//-------------------------------------------------------------------------------------- // This callback function will be called immediately after the Direct3D device has been // reset, which will happen after a lost device scenario. This is the best location to // create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever // the device is lost. Resources created here should be released in the OnLostDevice // callback. //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont ) V_RETURN( g_pFont->OnResetDevice() ); if( g_pEffect ) V_RETURN( g_pEffect->OnResetDevice() ); // Store the correct technique handles for each material for( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); i++ ) { Material* pMaterial = g_MeshLoader.GetMaterial( i ); const char* strTechnique = NULL; if( pMaterial->pTexture && pMaterial->bSpecular ) strTechnique = "TexturedSpecular"; else if( pMaterial->pTexture && !pMaterial->bSpecular ) strTechnique = "TexturedNoSpecular"; else if( !pMaterial->pTexture && pMaterial->bSpecular ) strTechnique = "Specular"; else if( !pMaterial->pTexture && !pMaterial->bSpecular ) strTechnique = "NoSpecular"; pMaterial->hTechnique = g_pEffect->GetTechniqueByName( strTechnique ); } // Create a sprite to help batch calls when drawing many lines of text V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_HUD.Refresh(); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); g_SampleUI.Refresh(); return S_OK; }