//-------------------------------------------------------------------------------------- // 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; WCHAR str[MAX_PATH]; 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 ) ); // Create the mesh and load it with data already gathered from a file V_RETURN( g_MeshLoader.Create( pd3dDevice, L"media\\cup.obj" ) ); // Add the identified material subsets to the UI CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET ); pComboBox->RemoveAllItems(); pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 ); for( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); i++ ) { Material* pMaterial = g_MeshLoader.GetMaterial( i ); pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )i ); } // 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 // Read the D3DX effect file V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ.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 ) ); // Cache the effect handles g_hAmbient = g_pEffect->GetParameterBySemantic( 0, "Ambient" ); g_hDiffuse = g_pEffect->GetParameterBySemantic( 0, "Diffuse" ); g_hSpecular = g_pEffect->GetParameterBySemantic( 0, "Specular" ); g_hOpacity = g_pEffect->GetParameterBySemantic( 0, "Opacity" ); g_hSpecularPower = g_pEffect->GetParameterBySemantic( 0, "SpecularPower" ); g_hLightColor = g_pEffect->GetParameterBySemantic( 0, "LightColor" ); g_hLightPosition = g_pEffect->GetParameterBySemantic( 0, "LightPosition" ); g_hCameraPosition = g_pEffect->GetParameterBySemantic( 0, "CameraPosition" ); g_hTexture = g_pEffect->GetParameterBySemantic( 0, "Texture" ); g_hTime = g_pEffect->GetParameterBySemantic( 0, "Time" ); g_hWorld = g_pEffect->GetParameterBySemantic( 0, "World" ); g_hWorldViewProjection = g_pEffect->GetParameterBySemantic( 0, "WorldViewProjection" ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 2.0f, 1.0f, 0.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); return S_OK; }