INT WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int) { DXUTSetCallbackD3D9DeviceAcceptable(IsDeviceAcceptable); DXUTSetCallbackD3D9DeviceCreated(OnCreateDevice); DXUTSetCallbackD3D9FrameRender(OnFrameRender); DXUTSetCallbackD3D9DeviceReset(OnResetDevice); DXUTSetCallbackD3D9DeviceLost(OnLostDevice); DXUTSetCallbackD3D9DeviceDestroyed(OnDestroyDevice); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackKeyboard(KeyboardProc); DXUTSetCallbackMouse(MouseProc, true); DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCursorSettings(true, true); InitApp(); DXUTInit(); DXUTSetHotkeyHandling(); DXUTCreateWindow(L"NsRenju by Ivan Goremykin"); DXUTCreateDevice(true, 1024, 768); DXUTMainLoop(); return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- 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 // Disable gamma correction on this sample DXUTSetIsInGammaCorrectMode( false ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackMouse( MouseProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); InitApp(); DXUTInit( true, true ); DXUTSetCursorSettings( true, true );// Show the cursor and clip when in full screen DXUTCreateWindow( L"Contact Hardening Shadows - Direct3D 11" ); DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 800, 600 ); DXUTMainLoop(); // Enter into the DXUT render loop return DXUTGetExitCode(); }
Game::Game( ) : m_content(".\\..\\Content\\Out", ".\\..\\Content\\Content.pack"), m_camera(new Camera()), m_sceneRoot(new scene::SceneNode()), m_meshQueue(new scene::MeshQueue()), m_scriptEngine(new script::ScriptEngine()), m_renderer(new scene::Renderer(*m_scriptEngine, *m_meshQueue)) { DXUTSetCallbackKeyboard(&m_camera->OnKeyboard); DXUTSetCallbackMouse(&m_camera->OnMouse, true); D3DXMatrixIdentity(&m_identity); }
//-------------------------------------------------------------------------------------- // 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(); }
//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- 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 | _CRTDBG_CHECK_ALWAYS_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 DXUT callbacks DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse, true ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); InitApp(); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); WCHAR strWindowTitle[128] = L"TiledResources11"; #ifdef _DEBUG wcscat_s( strWindowTitle, L" [DEBUG]" ); #endif DXUTCreateWindow( strWindowTitle ); // set the update & render thread to the first hardware thread SetThreadAffinityMask( GetCurrentThread(), 0x1 ); // Only require 10-level hardware, change to D3D_FEATURE_LEVEL_11_0 to require 11-class hardware // Switch to D3D_FEATURE_LEVEL_9_x for 10level9 hardware DXUTCreateDevice( D3D_FEATURE_LEVEL_10_0, true, 1280, 720 ); DXUTMainLoop(); // Enter into the DXUT render loop return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // 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(); }
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 ); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // Set the callback functions DXUTSetCallbackDeviceCreated( OnCreateDevice ); DXUTSetCallbackDeviceReset( OnResetDevice ); DXUTSetCallbackDeviceLost( OnLostDevice ); DXUTSetCallbackDeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackMouse( MouseProc ); DXUTSetCallbackFrameRender( OnFrameRender ); DXUTSetCallbackFrameMove( OnFrameMove ); // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit( true, false, true ); // Parse the command line, handle the default hotkeys, and show msgboxes DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"Globalization" ); DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 1024, 768, IsDeviceAcceptable, ModifyDeviceSettings ); InitApp(); // Start the render loop DXUTMainLoop(); CleanupApp(); #if defined(DEBUG) || defined(_DEBUG) // Functions to pinpoint memory leaks // _CrtDumpMemoryLeaks (); _CrtCheckMemory(); #endif return DXUTGetExitCode(); }
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(); }
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 Initialize(); // Set DXUT callbacks DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse, true ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); InitApp(); if (gMultithreaded) { InitWin32Threads(); } DXUTInit( true, true, NULL ); DXUTSetCursorSettings( true, true ); DXUTCreateWindow( L"ISPC HDR Texture Compressor" ); // Try to create a device with DX11 feature set DXUTCreateDevice (D3D_FEATURE_LEVEL_11_0, true, 1280, 1024 ); BOOL DX11Available = false; // If we don't have an adequate driver, then we revert to DX10 feature set... DXUTDeviceSettings settings = DXUTGetDeviceSettings(); if(settings.d3d11.DriverType == D3D_DRIVER_TYPE_UNKNOWN || settings.d3d11.DriverType == D3D_DRIVER_TYPE_NULL) { DXUTCreateDevice(D3D_FEATURE_LEVEL_10_1, true, 1280, 1024); // !HACK! Force enumeration here in order to relocate hardware with new feature level DXUTGetD3D11Enumeration(true); DXUTCreateDevice(D3D_FEATURE_LEVEL_10_1, true, 1280, 1024); const TCHAR *noDx11msg = _T("Your hardware does not seem to support DX11. BC7 Compression is disabled."); MessageBox(NULL, noDx11msg, _T("Error"), MB_OK); } else { DX11Available = true; } FillProfiles(DX11Available); DXUTMainLoop(); // Destroy all of the threads... DestroyThreads(); return DXUTGetExitCode(); }