コード例 #1
0
ファイル: line.c プロジェクト: AmesianX/RosWine
static void test_create_line(IDirect3DDevice9* device)
{
    HRESULT hr;
    LPD3DXLINE line = NULL;
    LPDIRECT3DDEVICE9 return_device;
    D3DXMATRIX world, identity, result;
    FLOAT r11, r12, r13, r14;
    ULONG ref;

    /* Arbitrary values for matrix tests. */
    r11 = 0.1421; r12 = 0.2114; r13 = 0.8027; r14 = 0.4587;

    hr = D3DXCreateLine(NULL, &line);
    ok(hr == D3DERR_INVALIDCALL, "Got result %x, expected %x (D3D_INVALIDCALL)\n", hr, D3DERR_INVALIDCALL);

    hr = D3DXCreateLine(device, NULL);
    ok(hr == D3DERR_INVALIDCALL, "Got result %x, expected %x (D3D_INVALIDCALL)\n", hr, D3DERR_INVALIDCALL);

    hr = D3DXCreateLine(device, &line);
    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);

    if (FAILED(hr))
    {
        return;
    }

    hr = ID3DXLine_GetDevice(line, NULL);
    ok(hr == D3DERR_INVALIDCALL, "Got result %x, expected %x (D3D_INVALIDCALL)\n", hr, D3DERR_INVALIDCALL);

    hr = ID3DXLine_GetDevice(line, &return_device);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
    ok(return_device == device, "Expected line device %p, got %p\n", device, return_device);

    D3DXMatrixIdentity(&world);
    D3DXMatrixIdentity(&identity);
    S(U(world))._11 = r11; S(U(world))._12 = r12; S(U(world))._13 = r13; S(U(world))._14 = r14;

    hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &world);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);

    hr = ID3DXLine_Begin(line);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);

    hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLD, &result);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
    expect_mat(&identity, &result);

    hr = ID3DXLine_End(line);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);

    hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLD, &result);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
    expect_mat(&world, &result);

    ref = IDirect3DDevice9_Release(return_device);
    ok(ref == 2, "Got %x references to device %p, expected 2\n", ref, return_device);

    ref = ID3DXLine_Release(line);
    ok(ref == 0, "Got %x references to line %p, expected 0\n", ref, line);
}
コード例 #2
0
ファイル: ZeroLine.cpp プロジェクト: bamtoll09/GROWN
ZeroLine::ZeroLine() {
	D3DXCreateLine(ZeroApp->GetDevice(), &line);
	D3DXCreateLine(ZeroApp->GetDevice(), &utilLine);

	line->SetAntialias(true);
	line->SetPatternScale(1.0f);
	utilLine->SetAntialias(true);
	utilLine->SetPatternScale(1.0f);

	lineWidth = -1;
	lineHeight = -1;
}
コード例 #3
0
ファイル: Drawer.cpp プロジェクト: dohxehapo/Civilizations
void Drawer::Load()
{
	m_vertices = new D3DXVECTOR2[(RenderDeviceManager::ResolutionWidth / TILESIZE + 2) * 2 + (RenderDeviceManager::ResolutionHeight / TILESIZE + 2) * 2];
	PrepareGridVertices();

	HRESULT hRes;
	hRes = D3DXCreateSprite(RenderDeviceManager::RenderDevice, &m_sprite);
	hRes = D3DXCreateLine(RenderDeviceManager::RenderDevice, &m_line);

	tilesOnScreenX = RenderDeviceManager::ResolutionWidth / TILESIZE;
	tilesOnScreenY = RenderDeviceManager::ResolutionHeight / TILESIZE;

	m_camPosXMin = 0;
	m_camPosYMin = -TILESIZE;
	m_camPosXMax = m_camPosXMin + WWIDTH * TILESIZE - RenderDeviceManager::ResolutionWidth;
	m_camPosYMax = m_camPosYMin + WHEIGHT * TILESIZE - RenderDeviceManager::ResolutionHeight + TILESIZE * 4;

