Esempio n. 1
0
//--------------------------------------------------------------------------------------
// 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 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 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 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;
}
Esempio n. 5
0
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{

	float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
	g_camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 1000.0f);
	g_camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
	g_camera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON);


    return S_OK;
}
Esempio n. 6
0
//--------------------------------------------------------------------------------------
// 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;
}
Esempio n. 7
0
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, 
										  void* pUserContext )
{
	HRESULT hr;


	//view 매트릭스 설정
	XMVECTOR eye		= { 5.0f, 5.0f, -5.0f, 0.0f };
	XMVECTOR lookat		= { 0.0f, 0.0f, 0.0f, 0.0f };
	g_camera.SetViewParams(eye, lookat);	

	//proj 매트릭스 설정
	float fratio = pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
	g_camera.SetProjParams(XM_PI / 4, fratio, 0.1f, 1000.0f);
	g_camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
	g_camera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON);
	
    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;
}
//--------------------------------------------------------------------------------------
// 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;
}
Esempio n. 10
0
//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
    WCHAR temp[64];
    g_D3DSettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( &g_DialogResourceManager );
    g_SampleUI.Init( &g_DialogResourceManager );

    g_HUD.SetCallback( OnGUIEvent ); int iY = 30;
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 0, iY, 170, 23 );
    g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 0, iY += 26, 170, 23, VK_F3 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 0, iY += 26, 170, 23, VK_F2 );

    iY += 180;
    swprintf_s( temp, L"SunWidth = %2.2f", g_fSunWidth );
    g_HUD.AddStatic( IDC_SUNWIDTH_TEXT, temp, 0, iY += 25, 100, 24 );
    g_HUD.AddSlider( IDC_SUNWIDTH_SLIDER, 0, iY += 25, 150, 24, 0, 100, int( ( g_fSunWidth / 3.0 ) * 100 ) ); 

    g_Camera.SetRotateButtons( true, false, false );
    g_LCamera.SetButtonMasks( MOUSE_RIGHT_BUTTON, 0, 0 );

    g_SampleUI.SetCallback( OnGUIEvent ); 
}
//--------------------------------------------------------------------------------------
// 화면에 변화가 발생할 때 리소스 재구성해주는 함수
// onlost가 발생하면 이 함수에서 상세 내용 재구성
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;
	
	// shader 재구성
    if( g_pEffect )
        V_RETURN( g_pEffect->OnResetDevice() );

	//조명 재구성
    for( int i = 0; i < MAX_LIGHTS; i++ )
        g_LightControl[i].OnD3D9ResetDevice( pBackBufferSurfaceDesc );
	
	//swap 대상에서 전면으로 메모리 copy를 통해 정보값 회복
    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 );


    return S_OK;
}