXUTSetCallbackDeviceRemoved(OnDeviceRemoved);

    // Set the D3D11 DXUT callbacks
    DXUTSetCallbackD3D11DeviceAcceptable  (IsD3D11DeviceAcceptable);
    DXUTSetCallbackD3D11DeviceCreated     (OnD3D11CreateDevice);
    DXUTSetCallbackD3D11SwapChainResized  (OnD3D11ResizedSwapChain);
    DXUTSetCallbackD3D11FrameRender       (OnD3D11FrameRender);
    DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain);
    DXUTSetCallbackD3D11DeviceDestroyed   (OnD3D11DestroyDevice);

    // Perform any application-level initialization here
    InitAOParams(g_AOParams);
    InitGUI();

    UINT Width = 1920;
    UINT Height = 1200;

    DXUTInit(true, true, NULL); // Parse the command line, show msgboxes on error, no extra command line params
    DXUTSetCursorSettings(true, true); // Show the cursor and clip it when in full screen
    DXUTSetIsInGammaCorrectMode(false); // Do not use a SRGB back buffer for this sample
    DXUTCreateWindow(L"Deinterleaved Texturing");
    DXUTCreateDevice(D3D_FEATURE_LEVEL_11_0, true, Width, Height);
    //DXUTToggleFullScreen();

    DXUTMainLoop(); // Enter into the DXUT render loop

    // Perform any application-level cleanup here

    return DXUTGetExitCode();
}
Example #3
0
//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    // Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

    // DXUT will create and use the best device (either D3D9 or D3D10) 
    // that is available on the system depending on which D3D callbacks are set below

    // Set general DXUT callbacks
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard( OnKeyboard );
    DXUTSetCallbackMouse( OnMouse );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
    DXUTSetCallbackDeviceRemoved( OnDeviceRemoved );

    // Set the D3D9 DXUT callbacks. Remove these sets if the app doesn't need to support D3D9
    DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable );
    DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice );
    DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice );
    DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender );
    DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice );
    DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice );

    // Perform any application-level initialization here

	// Setup Video
	VideoSetup setup(1024,720);
	setup.isWindowed = true;

	// Rename Game Title
	g_strGameTitle = L"MyGame";

    DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
    DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
	//HICON hIcon = (HICON)LoadImage(NULL, L"..\..\resources\WindowIcon.ico", IMAGE_ICON, 32, 32, LR_LOADFROMFILE);
	DXUTCreateWindow(g_strGameTitle);
	DXUTCreateDevice(setup.isWindowed, setup.height, setup.witdh);
    DXUTMainLoop(); // Enter into the DXUT render loop

    // Perform any application-level cleanup here

    return DXUTGetExitCode();
}
Example #4
0
void CDirect3DView::OnInitialUpdate()
{
    __super::OnInitialUpdate();

    if (DXUTGetD3D11Device() != NULL)
    {
        return;
    }

    DXUTSetIsInGammaCorrectMode(false);

    // Set general DXUT callbacks
    DXUTSetCallbackFrameMove( OnDXUTFrameMove, this );
    DXUTSetCallbackKeyboard( OnDXUTKeyboard, this );
    DXUTSetCallbackMouse( OnDXUTMouse, true, this );
    DXUTSetCallbackMsgProc( DXUTMsgProc, this );
    DXUTSetCallbackDeviceChanging( DXUTModifyDeviceSettings, this );
    DXUTSetCallbackDeviceRemoved( OnDXUTDeviceRemoved, this );

    // Set the D3D11 DXUT callbacks. Remove these sets if the app doesn't need to support D3D11
    DXUTSetCallbackD3D11DeviceAcceptable( DXUTIsD3D11DeviceAcceptable, this );
    DXUTSetCallbackD3D11DeviceCreated( OnDXUTD3D11CreateDevice, this );
    DXUTSetCallbackD3D11SwapChainResized( OnDXUTD3D11ResizedSwapChain, this );
    DXUTSetCallbackD3D11FrameRender( OnDXUTD3D11FrameRender, this );
    DXUTSetCallbackD3D11SwapChainReleasing( OnDXUTD3D11ReleasingSwapChain, this );
    DXUTSetCallbackD3D11DeviceDestroyed( OnDXUTD3D11DestroyDevice, this );

    DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
    DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen

    // Create DXUT stuff
    DXUTSetWindow( this->GetSafeHwnd(), this->GetSafeHwnd(), this->GetSafeHwnd(), false );
    CRect rect;

    GetClientRect(&rect);

    // Only require 10-level hardware
    DXUTCreateDevice( D3D_FEATURE_LEVEL_10_1, true, rect.right, rect.bottom );
}
Example #5
0
void DXUTHelper::Render()
{
	// Set general DXUT callbacks
	DXUTSetCallbackFrameMove(OnFrameMove);
	DXUTSetCallbackKeyboard(OnKeyboard);
	DXUTSetCallbackMouse(OnMouse);
	DXUTSetCallbackMsgProc(MsgProc);
	DXUTSetCallbackDeviceChanging(ModifyDeviceSettings);
	DXUTSetCallbackDeviceRemoved(OnDeviceRemoved);

	DXUTSetCallbackD3D11DeviceAcceptable(IsD3D11DeviceAcceptable);
	DXUTSetCallbackD3D11DeviceCreated(OnD3D11CreateDevice);
	DXUTSetCallbackD3D11SwapChainResized(OnD3D11ResizedSwapChain);
	DXUTSetCallbackD3D11FrameRender(OnD3D11FrameRender);
	DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain);
	DXUTSetCallbackD3D11DeviceDestroyed(OnD3D11DestroyDevice);

	DXUTInit(true, true, nullptr); // Parse the command line, show msgboxes on error, no extra command line params
	DXUTSetCursorSettings(true, true); // Show the cursor and clip it when in full screen
	DXUTCreateWindow(L"Tutorial08");
	DXUTCreateDevice(D3D_FEATURE_LEVEL_11_0, true, m_ScreenWidth, m_ScreenHeight);
	DXUTMainLoop();

}