	SetCamPosCenter(WWIDTH * TILESIZE / 2, WHEIGHT * TILESIZE / 2);

	// Font
	D3DXCreateFont(RenderDeviceManager::RenderDevice, 20, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, 
		ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Verdana", &m_font);

	UpdateMiniMap();
	PrepareMinimapFrame();
}
コード例 #4
0
ファイル: ZeroLine.cpp プロジェクト: bamtoll09/GROWN
void ZeroLine::ReloadResource() {
	line->Release();
	utilLine->Release();
	D3DXCreateLine(ZeroApp->GetDevice(), &line);
	D3DXCreateLine(ZeroApp->GetDevice(), &utilLine);

	line->SetAntialias(true);
	line->SetPatternScale(1.0f);
	utilLine->SetAntialias(true);
	utilLine->SetPatternScale(1.0f);

	if (lineWidth != -1)
		SetLineWidth(lineWidth);
	if (lineHeight != -1)
		SetLinePattern(lineHeight);
}
コード例 #5
0
/// <summary>Manages the creation of all resources required by this
/// class to draw text.</summary>
/// <params name="pDevice">LPDIRECT3DDEVICE9 to create data with. Must be
/// the same device later used to render.</params>
/// <returns>true if successful, false if failed.</returns>
bool D3DDisplayManager::_CreateFont(LPDIRECT3DDEVICE9 pDevice){
	// TODO: scale font size with resolution?
	if (!pFont) {
		// Create a font if we haven't already
		HRESULT hr = D3DXCreateFont(pDevice, 18, 0, FW_NORMAL, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
			DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &pFont);
		if (FAILED(hr))
			return false;
	}
	if (!pTitleFont) {
		HRESULT hr = D3DXCreateFont(pDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
			DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &pTitleFont);
		if (FAILED(hr))
			return false;
	}
	if (!pFontSprite) {
		HRESULT hr = D3DXCreateSprite(pDevice, &pFontSprite);
		if (FAILED(hr))
			return false;
	}
	if (!pLine) {
		HRESULT hr = D3DXCreateLine(pDevice, &pLine);
		if (FAILED(hr))
			return false;
		pLine->SetAntialias(false);
		pLine->SetGLLines(true);
	}
	return true;
}
コード例 #6
0
ファイル: DirectX.cpp プロジェクト: qfrtt/Framework
void DirectxFunctions::DirectXInit(HWND hwnd)
{
	if (FAILED(Direct3DCreate9Ex(D3D_SDK_VERSION, &DirectX.Object)))
		exit(1);

	ZeroMemory(&DirectX.Param, sizeof(DirectX.Param));
	DirectX.Param.Windowed = true;
	DirectX.Param.BackBufferFormat = D3DFMT_A8R8G8B8;
	DirectX.Param.BackBufferHeight = Overlay.Height;
	DirectX.Param.BackBufferWidth = Overlay.Width;
	DirectX.Param.EnableAutoDepthStencil = true;
	DirectX.Param.AutoDepthStencilFormat = D3DFMT_D16;
	DirectX.Param.MultiSampleQuality = D3DMULTISAMPLE_NONE;
	DirectX.Param.SwapEffect = D3DSWAPEFFECT_DISCARD;
	

	if (FAILED(DirectX.Object->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &DirectX.Param, 0, &DirectX.Device)))
		exit(1);


	D3DXCreateFont(DirectX.Device, 16, 0, 0, 0, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", &DirectX.Font);

	if (!DirectX.Line)
		D3DXCreateLine(DirectX.Device, &DirectX.Line);
}
コード例 #7
0
GameDebugDraw::GameDebugDraw(LPD3DXSPRITE spriteHandler)
{
    mSpriteHandler = spriteHandler;
    mSpriteHandler->GetDevice(&mddv);
    D3DXCreateLine(mddv, &LineDraw);
    LineDraw->SetWidth(10);
    mColor = D3DCOLOR_XRGB(71, 85, 119);
    
