Example #1
0
BOOL CDxtexApp::HandlePossibleLostDevice(VOID)
{
    HRESULT hr;

    if( !m_bDeviceLost )
        return TRUE; // ok to render
    
    hr = m_pd3ddev->TestCooperativeLevel();

    if( hr == D3DERR_DEVICELOST )
        return FALSE; // not ready to reset, but not ok to render

    if( hr == D3DERR_DEVICENOTRESET )
    {
        InvalidateDeviceObjects();
        D3DPRESENT_PARAMETERS presentParams;

        ZeroMemory(&presentParams, sizeof(presentParams));
        presentParams.Windowed = TRUE;
        presentParams.SwapEffect = D3DSWAPEFFECT_COPY;
        presentParams.BackBufferWidth = 8;
        presentParams.BackBufferHeight = 8;
        presentParams.BackBufferFormat = D3DFMT_UNKNOWN;
        hr = m_pd3ddev->Reset( &presentParams );
        if( FAILED( hr ) )
            return FALSE;

        RestoreDeviceObjects();
        m_bDeviceLost = FALSE;
    }

    return TRUE;
}
Example #2
0
//-----------------------------------------------------------------------------
// Name: DrawText()
// Desc: Draws 2D text
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DrawText( FLOAT sx, FLOAT sy, DWORD dwColor,
                            TCHAR* strText, DWORD dwFlags )
{
    if( m_pd3dDevice == NULL || strText == NULL )
        return E_FAIL;

    // Setup renderstate
    RestoreDeviceObjects();

    // Set filter states
    if( dwFlags & D3DFONT_FILTERED )
    {
        m_pd3dDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR);
        m_pd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
    }

    FLOAT fStartX = sx;

    // Fill vertex buffer
    FONT2DVERTEX* pVertices = NULL;
    DWORD         dwNumTriangles = 0;
    pVertices = &m_VB[0];

    while( *strText )
    {
        TCHAR c = *strText++;

        if( c == _T('\n') )
        {
            sx = fStartX;
            sy += (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
        }
        if( c < _T(' ') )
            continue;

        FLOAT tx1 = m_fTexCoords[c-32][0];
        FLOAT ty1 = m_fTexCoords[c-32][1];
        FLOAT tx2 = m_fTexCoords[c-32][2];
        FLOAT ty2 = m_fTexCoords[c-32][3];

        FLOAT w = (tx2-tx1) * m_dwTexWidth  / m_fTextScale;
        FLOAT h = (ty2-ty1) * m_dwTexHeight / m_fTextScale;

        *pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+h-0.5f,0.5f,2.0f), dwColor, tx1, ty2 );
        *pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,0.5f,2.0f), dwColor, tx2, ty2 );
        *pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,0.5f,2.0f), dwColor, tx1, ty1 );
        *pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+0-0.5f,0.5f,2.0f), dwColor, tx2, ty1 );

        dwNumTriangles += 2;

        m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,
                                    D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
                                    &m_VB[0], dwNumTriangles*2, D3DDP_WAIT);
        pVertices = &m_VB[0];
        dwNumTriangles = 0L;

        sx += w;
    }
    return S_OK;
}
Example #3
0
//-----------------------------------------------------------------------------
// Name: Init()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CParticleSystem::Init( LPDIRECT3DDEVICE9 pd3dDevice )
{
    HRESULT hr;

    // Initialize the particle system
    if( FAILED( hr = RestoreDeviceObjects( pd3dDevice ) ) )
        return hr;

    // Get max point size
    D3DCAPS9 d3dCaps;
    pd3dDevice->GetDeviceCaps( &d3dCaps );
    m_fMaxPointSize = d3dCaps.MaxPointSize;

    // Check and see if we can change the size of point sprites
    // in hardware by sending D3DFVF_PSIZE with the FVF.

    if( d3dCaps.FVFCaps & D3DFVFCAPS_PSIZE )
        m_bDeviceSupportsPSIZE = true;
    else
        m_bDeviceSupportsPSIZE = false;

