//-------------------------------------------------------------------------------------- // 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() ); g_LightControl.OnD3D9ResetDevice( pBackBufferSurfaceDesc ); g_Skybox.OnResetDevice( pBackBufferSurfaceDesc ); // 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, 0.001f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON ); g_Camera.SetAttachCameraToModel( true ); g_Camera.SetRadius( 5.0f, 0.1f, 20.0f ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 300, pBackBufferSurfaceDesc->Height - 245 ); g_SampleUI.SetSize( 300, 300 ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { UNREFERENCED_PARAMETER(pSwapChain); UNREFERENCED_PARAMETER(pUserContext); HRESULT hr; XMVECTOR vMeshExtents = g_Scene.GetSceneAABBMax() - g_Scene.GetSceneAABBMin(); XMVECTOR vMeshLength = XMVector3Length( vMeshExtents ); FLOAT fMeshLength = XMVectorGetByIndex( vMeshLength, 0); V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); g_fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT ) pBackBufferSurfaceDesc->Height; g_ViewerCamera.SetProjParams( XM_PI / 4, g_fAspectRatio, 0.05f, fMeshLength); g_Scene.OnResize(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- 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() ); // 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_SampleUI.SetLocation( 0, 0 ); g_SampleUI.SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_SampleUI.GetControl( IDC_STATIC )->SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height * 6 / 10 ); g_SampleUI.GetControl( IDC_OUTPUT )->SetSize( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height / 4 ); g_SampleUI.GetControl( IDC_EDITBOX1 )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 230 ); g_SampleUI.GetControl( IDC_EDITBOX1 )->SetSize( pBackBufferSurfaceDesc->Width - 40, 32 ); if( g_SampleUI.GetControl( IDC_EDITBOX2 ) ) { g_SampleUI.GetControl( IDC_EDITBOX2 )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 280 ); g_SampleUI.GetControl( IDC_EDITBOX2 )->SetSize( pBackBufferSurfaceDesc->Width - 40, 45 ); } g_SampleUI.GetControl( IDC_ENABLEIME )->SetLocation( 130, pBackBufferSurfaceDesc->Height - 80 ); g_SampleUI.GetControl( IDC_DISABLEIME )->SetLocation( 220, pBackBufferSurfaceDesc->Height - 80 ); g_SampleUI.GetControl( IDC_SLIDER )->SetLocation( 10, pBackBufferSurfaceDesc->Height - 140 ); g_SampleUI.GetControl( IDC_CHECKBOX )->SetLocation( 120, pBackBufferSurfaceDesc->Height - 50 ); g_SampleUI.GetControl( IDC_CLEAREDIT )->SetLocation( 120, pBackBufferSurfaceDesc->Height - 25 ); g_SampleUI.GetControl( IDC_COMBOBOX )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 180 ); g_SampleUI.GetControl( IDC_RADIO1A )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 100 ); g_SampleUI.GetControl( IDC_RADIO1B )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 124 ); g_SampleUI.GetControl( IDC_RADIO1C )->SetLocation( pBackBufferSurfaceDesc->Width - 160, 148 ); g_SampleUI.GetControl( IDC_RADIO2A )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 100 ); g_SampleUI.GetControl( IDC_RADIO2B )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 76 ); g_SampleUI.GetControl( IDC_RADIO2C )->SetLocation( 20, pBackBufferSurfaceDesc->Height - 52 ); g_SampleUI.GetControl( IDC_LISTBOX )->SetLocation( pBackBufferSurfaceDesc->Width - 400, pBackBufferSurfaceDesc->Height - 180 ); g_SampleUI.GetControl( IDC_LISTBOX )->SetSize( 190, 96 ); g_SampleUI.GetControl( IDC_LISTBOXM )->SetLocation( pBackBufferSurfaceDesc->Width - 200, pBackBufferSurfaceDesc->Height - 180 ); g_SampleUI.GetControl( IDC_LISTBOXM )->SetSize( 190, 124 ); g_Mesh.RestoreDeviceObjects( pd3dDevice ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); FLOAT fAspect = (FLOAT)pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height; // Setup