}
コード例 #8
0
ファイル: RenderManager.cpp プロジェクト: 107-Studios/GasNGo
void CRenderManager::Initialize(HWND const _hWnd, int const _nScreenWidth, int const _nScreenHeight, bool const _bWindowed, bool const _bVSync)
{
	if(!_hWnd)
	{
		MessageBox(0, "Handle to the window is invalid.", "Initialize", MB_OK);
		return;
	}

	if(m_pD3D9)
	{
		MessageBox(0, "CRenderManager has already been initialized.", "Initialize", MB_OK);
		return;
	}

	m_hWnd			= _hWnd;
	m_nScreenWidth  = _nScreenWidth;
	m_nScreenHeight = _nScreenHeight;
	m_bIsWindowed	= _bWindowed;

	// Create the d3d object
	if(NULL == (m_pD3D9 = Direct3DCreate9(D3D_SDK_VERSION)))
	{	
		MessageBox(0, "Failed to create the D3D Object.", "Initialize", MB_OK);
		return;
	}

	// Present Parameters
 	m_PresentParameters.hDeviceWindow			= m_hWnd;
 	m_PresentParameters.BackBufferWidth			= m_nScreenWidth;
 	m_PresentParameters.BackBufferHeight		= m_nScreenHeight;
 	m_PresentParameters.Windowed				= m_bIsWindowed;
	m_PresentParameters.PresentationInterval	= D3DPRESENT_INTERVAL_IMMEDIATE;
	m_PresentParameters.SwapEffect				= D3DSWAPEFFECT_DISCARD;

	// Create the Device
	if(FAILED(m_pD3D9->CreateDevice(D3DADAPTER_DEFAULT,
									D3DDEVTYPE_HAL,
									m_hWnd,
									D3DCREATE_HARDWARE_VERTEXPROCESSING,
									&m_PresentParameters,
									&m_pDevice)))
	{
		MessageBox(0, "Failed to create the Device.", "Initialize", MB_OK);
		return;
	}

	// Create the Sprite
	if(FAILED(D3DXCreateSprite(m_pDevice, &m_pSpriteManager)))
	{
		MessageBox(0, "Failed to create the Sprite Manager.", "Initialize", MB_OK);
		return;
	}

	// Create the line
	if(FAILED(D3DXCreateLine(m_pDevice, &m_pLine)))
		MessageBox(0, "Failed to create Line.", "Initialize", MB_OK);
}
コード例 #9
0
ファイル: WinCpp.cpp プロジェクト: mathijs0587/WinCpp
void DrawLine(float Bx, float By, float Ex, float Ey, int A, int R, int G, int B)
{
	LPD3DXLINE line;
	D3DXCreateLine(d3ddev, &line);
	D3DXVECTOR2 lines[] = { D3DXVECTOR2(Bx, By), D3DXVECTOR2(Ex, Ey) };
	
	line->Draw(lines, 2, D3DCOLOR_ARGB(A, R, G, B));
	line->Release();
	
}
コード例 #10
0
ファイル: Line.cpp プロジェクト: JohnnyCrazy/DX9-Overlay-API
bool CLine::LoadResource(IDirect3DDevice9 *pDevice)
{
	if(m_Line)
	{
		m_Line->Release();
		m_Line = NULL;
	}

	D3DXCreateLine(pDevice,&m_Line);