    // Load Texture Map for particles
    if( FAILED( D3DXCreateTextureFromFile( pd3dDevice, m_chTexFile, &m_ptexParticle ) ) )
        return E_FAIL;

    return S_OK;
}
Example #4
0
/********************Public*Routine****************************************\
* Render
* 
\**************************************************************************/
HRESULT CHall::Render( IDirect3DDevice9* pDevice)
{
    HRESULT hr = S_OK;

    if( !pDevice )
    {
        return E_POINTER;
    }

    try
    {
        CHECK_HR(
            hr = RestoreDeviceObjects( pDevice ),
            DbgMsg("CHall::Render: failed in RestoreDeviceObjects",hr));

        if( m_pFloor )
        {
            CHECK_HR(
                hr = m_pFloor->Render( pDevice ),
                DbgMsg("CHall::Render: failed to render the floor",hr));
        }
        if( m_pWall )
        {
            CHECK_HR(
                hr = m_pWall->Render( pDevice ),
                DbgMsg("CHall::Render: failed to render the wall",hr));
        }
    }
    catch( HRESULT hr1 )
    {
        hr = hr1;
    }
    return hr;
}
Example #5
0
void CWndGHTeleporter::OnInitialUpdate()	
{
	CWndNeuz::OnInitialUpdate();

	RestoreDeviceObjects();
	
	m_pOK = (CWndButton*)GetDlgItem( WIDC_BUTTON_OK );
	m_pFire = (CWndButton*)GetDlgItem( WIDC_BUTTON_FIRE );

	m_nCtrlId[0] = WIDC_SLOT1;
	m_nCtrlId[1] = WIDC_SLOT2;
	m_nCtrlId[2] = WIDC_SLOT3;
	m_nCtrlId[3] = WIDC_SLOT4;
	m_nCtrlId[4] = WIDC_SLOT5;

	HOUSING_ITEM kItem;
	kItem.m_nType = EMPTY_SLOT;
	m_cWndItems.resize( MAX_TELEPORTER_SLOT, kItem );

	RefreshItems( );

	// 윈도를 중앙으로 옮기는 부분.
	CRect rectRoot = m_pWndRoot->GetLayoutRect();
	CRect rectWindow = GetWindowRect();
	CPoint point( rectRoot.right - rectWindow.Width(), 110 );
	Move( point );
	MoveParentCenter();
}
Example #6
0
HRESULT RacorX5::InitDeviceObjects()
{
	HRESULT hr;

	if (m_D3DCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
		m_iVP = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	}
	else {
		m_iVP = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
	}
	hr = ConfirmDevice(&m_D3DCaps, m_iVP, D3DFMT_UNKNOWN);
	if (FAILED(hr))
	{
		MessageBox(m_hWnd, L"ConfirmDevice failed!", L"Error", 0);
		return E_FAIL;
	}
	m_dpps.BackBufferWidth = m_iWidth;
	m_dpps.BackBufferHeight = m_iHeight;
	m_dpps.BackBufferFormat = D3DFMT_A8R8G8B8;
	m_dpps.BackBufferCount = 1;
	m_dpps.MultiSampleType = D3DMULTISAMPLE_NONE;
	m_dpps.SwapEffect = D3DSWAPEFFECT_DISCARD;
	m_dpps.hDeviceWindow = m_hWnd;
	m_dpps.Windowed = m_bWindowed;
	m_dpps.EnableAutoDepthStencil = TRUE;
	m_dpps.AutoDepthStencilFormat = D3DFMT_D24S8;
	m_dpps.Flags = 0;
	m_dpps.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
	m_dpps.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

	RestoreDeviceObjects();

	return S_OK;
}
void CWndSelectAwakeCase::OnInitialUpdate() 
{ 
	CWndNeuz::OnInitialUpdate(); 
	
	// 여기에 코딩하세요

	// 윈도를 중앙으로 옮기는 부분.
	CRect rectRoot = m_pWndRoot->GetLayoutRect();
	CRect rectWindow = GetWindowRect();
	CPoint point( rectRoot.right - rectWindow.Width(), 110 );
	Move( point );
	MoveParentCenter();