the camera's projection parameters XMMATRIX matProjection = XMMatrixPerspectiveFovLH( XM_PIDIV4, fAspect, 0.001f, 100.0f ); XMStoreFloat4x4A( &g_matProjection, matProjection ); g_pTerrainView->GetCamera()->SetProjParams( XM_PIDIV4, fAspect, 0.01f, 1000.0f ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); INT UIWidth = 250; INT UIHeight = 110; g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - UIWidth, pBackBufferSurfaceDesc->Height - UIHeight ); g_SampleUI.SetSize( UIWidth, UIHeight ); g_HalfClientWidthPixels = (FLOAT)pBackBufferSurfaceDesc->Width * 0.5f; g_HalfClientHeightPixels = (FLOAT)pBackBufferSurfaceDesc->Height * 0.5f; ResidencySampleRender::ResizeRenderView( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() ); V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 ); // 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_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); SCEMAN->SetActiveDevice( pd3dDevice ); SCEMAN->OnDeviceReset(); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_D3DSettingsDlg.OnD3D9ResetDevice() ); if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() ); if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() ); // Create a sprite to help batch calls when drawing many lines of text V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, 15 ); g_LightControl.OnD3D9ResetDevice( pBackBufferSurfaceDesc ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); // Setup the camera's projection parameters camera->OnResetDevice(pBackBufferSurfaceDesc); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 350, 0 ); g_HUD.SetSize( 360, 100 ); g_HUD.GetEditBox(IDC_CMD)->SetLocation(5,pBackBufferSurfaceDesc->Height-30); g_HUD.GetStatic(IDC_STATIC7)->SetLocation(5,pBackBufferSurfaceDesc->Height-60); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 350, 130 ); g_SampleUI.SetSize( 350, pBackBufferSurfaceDesc->Height - 130 ); //clear black part of screen clearRect.x1 = pBackBufferSurfaceDesc->Width - 360; clearRect.y1 = 0; clearRect.x2 = pBackBufferSurfaceDesc->Width; clearRect.y2 = pBackBufferSurfaceDesc->Height; return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D10 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; V_RETURN( g_DialogResourceManager.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( 60.0f * ( D3DX_PI / 180.0f ), fAspectRatio, 0.1f, 100.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); // Update the sample count UpdateMSAASampleCounts( pd3dDevice, pBackBufferSurfaceDesc->Format ); // Create a render target g_BackBufferWidth = pBackBufferSurfaceDesc->Width; g_BackBufferHeight = pBackBufferSurfaceDesc->Height; V_RETURN( CreateRenderTarget( pd3dDevice, g_BackBufferWidth, g_BackBufferHeight, g_MSAASampleCount, 0 ) ); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain* /*pSwapChain*/, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* /*pUserContext*/) { HRESULT hr; V_RETURN(g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); V_RETURN(g_D3DSettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); g_nFrameWidth = pBackBufferSurfaceDesc->Width; g_nFrameHeight = pBackBufferSurfaceDesc->Height; // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 5000.0f); g_Camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height); g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0); g_HUD.SetSize(170, 170); g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350); g_SampleUI.SetSize(170, 300); g_OIT.OnD3D11ResizedSwapChain(pBackBufferSurfaceDesc, pd3dDevice); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D10 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10ResizedSwapChain(ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext) { HRESULT