	return m_Line != NULL;
}
コード例 #11
0
ファイル: draw2d.cpp プロジェクト: k3a/Panther3D-1
void CP3DDraw2D::Line_Draw(P3DVector2D *points, DWORD numPoints, unsigned long color)
{
    if (!m_pLine) D3DXCreateLine(g_pD3DDevice, &m_pLine);
    if (m_bNeedSetWidth)
    {
        Line_End();
        m_pLine->SetWidth((float)m_fLineWidth);
        Line_Begin();
        m_bNeedSetWidth = false;
    }
    m_pLine->Draw((D3DXVECTOR2*)points, numPoints, color); // vykresli èáru
}
コード例 #12
0
ファイル: DX.cpp プロジェクト: puddinpoppin/dxtest
bool DirectXT::SetupDirectX(HWND Handle, int Width, int Height)
{
	Debug->Log(L"Setting up DirectX...");
	Direct3DCreate9Ex(D3D_SDK_VERSION, &DX);
	if (DX)
	{
		ZeroMemory(&DXParams, sizeof(DXParams));
		DXParams.Windowed = TRUE;
		DXParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
		DXParams.hDeviceWindow = Handle;
		DXParams.MultiSampleQuality = D3DMULTISAMPLE_NONE;
		DXParams.BackBufferFormat = D3DFMT_A8R8G8B8;
		DXParams.BackBufferWidth = Width;
		DXParams.BackBufferHeight = Height;
		DXParams.EnableAutoDepthStencil = TRUE;
		DXParams.AutoDepthStencilFormat = D3DFMT_D16;
		DX->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Handle, D3DCREATE_HARDWARE_VERTEXPROCESSING, &DXParams, 0, &DXDevice);
		if (DXDevice)
		{
			D3DXCreateLine(DXDevice, &DXLine);
			if (DXLine)
			{
				D3DXCreateFont(DXDevice, 16, NULL, FW_SEMIBOLD, NULL, false, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH, L"Arial", &DXFont);
				if (DXFont)
				{
					Debug->Log(L"DirectX setup was successful.");
					return true;
				}
				else
				{
					MessageBoxW(NULL, L"D3DXCreateFont Failed!", L"Fatal Error", MB_OK);
					return false;
				}
			}
			else
			{
				MessageBoxW(NULL, L"D3DXCreateLine Failed!", L"Fatal Error", MB_OK);
				return false;
			}
		}
		else
		{
			MessageBoxW(NULL, L"CreateDeviceEx Failed!", L"Fatal Error", MB_OK);
			return false;
		}
	}
	else
	{
		MessageBoxW(NULL, L"Direct3DCreate9Ex Failed!", L"Fatal Error", MB_OK);
		return false;
	}
}
コード例 #13
0
ファイル: Box2D.cpp プロジェクト: diemhuongpie/GameDx
CBox2D::CBox2D(LPDIRECT3DDEVICE9 device, vector2d pos, vector2d size, vector2d velocity)
{

	HRESULT hr = D3DXCreateLine(device, &m_line);

	if (FALSE(hr))
		return;

	m_Position = pos;

	m_Size.x = size.x + deltaBoundingBox.x * 2;
	m_Size.y = size.y + deltaBoundingBox.y * 2;

	m_Velocity = velocity;
}
コード例 #14
0
ファイル: Box2D.cpp プロジェクト: diemhuongpie/GameDx
CBox2D::CBox2D(LPDIRECT3DDEVICE9 device, RECT rectangle, vector2d velocity)
{

	HRESULT hr = D3DXCreateLine(device, &m_line);

	if (FALSE(hr))
		return;

	m_Position.x	= rectangle.left;
	m_Position.y	= rectangle.top;

	m_Size.x		= rectangle.right	- rectangle.left	+ deltaBoundingBox.x*2;
	m_Size.y		= rectangle.top		- rectangle.bottom	+ deltaBoundingBox.y*2;

	m_Velocity		= velocity;
}
コード例 #15
0
ファイル: Debug.cpp プロジェクト: qiomoip/space-express
void CDebug::InitLine()
{
	D3DXCreateLine(m_pDevice, &m_Line);
	m_Line->SetWidth(1.5f);
	//두개(시작,끝)의 벡터를 갖는 라인 배열
	//m_vList = new D3DXVECTOR3*[LOG_COUNT];
	//m_ColorList = new D3DXCOLOR[LOG_COUNT];
	//memset(&m_ColorList, 0, sizeof(m_ColorList[0]) * LOG_COUNT );
	////memset(&m_vList, 0, sizeof(m_vList[0])* LOG_COUNT );