	ItemProp* pProp = (ItemProp*)prj.GetItemProp( m_dwItemIndex );
	if( pProp )
		m_pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ITEM, pProp->szIcon ), 0xffff00ff );
	
	m_pTexGuage = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_THEME, "Wndguage.tga"   ), 0xffff00ff );

	if( !m_pTexGuage )
		Error( "CWndSelectAwakeCase::OnInitialUpdate m_pTexGuage(Wndguage.tga) is NULL" );

	AddWndStyle( WBS_MODAL );

	RestoreDeviceObjects( );
} 
Example #8
0
HRESULT ParticleSystem::init( LPDIRECT3DDEVICE9 pd3dDevice )
{
    HRESULT hr;

    // Initialize the particle system
    if( FAILED( hr = RestoreDeviceObjects( pd3dDevice ) ) )
        return hr;
    return S_OK;
}
Example #9
0
Terrain::Terrain(LPDIRECT3DDEVICE9 pd3dDevice, float x, float y, float z, std::string sTextureFile, std::string sTerrainFile) : RenderObj(x, y, z) {
    m_pd3dDevice   = pd3dDevice;
    m_bRenderFrame = false;
    m_sTextureFile = sTextureFile;
    m_sTerrainFile = sTerrainFile;
    m_fMinDistance = 5.0f;

    RestoreDeviceObjects();
}
void CWndPartyCtrl::OnInitialUpdate()
{
	CRect rect = GetWindowRect();
	m_wndScrollBar.AddWndStyle( WBS_DOCKING );
	m_wndScrollBar.Create( WBS_VERT, rect, this, 1000 );//,m_pSprPack,-1);
	m_nFontHeight = 20;//GetFontHeight( &g_2DRender );

	RestoreDeviceObjects();
	m_texGauEmptyNormal.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptySmall.bmp" ), 0xffff00ff, TRUE );
	m_texGauFillNormal.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauFillSmall.bmp" ), 0xffff00ff, TRUE );
}
Example #11
0
// 처음 이 함수를 부르면 윈도가 열린다.
BOOL CWndCommand::Initialize( CWndBase* pWndParent, DWORD /*dwWndId*/ ) 
{ 
	CRect rectWindow = m_pWndRoot->GetWindowRect();
	CRect rect( 0, 0, 150, 200 );
	SetTitle( _T( "World" ) );

	CWndBase::Create( WBS_TOPMOST | WBS_VSCROLL, rect, pWndParent, APP_COMMAND );
	AdjustWndBase();
	RestoreDeviceObjects();

	return TRUE;
} 
Example #12
0
bool CStdGL::CreatePrimarySurfaces(unsigned int, unsigned int, int iColorDepth, unsigned int)
{
	// store options
	bool ok = RestoreDeviceObjects();

	// - AMD GPUs have supported OpenGL 2.1 since 2007
	// - nVidia GPUs have supported OpenGL 2.1 since 2005
	// - Intel integrated GPUs have supported OpenGL 2.1 since Clarkdale (maybe earlier).
	// And we've already been using features from OpenGL 2.1. Nobody has complained yet.
	// So checking for 2.1 support should be fine.
	if (!GLEW_VERSION_2_1)
	{
		return Error("  gl: OpenGL Version 2.1 or higher required. A better graphics driver will probably help.");
	}
	return ok;
}
Example #13
0
HRESULT HelloShadowVolume::InitDeviceObjects()
{
    m_dpps.AutoDepthStencilFormat = D3DFMT_D24S8;
    m_dpps.BackBufferCount = 1;
    m_dpps.BackBufferFormat = D3DFMT_A8R8G8B8;
    m_dpps.BackBufferWidth = m_iWidth;
    m_dpps.BackBufferHeight = m_iHeight;
    m_dpps.EnableAutoDepthStencil = TRUE;
    m_dpps.Flags = 0;
    m_dpps.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
    m_dpps.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
    m_dpps.hDeviceWindow = m_hWnd;
    m_dpps.Windowed = true;
    m_dpps.MultiSampleType = D3DMULTISAMPLE_NONE;
    m_dpps.SwapEffect = D3DSWAPEFFECT_DISCARD;

    return RestoreDeviceObjects();
}
Example #14
0
File: Cube.cpp Project: H56/Snowman
Cube::Cube(LPDIRECT3DDEVICE9 pd3dDevice, float x, float y, float z, float fWidth, 
           float fHeight, float fDepth, bool bBlending) : RenderObj(x, y, z) {
    this->m_pd3dDevice = pd3dDevice;
    this->m_fWidth     = fWidth;
    this->m_fHeight    = fHeight;
    this->m_fDepth     = fDepth;
    this->m_bBlending  = bBlending;