hr; V_RETURN(g_DialogResourceManager.OnD3D10ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); V_RETURN(g_D3DSettingsDlg.OnD3D10ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); // Setup the camera's projection parameters float fAspectRatio = 1.0;//pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams(D3DX_PI / 4, fAspectRatio, 0.1f, 10.0f); g_Camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height); g_Camera.SetButtonMasks(MOUSE_RIGHT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON); g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0); g_HUD.SetSize(170, 170); g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300); g_SampleUI.SetSize(170, 300); // resize the texture so that it fits to the current screen size UINT width = (DXUTIsAppRenderingWithD3D9()) ? DXUTGetD3D9BackBufferSurfaceDesc()->Width : DXUTGetDXGIBackBufferSurfaceDesc()->Width; UINT height = (DXUTIsAppRenderingWithD3D9()) ? DXUTGetD3D9BackBufferSurfaceDesc()->Height : DXUTGetDXGIBackBufferSurfaceDesc()->Height; g_vsObj->SetupTextures(pd3dDevice, g_pEffect10, width, height); return S_OK; }
//-------------------------------------------------------------------------------------- // 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; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f ); // g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); // g_Camera.SetButtonMasks( MOUSE_MIDDLE_BUTTON, MOUSE_WHEEL, MOUSE_LEFT_BUTTON ); D3DXVECTOR3 vMin = D3DXVECTOR3( -1000.0f, -1000.0f, -1000.0f ); D3DXVECTOR3 vMax = D3DXVECTOR3( 1000.0f, 1000.0f, 1000.0f ); g_Camera.SetRotateButtons(TRUE, FALSE, FALSE); g_Camera.SetScalers( 0.01f, 30.0f ); g_Camera.SetDrag( true ); g_Camera.SetEnableYAxisMovement( true ); g_Camera.SetClipToBoundary( TRUE, &vMin, &vMax ); g_Camera.FrameMove( 0 ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); //Turn off backface culling D3D11_RASTERIZER_DESC rsDesc; ZeroMemory(&rsDesc,sizeof(D3D11_RASTERIZER_DESC) ); rsDesc.CullMode = D3D11_CULL_NONE; rsDesc.FillMode = D3D11_FILL_SOLID; //rsDesc.FillMode = D3D11_FILL_WIREFRAME; ID3D11RasterizerState *pRasterizerState = NULL; pd3dDevice->CreateRasterizerState(&rsDesc, &pRasterizerState); DXUTGetD3D11DeviceContext()->RSSetState(pRasterizerState); SAFE_RELEASE(pRasterizerState); return S_OK; }
// Create any D3D11 resources that depend on the back buffer HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( gDialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( gD3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); gSurfaceWidth = pBackBufferSurfaceDesc->Width; gSurfaceHeight = pBackBufferSurfaceDesc->Height; gHUD.SetLocation( gSurfaceWidth - gHUD.GetWidth(), 0 ); gSampleUI.SetLocation( gSurfaceWidth-gSampleUI.GetWidth(), gSurfaceHeight-gSampleUI.GetHeight() ); return S_OK; }
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnResetDevice() ); V_RETURN( g_SettingsDlg.OnResetDevice() ); if( g_pGameRoot ) V_RETURN( g_pGameRoot->OnResetDevice(pd3dDevice) ); g_HUD.SetLocation( 0, 40 ); g_HUD.SetSize( 170, 170 ); g_UI.SetLocation( pBackBufferSurfaceDesc->Width-225, 5 ); g_UI.SetSize( 220, 470 ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D10 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.05f, 500.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain* /*pSwapChain*/, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* /*pUserContext*/) { HRESULT hr; V_RETURN(g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); V_RETURN(g_D3DSettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); g_fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height; UpdateViewerCameraNearFar(); g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0); g_HUD.SetSize(170, 170); g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300); g_SampleUI.SetSize(170, 300); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; V_RETURN( g_DialogResourceManager.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_SettingsDlg.OnD3D10ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( g_fFOV, 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_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); return hr; }