	//for( int i = 0; i < LOG_COUNT; ++i)
	//{
	//	m_vList[i] = new D3DXVECTOR3[2];
	//	
	//	//memset(&m_vList, 0, sizeof(m_vList[0]) * LOG_COUNT * 2 );
	//}
}
コード例 #16
0
ファイル: Render.cpp プロジェクト: godlyeh/Direct9-Framework
BOOL CRender::Init(LPIDirect3DDevice9 pDevice)
{
	// Init line
	CLog::Log(eLogType::HIGH, "> Creating D3D9X line handler");
	if (D3DXCreateLine(pDevice, &pD3DLine) != S_OK)
	{
		CLog::Log(eLogType::HIGH, " > FAILED");
		return E_FAIL;
	}
	pD3DLine->SetPattern(0xFFFFFFFF);
	pD3DLine->SetAntialias(TRUE);
	CLog::Log(eLogType::HIGH, " > SUCCESS [0x%p]", pD3DLine);

	// Init font
	if (SetFont(pDevice, "Arial", 16) != S_OK)
		return FALSE;

	return TRUE;
}
コード例 #17
0
ファイル: main.cpp プロジェクト: kasicass/introdx9
InitDX9App::InitDX9App(HINSTANCE hInstance, std::wstring winCaption, D3DDEVTYPE devType, DWORD requestedVP)
	: D3DApp(hInstance, winCaption, devType, requestedVP)
{
	srand(time_t(0));

	D3DXFONT_DESC fontDesc;
	fontDesc.Height          = 80;
	fontDesc.Width           = 40;
	fontDesc.Weight          = FW_BOLD;
	fontDesc.MipLevels       = 0;
	fontDesc.Italic          = true;
	fontDesc.CharSet         = DEFAULT_CHARSET;
	fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS;
	fontDesc.PitchAndFamily  = DEFAULT_PITCH | FF_DONTCARE;
	wcscpy_s(fontDesc.FaceName, LF_FACESIZE, L"Times New Roman");

	HR(D3DXCreateFontIndirect(gd3dDevice, &fontDesc, &mFont));

	HR(D3DXCreateLine(gd3dDevice, &mLine));
}
コード例 #18
0
ファイル: draw2d.cpp プロジェクト: k3a/Panther3D-1
void CP3DDraw2D::Line_Begin()
{
    if (!m_pLine) D3DXCreateLine(g_pD3DDevice, &m_pLine);
    m_pLine->Begin();
}
コード例 #19
0
ファイル: mapObject.cpp プロジェクト: Alriightyman/RTS
void LoadMapObjectResources(IDirect3DDevice9* Device)
{
	D3DXCreateLine(Device, &line);
}
コード例 #20
0
ファイル: nGraphics.cpp プロジェクト: m1h4/MissleCommand
bool nGraphics::InitGraphics()
{
	// Create our base direct3d object
	m_pDirect3D = Direct3DCreate9(D3D_SDK_VERSION);
	if(!m_pDirect3D)
	{
		nMainFrame::LastError("Failed to create direct3d 9, directx 9 not installed?");
		return TraceRet(__FUNCTION__" Failed to create direct3d 9, directx 9 not installed?\n",false);
	}

	// Check if the device support's the caps we will use
	if(!ValidateDevice())
		return false;

	// Get the desktop's display mode
	D3DDISPLAYMODE displayMode;
	if(FAILED(m_pDirect3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
	{
		nMainFrame::LastError("Failed to get current display adapter mode.");
		return TraceRet(__FUNCTION__" Failed to get current display adapter mode.\n",false);
	}

	// The struct that describes our direct3d device
    ZeroMemory(&m_PresentParameters,sizeof(m_PresentParameters));
	
	m_Fullscreen = !nGetInstance()->GetCommandLineVar("-windowed",SETTINGS_WINDOWED).asBool();

    m_PresentParameters.Windowed               = !m_Fullscreen;
	m_PresentParameters.SwapEffect             = D3DSWAPEFFECT_DISCARD;
	m_PresentParameters.BackBufferFormat       = D3DFMT_X8R8G8B8;
    m_PresentParameters.EnableAutoDepthStencil = TRUE;
    m_PresentParameters.AutoDepthStencilFormat = D3DFMT_D24S8;

