//-------------------------------------------------------------------------------------- // This callback function will be called immediately after the Direct3D device has been // created, which will happen during application initialization and windowed/full screen // toggles. This is the best location to create D3DPOOL_MANAGED resources since these // resources need to be reloaded whenever the device is destroyed. Resources created // here should be released in the OnDestroyDevice callback. //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) ); V_RETURN( g_SettingsDlg.OnD3D9CreateDevice( pd3dDevice ) ); // Initialize the font V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont ) ); // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the // shader debugger. Debugging vertex shaders requires either REF or software vertex // processing, and debugging pixel shaders requires REF. The // D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the // shader debugger. It enables source level debugging, prevents instruction // reordering, prevents dead code elimination, and forces the compiler to compile // against the next higher available software target, which ensures that the // unoptimized shaders do not exceed the shader model limitations. Setting these // flags will cause slower rendering since the shaders will be unoptimized and // forced into software. See the DirectX documentation for more information about // using the shader debugger. DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE; #if defined( DEBUG ) || defined( _DEBUG ) // Set the D3DXSHADER_DEBUG flag to embed debug information in the shaders. // Setting this flag improves the shader debugging experience, but still allows // the shaders to be optimized and to run exactly the way they will run in // the release configuration of this program. dwShaderFlags |= D3DXSHADER_DEBUG; #endif #ifdef DEBUG_VS dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT; #endif #ifdef DEBUG_PS dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT; #endif // Determine which LDPRT texture and SH coefficient cubemap formats are supported IDirect3D9* pD3D = DXUTGetD3D9Object(); D3DCAPS9 Caps; pd3dDevice->GetDeviceCaps( &Caps ); D3DDISPLAYMODE DisplayMode; pd3dDevice->GetDisplayMode( 0, &DisplayMode ); GetSupportedTextureFormat( pD3D, &Caps, DisplayMode.Format, &g_fmtTexture, &g_fmtCubeMap ); if( D3DFMT_UNKNOWN == g_fmtTexture || D3DFMT_UNKNOWN == g_fmtCubeMap ) return E_FAIL; // Create the skybox g_Skybox.OnCreateDevice( pd3dDevice, 50, L"Light Probes\\rnl_cross.dds", L"SkyBox.fx" ); V( D3DXSHProjectCubeMap( 6, g_Skybox.GetEnvironmentMap(), g_fSkyBoxLightSH[0], g_fSkyBoxLightSH[1], g_fSkyBoxLightSH[2] ) ); // Now compute the SH projection of the skybox... LPDIRECT3DCUBETEXTURE9 pSHCubeTex = NULL; V( D3DXCreateCubeTexture( pd3dDevice, 256, 1, 0, D3DFMT_A16B16G16R16F, D3DPOOL_MANAGED, &pSHCubeTex ) ); SHCubeProj projData; projData.Init( g_fSkyBoxLightSH[0], g_fSkyBoxLightSH[1], g_fSkyBoxLightSH[2] ); V( D3DXFillCubeTexture( pSHCubeTex, SHCubeFill, &projData ) ); g_Skybox.InitSH( pSHCubeTex ); // Read the D3DX effect file WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, TEXT( "LocalDeformablePRT.fx" ) ) ); // If this fails, there should be debug output as to they the .fx file failed to compile V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect, NULL ) ); V_RETURN( LoadTechniqueObjects( "bat" ) ); V_RETURN( g_LightControl.StaticOnD3D9CreateDevice( pd3dDevice ) ); g_LightControl.SetRadius( 2.0f ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 0.0f, -5.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, 0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); // Set the model's initial orientation D3DXQUATERNION quatRotation; D3DXQuaternionRotationYawPitchRoll( &quatRotation, -0.5f, 0.7f, 0.0f ); g_Camera.SetWorldQuat( quatRotation ); return hr; }