//-------------------------------------------------------------------------------------- // Callback function for changed window size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.5f, 100.0f ); g_LCamera.SetProjParams( D3DX_PI / 4, fAspectRatio, 10.0f, 100.0f ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 240 ); g_SampleUI.SetSize( 150, 110 ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( XM_PI / 4, fAspectRatio, 2.0f, 4000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() ); if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() ); V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 ); // 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_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); // load the mesh V_RETURN( g_Mesh.Create( pd3dDevice, L"misc\\ball.sdkmesh" ) ); // Load the texture WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"misc\\seafloor.dds" ) ); V_RETURN( CreateDDSTextureFromFile( pd3dDevice, str, &g_pTexture9 ) ); if( DXUTIsWindowed() ) g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( true ); else g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( false ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { if( g_pFont9 ) g_pFont9->OnResetDevice(); D3DXCreateSprite( pd3dDevice, &g_pSprite9 ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 ); g_DialogResourceManager.OnD3D9ResetDevice(); g_SettingsDlg.OnD3D9ResetDevice(); d3dMesh.DeviceReset(); d3dAnimation.DeviceReset(); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 60 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 200, 65 ); g_SampleUI.SetSize( 170, 300 ); return S_OK; }
HRESULT CALLBACK onResetDevice(IDirect3DDevice9 *device, const D3DSURFACE_DESC *desc, void *userContext) { HRESULT hr; V_RETURN(dialogResourceManager.OnD3D9ResetDevice()); if (font) V_RETURN(font->OnResetDevice()); timer = new Timer(device); timer->setEnabled(hud.GetCheckBox(IDC_PROFILE)->GetChecked()); timer->setRepetitionsCount(100); SMAA::Preset preset = SMAA::Preset(int(hud.GetComboBox(IDC_PRESET)->GetSelectedData())); if(int(preset) == 4) { setVisibleCustomControls( true); } else { setVisibleCustomControls(false); } smaa = new SMAA(device, desc->Width, desc->Height, preset); V(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbufferSurface)); V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &finalbufferColorTex, NULL)); V(finalbufferColorTex->GetSurfaceLevel(0, &finalbufferColorSurface)); V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R32F, D3DPOOL_DEFAULT, &finalbufferDepthTex, NULL)); V(finalbufferDepthTex->GetSurfaceLevel(0, &finalbufferDepthSurface)); D3DXIMAGE_INFO info; V(D3DXGetImageInfoFromResource(NULL, L"Unigine02.png", &info)); V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine02.png", info.Width, info.Height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &colorTex)); V(D3DXGetImageInfoFromResource(NULL, L"Unigine02.dds", &info)); V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine02.dds", info.Width, info.Height, 1, 0, D3DFMT_R32F, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &depthTex)); V_RETURN(D3DXCreateSprite(device, &sprite)); txtHelper = new CDXUTTextHelper(font, sprite, NULL, NULL, 15); hud.SetLocation(desc->Width - 170, 0); hud.SetSize(170, 170); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- 