	// Check if we should use fsaa
	if(nGetInstance()->GetCommandLineVar("-fsaa",SETTINGS_FSAA).asBool())
	{
		unsigned long samples = 0;

		// Check if multisampling is supported and enable it if it is
		if(SUCCEEDED(m_pDirect3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,m_PresentParameters.BackBufferFormat,!m_Fullscreen,D3DMULTISAMPLE_NONMASKABLE,&samples)))
		{
			m_PresentParameters.MultiSampleQuality	 = samples-1;
			m_PresentParameters.MultiSampleType		 = D3DMULTISAMPLE_NONMASKABLE;

			Trace(__FUNCTION__" Using %dx multisampling.\n",samples-1);
		}
	}

	// Check if we should display in fullscreen
	if(m_Fullscreen)
	{
		m_PresentParameters.BackBufferWidth	 = displayMode.Width;
		m_PresentParameters.BackBufferHeight = displayMode.Height;
	}
	else
	{
		nRect rect;
		GetClientRect(nGetInstance()->GetWindowHandle(),(LPRECT)&rect);
		
		m_PresentParameters.BackBufferWidth = rect.GetWidth();
		m_PresentParameters.BackBufferHeight = rect.GetHeight();
	}
	
	// Check if we shouldn't use vsync
	if(!nGetInstance()->GetCommandLineVar("-vsync",SETTINGS_VSYNC).asBool())
		m_PresentParameters.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

	Trace(__FUNCTION__" Display mode %dx%d.\n",m_PresentParameters.BackBufferWidth,m_PresentParameters.BackBufferHeight);

	// Now create our direct3d device from the base direct3d object
	HRESULT hr = m_pDirect3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,nGetInstance()->GetWindowHandle(),D3DCREATE_SOFTWARE_VERTEXPROCESSING,&m_PresentParameters,&m_pDevice);
	if(FAILED(hr))
		return TraceRet(__FUNCTION__" Failed to create the device.\n",false);

	// Turn on color dithering
	hr = m_pDevice->SetRenderState(D3DRS_DITHERENABLE,TRUE);
	if(FAILED(hr))
		Trace(__FUNCTION__" Display adapter doesn't support color dithering, using default.\n");

	// Turn off culling
	m_pDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);

	// Enable anisotropic filtering if fsaa is enabled
	//if(flags & RECFLAG_FSAA)
	//	EnableAnisotropic(m_p3DDevice);

	// Create our line drawing object
	hr = D3DXCreateLine(m_pDevice, &m_pLine);
	if(FAILED(hr))
	{
		nMainFrame::LastError("Failed to create line drawing object.");
		return TraceRet(__FUNCTION__" Failed to create line drawing object.\n",false);
	}
	
	// Don't use gl lines
	m_pLine->SetGLLines(false);

	// Init our font
	hr = D3DXCreateFont(m_pDevice,SETTINGS_FONTHEIGHT,0,FW_BOLD,0,FALSE,DEFAULT_CHARSET,OUT_TT_PRECIS,6/*CLEARTYPE_QUALITY*/,DEFAULT_PITCH,SETTINGS_FONTNAME,&m_pFontBold);
	if(FAILED(hr))
	{
		nMainFrame::LastError("Failed to create font. Font not found?");
		return TraceRet(__FUNCTION__" Failed to create font. Font not found?",false);
	}

	// Init our thin font
	hr = D3DXCreateFont(m_pDevice,SETTINGS_FONTHEIGHT,0,FW_NORMAL,0,FALSE,DEFAULT_CHARSET,OUT_TT_PRECIS,6/*CLEARTYPE_QUALITY*/,DEFAULT_PITCH,SETTINGS_FONTNAME,&m_pFontNormal);
	if(FAILED(hr))
	{
		nMainFrame::LastError("Failed to create bold font. Font not found?");
		return TraceRet(__FUNCTION__" Failed to create bold font. Font not found?",false);
	}
	
	// Get the font sizes
	nRect fontSize;
	GetTextRect(GetBoldFont(),"str",&fontSize,NULL);
	m_BoldFontHeight = fontSize.GetHeight();
	GetTextRect(GetNormalFont(),"str",&fontSize,NULL);
	m_NormalFontHeight = fontSize.GetHeight();