    RestoreDeviceObjects();

    ZeroMemory(&m_d3dMaterial, sizeof(D3DMATERIAL9));
    m_d3dMaterial.Ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
    m_d3dMaterial.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
    m_d3dMaterial.Specular = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);
    m_d3dMaterial.Emissive = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
    m_d3dMaterial.Power = 100.0f;


}
Example #15
0
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                                    LPARAM lParam )
{
    // Pass mouse messages to the ArcBall so it can build internal matrices
    m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );

    // Trap the context menu
    if( WM_CONTEXTMENU==uMsg )
        return 0;

    if( uMsg == WM_COMMAND )
    {
        // Toggle mesh optimization
        if( LOWORD(wParam) == IDM_SHOWNONOPTIMIZEDMESH )
        {
            m_bShowVertexCacheOptimized = FALSE;
            m_bShowStripReordered = FALSE;

            CheckMenuItem( GetMenu(hWnd), IDM_SHOWNONOPTIMIZEDMESH, MF_CHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWVCACHEOPTIMIZED, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWSTRIPREORDERED, MF_UNCHECKED );
        }
        else if( LOWORD(wParam) == IDM_SHOWVCACHEOPTIMIZED )
        {
            m_bShowVertexCacheOptimized = TRUE;
            m_bShowStripReordered = FALSE;

            CheckMenuItem( GetMenu(hWnd), IDM_SHOWNONOPTIMIZEDMESH, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWVCACHEOPTIMIZED, MF_CHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWSTRIPREORDERED, MF_UNCHECKED );
        }
        else if( LOWORD(wParam) == IDM_SHOWSTRIPREORDERED )
        {
            m_bShowVertexCacheOptimized = FALSE;
            m_bShowStripReordered = TRUE;

            CheckMenuItem( GetMenu(hWnd), IDM_SHOWNONOPTIMIZEDMESH, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWVCACHEOPTIMIZED, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWSTRIPREORDERED, MF_CHECKED );
        }
        // Toggle strips
        else if( LOWORD(wParam) == IDM_SHOWTRILIST )
        {
            m_bShowStrips = FALSE;
            m_bShowSingleStrip = FALSE;

            CheckMenuItem( GetMenu(hWnd), IDM_SHOWTRILIST, MF_CHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWONESTRIP, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWMANYSTRIPS, MF_UNCHECKED );
        }
        else if( LOWORD(wParam) == IDM_SHOWONESTRIP )
        {
            m_bShowStrips = FALSE;
            m_bShowSingleStrip = TRUE;

            CheckMenuItem( GetMenu(hWnd), IDM_SHOWTRILIST, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWONESTRIP, MF_CHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWMANYSTRIPS, MF_UNCHECKED );
        }
        else if( LOWORD(wParam) == IDM_SHOWMANYSTRIPS )
        {
            m_bShowStrips = TRUE;
            m_bShowSingleStrip = FALSE;

            CheckMenuItem( GetMenu(hWnd), IDM_SHOWTRILIST, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWONESTRIP, MF_UNCHECKED );
            CheckMenuItem( GetMenu(hWnd), IDM_SHOWMANYSTRIPS, MF_CHECKED );
        }
        // Toggle vertex buffer mode
        else if( LOWORD(wParam) == IDM_DYNAMICVB )
        {
            if (m_dwMemoryOptions == D3DXMESH_DYNAMIC)
            {
                m_dwMemoryOptions = D3DXMESH_MANAGED;
                CheckMenuItem( GetMenu(hWnd), IDM_DYNAMICVB, MF_UNCHECKED );
            }
            else
            {
                m_dwMemoryOptions = D3DXMESH_DYNAMIC;
                CheckMenuItem( GetMenu(hWnd), IDM_DYNAMICVB, MF_CHECKED );
            }
            // Destroy and recreate everything
            InvalidateDeviceObjects();
            RestoreDeviceObjects();
        }        
        else if( LOWORD(wParam) == IDM_FORCE32BYTEVERTEX )
        {
            m_bForce32ByteFVF = !m_bForce32ByteFVF;