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() ); g_Mesh.RestoreDeviceObjects( pd3dDevice ); // Create a sprite to help batch calls when drawing many lines of text V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) ); // Set effect variables as needed D3DXCOLOR colorMtrlDiffuse( 1.0f, 1.0f, 1.0f, 1.0f ); D3DXCOLOR colorMtrlAmbient( 0.35f, 0.35f, 0.35f, 0 ); g_pEffect->SetVector( "g_MaterialAmbientColor", ( D3DXVECTOR4* )&colorMtrlAmbient ); g_pEffect->SetVector( "g_MaterialDiffuseColor", ( D3DXVECTOR4* )&colorMtrlDiffuse ); // To read or write to D3DX effect variables we can use the string name // instead of using handles, however it improves perf to use handles since then // D3DX won't have to spend time doing string compares g_hTechniqueRenderScene = g_pEffect->GetTechniqueByName( "RenderScene" ); g_hTime = g_pEffect->GetParameterByName( NULL, "g_fTime" ); g_hWorld = g_pEffect->GetParameterByName( NULL, "g_mWorld" ); g_hWorldViewProjection = g_pEffect->GetParameterByName( NULL, "g_mWorldViewProjection" ); g_hMeshTexture = g_pEffect->GetParameterByName( NULL, "g_MeshTexture" ); // 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 ); return S_OK; }
HRESULT CALLBACK OnResetDevice(IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext) { HRESULT hr; V_RETURN(g_DialogResourceManager.OnD3D9ResetDevice()); if(g_pFont) V_RETURN(g_pFont->OnResetDevice()); V_RETURN(D3DXCreateSprite(pd3dDevice, &g_pTextSprite)); V_RETURN(g_Board.OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc)); V_RETURN(g_BackgroundQuad.OnResetDevice()); D3DXMATRIXA16 matrix; D3DXMatrixIdentity(&g_BackgroundQuad.World); D3DXMatrixScaling(&matrix, (float)pBackBufferSurfaceDesc->Width, (float)pBackBufferSurfaceDesc->Height, 1.0f); D3DXMatrixMultiply(&g_BackgroundQuad.World, &g_BackgroundQuad.World, &matrix); D3DXMatrixTranslation(&matrix, (float)pBackBufferSurfaceDesc->Width / 2.0f, pBackBufferSurfaceDesc->Height / 2.0f, 0.0f); D3DXMatrixMultiply(&g_BackgroundQuad.World, &g_BackgroundQuad.World, &matrix); g_Board.SetPosition(D3DXVECTOR3(pBackBufferSurfaceDesc->Width / 2.0f, pBackBufferSurfaceDesc->Height / 2.0f, 0)); g_Board.SetSize(min(pBackBufferSurfaceDesc->Height, pBackBufferSurfaceDesc->Width) * 0.7f); g_WhiteArrowDialog.SetLocation(100, pBackBufferSurfaceDesc->Height / 2 - g_WhiteArrowDialog.GetHeight() / 2); g_BlackArrowDialog.SetLocation(-100 + pBackBufferSurfaceDesc->Width - g_BlackArrowDialog.GetWidth(), pBackBufferSurfaceDesc->Height / 2 - g_BlackArrowDialog.GetHeight() / 2); g_TheWhiteWinnerDialog.SetLocation(50, pBackBufferSurfaceDesc->Height - 100); g_TheBlackWinnerDialog.SetLocation(50, pBackBufferSurfaceDesc->Height - 100); 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_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0); g_SampleUI.SetSize(170, 300); return S_OK; }
//-------------------------------------------------------------------------------------- // SwapChain has changed and may have new attributes such as size. // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext) { HRESULT hr; DXUTTRACE(L"OnD3D11ResizedSwapChain called\n"); V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) ); V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) ); g_BackBufferWidth = pBackBufferSurfaceDesc->Width; g_BackBufferHeight = pBackBufferSurfaceDesc->Height; g_FullViewport.TopLeftX = 0.f; g_FullViewport.TopLeftY = 0.f; g_FullViewport.MinDepth = 0.f; g_FullViewport.MaxDepth = 1.f; g_FullViewport.Width = (FLOAT)g_BackBufferWidth; g_FullViewport.Height = (FLOAT)g_BackBufferHeight; // Setup the camera's projection parameters float AspectRatio = (float)g_BackBufferWidth / (float)g_BackBufferHeight; g_OrbitalCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR); g_OrbitalCamera.SetWindow (g_BackBufferWidth, g_BackBufferHeight); g_OrbitalCamera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, 0); g_FirstPersonCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR); g_FirstPersonCamera.SetRotateButtons( 1, 1, 1 ); UINT HudWidth = 256; float HudOpacity = 0.32f; g_HUD.SetLocation(g_BackBufferWidth - HudWidth, 0); g_HUD.SetSize (HudWidth, g_BackBufferHeight); g_HUD.SetBackgroundColors(D3DCOLOR_COLORVALUE(0,0,0,HudOpacity)); // Allocate our own screen-sized buffers, as the SwapChain only contains a non-MSAA color buffer. ResizeScreenSizedBuffers(pd3dDevice); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D10 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pDev10, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; V_RETURN(g_DialogResourceManager.OnD3D10ResizedSwapChain(pDev10, pBackBufferSurfaceDesc)); // setup the camera projection parameters g_pCamManager->OnD3D10SwapChainResized( pDev10, pSwapChain, pBackBufferSurfaceDesc, pUserContext ); //light management for( int light_idx = 0; light_idx < NUM_LIGHT; ++light_idx ) { g_LCamera[light_idx].SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height); } g_HUD.SetLocation(pBackBufferSurfaceDesc->Width-170, 0); g_HUD.SetSize(170, 170); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-300, pBackBufferSurfaceDesc->Height-700 ); g_SampleUI.SetSize( 170, 300 ); g_CameraUI.SetLocation( 0, 50 ); g_CameraUI.SetSize( 600, 600 ); switch( ShadowAlgorithm ) { case STANDARD_BP: g_ABP.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); break; case BP_MSSM_KERNEL: g_BPMSSMKernel.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); break; case STD_VSM: g_StdVSM.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); break; case MIP_VSM: g_MipVSM.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); break; case HIR_BP: g_HBP.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); break; case BP_GI: g_BPGI.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); break; case STD_PCSS: g_PCSS.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); break; default: break; } g_NoShadow.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); g_Final.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); g_GBuffer.OnD3D10SwapChainResized(pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext ); //light management D3D10_TEXTURE2D_DESC rtDesc_scrpos = { pBackBufferSurfaceDesc->Width, //UINT Width; pBackBufferSurfaceDesc->Height, //UINT Height; 1,//UINT MipLevels; 1,//UINT ArraySize; DXGI_FORMAT_R16G16B16A16_FLOAT,//DXGI_FORMAT Format; {1, 0}, //DXGI_SAMPLE_DESC SampleDesc; D3D10_USAGE_DEFAULT, //D3D10_USAGE Usage; D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET ,//UINT BindFlags; 0,//UINT CPUAccessFlags; 0,//UINT MiscFlags; }; for( int light_idx = 0; light_idx < NUM_LIGHT; ++light_idx ) { g_pLightLumiBuffer[light_idx]->OnD3D10SwapChainResized( rtDesc_scrpos, pDev10, pSwapChain, pBackBufferSurfaceDesc, pUserContext); } D3D10_TEXTURE2D_DESC rtDesc_blend = { pBackBufferSurfaceDesc->Width, //UINT Width; pBackBufferSurfaceDesc->Height, //UINT Height; 1,//UINT MipLevels; 1,//UINT ArraySize; DXGI_FORMAT_R16G16B16A16_FLOAT,//DXGI_FORMAT Format; //DXGI_FORMAT_R8G8B8A8_UNORM,//DXGI_FORMAT Format; {1, 0}, //DXGI_SAMPLE_DESC SampleDesc; D3D10_USAGE_DEFAULT, //D3D10_USAGE Usage; D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET ,//UINT BindFlags; 0,//UINT CPUAccessFlags; 0,//UINT MiscFlags; }; g_pBlendBuffer->OnD3D10SwapChainResized( rtDesc_blend, pDev10, pSwapChain, pBackBufferSurfaceDesc, pUserContext); g_pWidgetBuffer->OnD3D10SwapChainResized( rtDesc_blend, pDev10, pSwapChain, pBackBufferSurfaceDesc, pUserContext); ssmap.OnWindowResize(); g_ScrQuadRender.OnD3D10SwapChainResized(rtDesc_scrpos,pDev10,pSwapChain,pBackBufferSurfaceDesc,pUserContext); //--------------------------------------- g_pSkyBox->OnResizedSwapChain ( pDev10, &g_pFloatBufferSurfaceDesc ); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters width = pBackBufferSurfaceDesc->Width; height = pBackBufferSurfaceDesc->Height; float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 100000.0f ); //g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); //g_Camera.SetButtonMasks( MOUSE_MIDDLE_BUTTON, MOUSE_WHEEL, MOUSE_LEFT_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); //deboard.OnD3D11ResizedSwapChain(pd3dDevice,pSwapChain,pBackBufferSurfaceDesc,pUserContext); DXGI_FORMAT format; D3D11_TEXTURE2D_DESC info ; ZeroMemory (& info , sizeof ( info )); info.Width = pBackBufferSurfaceDesc->Width; info.Height = pBackBufferSurfaceDesc->Height; info.MipLevels = 1; info.ArraySize = 1; info.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; info.SampleDesc . Count = 1; info.Usage = D3D11_USAGE_DEFAULT; info.BindFlags = D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE ; info.CPUAccessFlags = 0; info.MiscFlags = 0; hr = pd3dDevice->CreateTexture2D(&info,nullptr,&original_texture); hr = pd3dDevice->CreateTexture2D(&info,nullptr,&texture1); hr = pd3dDevice->CreateTexture2D(&info,nullptr,&texture2); format = info.Format; D3D11_SAMPLER_DESC sampDesc; ZeroMemory( &sampDesc, sizeof(sampDesc) ); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP ; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP ; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP ; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = 0; hr = pd3dDevice->CreateSamplerState( &sampDesc, &g_pSamLinear ); // render target view D3D11_RENDER_TARGET_VIEW_DESC target_info; target_info.Format = format; target_info.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; target_info.Texture2D.MipSlice = 0; hr = pd3dDevice->CreateRenderTargetView(original_texture, &target_info ,&rtv_render_to_texture_ori); hr = pd3dDevice->CreateRenderTargetView(texture1, &target_info ,&rtv_render_to_texture_1); hr = pd3dDevice->CreateRenderTargetView(texture2, &target_info ,&rtv_render_to_texture_2); D3D11_SHADER_RESOURCE_VIEW_DESC shader_resource_info; shader_resource_info.Format = format; shader_resource_info.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; shader_resource_info.Texture2D . MostDetailedMip = 0; shader_resource_info.Texture2D . MipLevels = 1; hr = pd3dDevice->CreateShaderResourceView(original_texture, &shader_resource_info ,&sr_texture_original); hr = pd3dDevice->CreateShaderResourceView(texture1, &shader_resource_info ,&sr_texture1); hr = pd3dDevice->CreateShaderResourceView(texture2, &shader_resource_info ,&sr_texture2); return S_OK; }
//-------------------------------------------------------------------------------------- // 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; D3DVERTEXELEMENT9 elements[8]; elements[0].Stream = 0; elements[0].Offset = 0; elements[0].Type = D3DDECLTYPE_FLOAT3; elements[0].Method = D3DDECLMETHOD_DEFAULT; elements[0].Usage = D3DDECLUSAGE_POSITION; elements[0].UsageIndex = 0; elements[1].Stream = 0; elements[1].Offset = 12; elements[1].Type = D3DDECLTYPE_FLOAT3; elements[1].Method = D3DDECLMETHOD_DEFAULT; elements[1].Usage = D3DDECLUSAGE_NORMAL; elements[1].UsageIndex = 0; elements[2].Stream = 0; elements[2].Offset = 24; elements[2].Type = D3DDECLTYPE_FLOAT3; elements[2].Method = D3DDECLMETHOD_DEFAULT; elements[2].Usage = D3DDECLUSAGE_TANGENT; elements[2].UsageIndex = 0; elements[3].Stream = 0; elements[3].Offset = 36; elements[3].Type = D3DDECLTYPE_FLOAT3; elements[3].Method = D3DDECLMETHOD_DEFAULT; elements[3].Usage = D3DDECLUSAGE_BINORMAL; elements[3].UsageIndex = 0; elements[4].Stream = 1; elements[4].Offset = 0; elements[4].Type = D3DDECLTYPE_FLOAT2; elements[4].Method = D3DDECLMETHOD_DEFAULT; elements[4].Usage = D3DDECLUSAGE_TEXCOORD; elements[4].UsageIndex = 0; elements[5].Stream = 0xff; elements[5].Offset = 0; elements[5].Type = D3DDECLTYPE_UNUSED; elements[5].Method = 0; elements[5].Usage = 0; elements[5].UsageIndex = 0; V(pd3dDevice->CreateVertexDeclaration(elements, &g_pVdMesh)); elements[5].Stream = 2; elements[5].Offset = 0; elements[5].Type = D3DDECLTYPE_UBYTE4; elements[5].Method = D3DDECLMETHOD_DEFAULT; elements[5].Usage = D3DDECLUSAGE_BLENDINDICES; elements[5].UsageIndex = 0; elements[6].Stream = 2; elements[6].Offset = 4; elements[6].Type = D3DDECLTYPE_FLOAT4; elements[6].Method = D3DDECLMETHOD_DEFAULT; elements[6].Usage = D3DDECLUSAGE_BLENDWEIGHT; elements[6].UsageIndex = 0; elements[7].Stream = 0xff; elements[7].Offset = 0; elements[7].Type = D3DDECLTYPE_UNUSED; elements[7].Method = 0; elements[7].Usage = 0; elements[7].UsageIndex = 0; V(pd3dDevice->CreateVertexDeclaration(elements, &g_pVdMeshGpuSkinning)); elements[0].Stream = 0; elements[0].Offset = 0; elements[0].Type = D3DDECLTYPE_FLOAT3; elements[0].Method = D3DDECLMETHOD_DEFAULT; elements[0].Usage = D3DDECLUSAGE_POSITION; elements[0].UsageIndex = 0; elements[1].Stream = 0; elements[1].Offset = 12; elements[1].Type = D3DDECLTYPE_FLOAT2; elements[1].Method = D3DDECLMETHOD_DEFAULT; elements[1].Usage = D3DDECLUSAGE_TEXCOORD; elements[1].UsageIndex = 0; elements[2].Stream = 0xff; elements[2].Offset = 0; elements[2].Type = D3DDECLTYPE_UNUSED; elements[2].Method = 0; elements[2].Usage = 0; elements[2].UsageIndex = 0; V(pd3dDevice->CreateVertexDeclaration(elements, &g_pVdFloor)); //地板 V_RETURN(pd3dDevice->CreateVertexBuffer(6 * (sizeof(D3DXVECTOR3) + sizeof(D3DXVECTOR2)), D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &g_pVbFloor, NULL)); V_RETURN(g_DialogResourceManager.OnD3D9ResetDevice()); if(g_pFont) V_RETURN(g_pFont->OnResetDevice()); if(g_pEffect) V_RETURN(g_pEffect->OnResetDevice()); // Create a sprite to help batch calls when drawing many lines of text V_RETURN(D3DXCreateSprite(pd3dDevice, &g_pSprite)); V_RETURN(::D3DXCreateTextureFromFile(pd3dDevice, L"Test/floor.dds", &g_pTexFloor)); g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width-170, 0); g_SampleUI.SetSize(170, 300); float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height; g_camera.setPerspectiveParams(D3DX_PI/3, fAspectRatio, 0.1f, 200.0f); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { #ifdef CONSOLE std::cout << "OnD3D9ResetDevice" << std::endl; #endif HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() ); if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() ); V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); //pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE ); pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE ); pd3dDevice->SetRenderState( D3DRS_LIGHTING, false ); pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x80808080 ); D3DLIGHT9 light; D3DXVECTOR3 vecLightDirUnnormalized( 10.0f, -10.0f, 10.0f ); ZeroMemory( &light, sizeof( D3DLIGHT9 ) ); light.Type = D3DLIGHT_DIRECTIONAL; light.Diffuse.r = 1.0f; light.Diffuse.g = 1.0f; light.Diffuse.b = 1.0f; D3DXVec3Normalize( ( D3DXVECTOR3* )&light.Direction, &vecLightDirUnnormalized ); light.Position.x = 10.0f; light.Position.y = -10.0f; light.Position.z = 10.0f; light.Range = 1000.0f; pd3dDevice->SetLight( 0, &light ); pd3dDevice->LightEnable( 0, TRUE ); // Set the transform matrices D3DXMATRIXA16 matWorld; D3DXMatrixIdentity( &matWorld ); pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); // Setup the camera with view & projection matrix D3DXVECTOR3 vecEye( 0.0f, 0.0f, -5.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, 0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 1.0f, 1000.0f ); return S_OK; }