            CheckMenuItem( GetMenu(hWnd), IDM_FORCE32BYTEVERTEX, m_bForce32ByteFVF ? MF_CHECKED : MF_UNCHECKED );

            // Destroy and recreate everything
            InvalidateDeviceObjects();
            DeleteDeviceObjects();
            InitDeviceObjects();
            RestoreDeviceObjects();
        }
        // Handle the open file command
        else if( LOWORD(wParam) == IDM_OPENFILE )
        {
            TCHAR g_strFilename[512]   = _T("");

            // Display the OpenFileName dialog. Then, try to load the specified file
            OPENFILENAME ofn = { sizeof(OPENFILENAME), NULL, NULL,
                                _T(".X Files (.x)\0*.x\0\0"), 
                                NULL, 0, 1, m_strMeshFilename, 512, g_strFilename, 512, 
                                m_strInitialDir, _T("Open Mesh File"), 
                                OFN_FILEMUSTEXIST, 0, 1, NULL, 0, NULL, NULL };

            if( TRUE == GetOpenFileName( &ofn ) )
            {
                _tcscpy( m_strInitialDir, m_strMeshFilename );
                TCHAR* pLastSlash =  _tcsrchr( m_strInitialDir, _T('\\') );
                if( pLastSlash )
                    *pLastSlash = 0;
                SetCurrentDirectory( m_strInitialDir );

                // Destroy and recreate everything
                InvalidateDeviceObjects();
                DeleteDeviceObjects();
                InitDeviceObjects();
                RestoreDeviceObjects();
            }
        }

        else if ((LOWORD(wParam) >= ID_OPTIONS_DISPLAY1) && (LOWORD(wParam) <= ID_OPTIONS_DISPLAY36))
        {
            // uncheck old item
            CheckMenuItem( GetMenu(hWnd), ID_OPTIONS_DISPLAY1 + (m_cObjectsPerSide-1), MF_UNCHECKED );

            // calc new item
            m_cObjectsPerSide = LOWORD(wParam) - ID_OPTIONS_DISPLAY1 + 1;

            // check new item
            CheckMenuItem( GetMenu(hWnd), ID_OPTIONS_DISPLAY1 + (m_cObjectsPerSide-1), MF_CHECKED );
        }
    }

    return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: Initialize3DEnvironment()
// Desc: Usually this function is not overridden.  Here's what this function does:
//       - Sets the windowed flag to be either windowed or fullscreen
//       - Sets parameters for z-buffer depth and back buffer
//       - Creates the D3D device
//       - Sets the window position (if windowed, that is)
//       - Makes some determinations as to the abilites of the driver (HAL, etc)
//       - Sets up some cursor stuff
//       - Calls InitDeviceObjects()
//       - Calls RestoreDeviceObjects()
//       - If all goes well, m_bActive is set to TRUE, and the function returns
//       - Otherwise, initialization is reattempted using the reference device
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Initialize3DEnvironment()
{
    HRESULT hr;

    D3DAdapterInfo* pAdapterInfo = m_d3dSettings.PAdapterInfo();
    D3DDeviceInfo*  pDeviceInfo  = m_d3dSettings.PDeviceInfo();

    m_bWindowed = m_d3dSettings.IsWindowed;

    // Prepare window for possible windowed/fullscreen change
    AdjustWindowForChange();

    // Set up the presentation parameters
    BuildPresentParamsFromSettings();

    if( pDeviceInfo->Caps.PrimitiveMiscCaps & D3DPMISCCAPS_NULLREFERENCE )
    {
        // Warn user about null ref device that can't render anything
        DisplayErrorMsg( D3DAPPERR_NULLREFDEVICE, 0 );
    }

    DWORD behaviorFlags;
    if (m_d3dSettings.GetVertexProcessingType() == SOFTWARE_VP)
        behaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == MIXED_VP)
        behaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == HARDWARE_VP)
        behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == PURE_HARDWARE_VP)
        behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE;
    else
        behaviorFlags = 0; // TODO: throw exception

    // Add multithreaded flag if requested by app
    if( m_bCreateMultithreadDevice )
        behaviorFlags |= D3DCREATE_MULTITHREADED;

    // Create the device
    hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), pDeviceInfo->DevType,
                               m_hWndFocus, behaviorFlags, &m_d3dpp,
                               &m_pd3dDevice );

    if( SUCCEEDED(hr) )
    {
        // When moving from fullscreen to windowed mode, it is important to
        // adjust the window size after recreating the device rather than
        // beforehand to ensure that you get the window size you want.  For
        // example, when switching from 640x480 fullscreen to windowed with
        // a 1000x600 window on a 1024x768 desktop, it is impossible to set
        // the window size to 1000x600 until after the display mode has
        // changed to 1024x768, because windows cannot be larger than the
        // desktop.
        if( m_bWindowed )
        {
            SetWindowPos( m_hWnd, HWND_NOTOPMOST,
                          m_rcWindowBounds.left, m_rcWindowBounds.top,
                          ( m_rcWindowBounds.right - m_rcWindowBounds.left ),
                          ( m_rcWindowBounds.bottom - m_rcWindowBounds.top ),
                          SWP_HIDEWINDOW );
        }

        // Store device Caps
        m_pd3dDevice->GetDeviceCaps( &m_d3dCaps );
        m_dwCreateFlags = behaviorFlags;

        // Store device description
        if( pDeviceInfo->DevType == D3DDEVTYPE_REF )
            lstrcpy( m_strDeviceStats, TEXT("REF") );
        else if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
            lstrcpy( m_strDeviceStats, TEXT("HAL") );
        else if( pDeviceInfo->DevType == D3DDEVTYPE_SW )
            lstrcpy( m_strDeviceStats, TEXT("SW") );

        if( behaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING &&
            behaviorFlags & D3DCREATE_PUREDEVICE )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (pure hw vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated pure hw vp)") );
        }
        else if( behaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (hw vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated hw vp)") );
        }
        else if( behaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (mixed vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated mixed vp)") );
        }
        else if( behaviorFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING )
        {
            lstrcat( m_strDeviceStats, TEXT(" (sw vp)") );
        }

        if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
        {
            // Be sure not to overflow m_strDeviceStats when appending the adapter 
            // description, since it can be long.  Note that the adapter description
            // is initially CHAR and must be converted to TCHAR.
            lstrcat( m_strDeviceStats, TEXT(": ") );
            const int cchDesc = sizeof(pAdapterInfo->AdapterIdentifier.Description);
            TCHAR szDescription[cchDesc];
            DXUtil_ConvertAnsiStringToGenericCch( szDescription, 
                pAdapterInfo->AdapterIdentifier.Description, cchDesc );
            int maxAppend = sizeof(m_strDeviceStats) / sizeof(TCHAR) -
                lstrlen( m_strDeviceStats ) - 1;
            _tcsncat( m_strDeviceStats, szDescription, maxAppend );
        }

        // Store render target surface desc
        LPDIRECT3DSURFACE9 pBackBuffer = NULL;
        m_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );
        pBackBuffer->GetDesc( &m_d3dsdBackBuffer );
        pBackBuffer->Release();

        // Set up the fullscreen cursor
        if( m_bShowCursorWhenFullscreen && !m_bWindowed )
        {
            HCURSOR hCursor;
#ifdef _WIN64
            hCursor = (HCURSOR)GetClassLongPtr( m_hWnd, GCLP_HCURSOR );
#else
            hCursor = (HCURSOR)ULongToHandle( GetClassLong( m_hWnd, GCL_HCURSOR ) );
#endif
            D3DUtil_SetDeviceCursor( m_pd3dDevice, hCursor, true );
            m_pd3dDevice->ShowCursor( true );
        }

        // Confine cursor to fullscreen window
        if( m_bClipCursorWhenFullscreen )
        {
            if (!m_bWindowed )
            {
                RECT rcWindow;
                GetWindowRect( m_hWnd, &rcWindow );
                ClipCursor( &rcWindow );
            }
            else
            {
                ClipCursor( NULL );
            }
        }

        // Initialize the app's device-dependent objects
        hr = InitDeviceObjects();
        if( FAILED(hr) )
        {
            DeleteDeviceObjects();
        }
        else
        {
            m_bDeviceObjectsInited = true;
            hr = RestoreDeviceObjects();
            if( FAILED(hr) )
            {
                InvalidateDeviceObjects();
            }
            else
            {
                m_bDeviceObjectsRestored = true;
                return S_OK;
            }
        }

        // Cleanup before we try again
        Cleanup3DEnvironment();
    }

    // If that failed, fall back to the reference rasterizer
    if( hr != D3DAPPERR_MEDIANOTFOUND && 
        hr != HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) && 
        pDeviceInfo->DevType == D3DDEVTYPE_HAL )
    {
        if (FindBestWindowedMode(false, true))
        {
            m_bWindowed = true;
            AdjustWindowForChange();
            // Make sure main window isn't topmost, so error message is visible
            SetWindowPos( m_hWnd, HWND_NOTOPMOST,
                          m_rcWindowBounds.left, m_rcWindowBounds.top,
                          ( m_rcWindowBounds.right - m_rcWindowBounds.left ),
                          ( m_rcWindowBounds.bottom - m_rcWindowBounds.top ),
                          SWP_SHOWWINDOW );

            // Let the user know we are switching from HAL to the reference rasterizer
            DisplayErrorMsg( hr, MSGWARN_SWITCHEDTOREF );

            hr = Initialize3DEnvironment();
        }
    }
    return hr;
}
Example #17
0
HRESULT CDirect3D::Resize3DEnvironment(void)
{
    // Release all vidmem objects
    HRESULT hr;

#if LOG_D3D
    LOG_MSG("D3D:Resize3DEnvironment() called");
#endif

    if(FAILED(hr=InvalidateDeviceObjects())) {
	LOG_MSG("D3D:Failed to invalidate objects");
	return hr;
    }

    // Reset the device
reset_device:
    Bitu i = 20;
    // Don't bother too much, when device is already lost
    if(deviceLost) i = 5;
    deviceLost = false;

    if(FAILED(hr=pD3DDevice9->Reset(&d3dpp))) {
	if(hr==D3DERR_DEVICELOST) {
	    while((hr=pD3DDevice9->TestCooperativeLevel()) != D3DERR_DEVICENOTRESET) {
		if(hr==D3DERR_DRIVERINTERNALERROR) {
		    LOG_MSG("D3D:Driver internal error when resetting device!");
		    return hr;
		}
#if LOG_D3D
		LOG_MSG("D3D:Wait for D3D device to become available...");
#endif
		Sleep(50); i--;
		if(i == 0) {
		    deviceLost = true;
#if LOG_D3D
		    LOG_MSG("D3D:Giving up on D3D wait...");
#endif
		    // Return ok or dosbox will quit, we'll try to reset the device later
		    return S_OK;
		}
	    }
#if LOG_D3D
	    LOG_MSG("D3D:Performing another reset...");
#endif
	    goto reset_device;
	} else {
	    LOG_MSG("D3D:Failed to reset device!");
	    return hr;
	}
    }

	backbuffer_clear_countdown = 2;
	if (d3dpp.BackBufferCount == 2) backbuffer_clear_countdown++;

#if 0
    // Clear all backbuffers
    pD3DDevice9->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    pD3DDevice9->Present(NULL, NULL, NULL, NULL);
    pD3DDevice9->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    if(d3dpp.BackBufferCount == 2) {
	pD3DDevice9->Present(NULL, NULL, NULL, NULL);
	pD3DDevice9->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    }
#endif

#if LOG_D3D
    LOG_MSG("D3D:Mode: %dx%d (x %.2fx%.2f) --> scaled size: %dx%d", dwWidth, dwHeight,
		    (float)dwScaledWidth/dwWidth, (float)dwScaledHeight/dwHeight, dwScaledWidth, dwScaledHeight);
#endif

    return RestoreDeviceObjects();
}