	// Create our sprite drawing object
	hr = D3DXCreateSprite(m_pDevice, &m_pSprite);
	if(FAILED(hr))
	{
		nMainFrame::LastError("Failed to create sprite.");
		return TraceRet(__FUNCTION__" Failed to create sprite.\n",false);
	}

	// Turn on texture filtering
	m_pDevice->SetSamplerState(0,D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(0,D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(1,D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(1,D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(2,D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(2,D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

	return true;
}
コード例 #21
0
 void Init()
 {
     D3DXCreateLine(Engine()->GetDevice(), &m_pLine);
     Engine()->AddObject(m_pLine);
 }
コード例 #22
0
ファイル: app.cpp プロジェクト: Alriightyman/RTS
HRESULT APPLICATION::Init(HINSTANCE hInstance, int width, int height, bool windowed)
{
	debug.Print("Application initiated");

	//Create Window Class
	WNDCLASS wc;
	memset(&wc, 0, sizeof(WNDCLASS));
	wc.style         = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc   = (WNDPROC)::DefWindowProc; 
	wc.hInstance     = hInstance;
	wc.lpszClassName = "D3DWND";

	//Register Class and Create new Window
	RegisterClass(&wc);
	m_mainWindow = CreateWindow("D3DWND", "Example 5.6: Frustum Culling", WS_EX_TOPMOST, 0, 0, width, height, 0, 0, hInstance, 0); 
	SetCursor(NULL);
	ShowWindow(m_mainWindow, SW_SHOW);
	UpdateWindow(m_mainWindow);

	//Create IDirect3D9 Interface
	IDirect3D9* d3d9 = Direct3DCreate9(D3D_SDK_VERSION);

    if(d3d9 == NULL)
	{
		debug.Print("Direct3DCreate9() - FAILED");
		return E_FAIL;
	}

	//Check that the Device supports what we need from it
	D3DCAPS9 caps;
	d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);

	//Hardware Vertex Processing or not?
	int vp = 0;
	if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

	//Check vertex & pixelshader versions
	if(caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
	{
		debug.Print("Warning - Your graphic card does not support vertex and pixelshaders version 2.0");
	}

	//Set D3DPRESENT_PARAMETERS
	D3DPRESENT_PARAMETERS d3dpp;
	d3dpp.BackBufferWidth            = width;
	d3dpp.BackBufferHeight           = height;
	d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount            = 1;
	d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality         = 0;
	d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
	d3dpp.hDeviceWindow              = m_mainWindow;
	d3dpp.Windowed                   = windowed;
	d3dpp.EnableAutoDepthStencil     = true; 
	d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
	d3dpp.Flags                      = 0;
	d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
	d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;

	//Create the IDirect3DDevice9
	if(FAILED(d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_mainWindow,
								 vp, &d3dpp, &m_pDevice)))
	{
		debug.Print("Failed to create IDirect3DDevice9");
		return E_FAIL;
	}

	//Release IDirect3D9 interface
	d3d9->Release();

	D3DXCreateFont(m_pDevice, 18, 0, 0, 1, false,  
				   DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
				   DEFAULT_PITCH | FF_DONTCARE, "Arial", &m_pFont);

	//Create m_light
	::ZeroMemory(&m_light, sizeof(m_light));
	m_light.Type      = D3DLIGHT_DIRECTIONAL;
	m_light.Ambient   = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	m_light.Diffuse   = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);
	m_light.Specular  = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	m_light.Direction = D3DXVECTOR3(0.0f, -1.0f, 0.0f);
	m_pDevice->SetLight(0, &m_light);
	m_pDevice->LightEnable(0, true);

	//Set sampler state
	for(int i=0;i<4;i++)
	{
		m_pDevice->SetSamplerState(i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		m_pDevice->SetSamplerState(i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
		m_pDevice->SetSamplerState(i, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
	}

	//Init camera
	m_camera.Init(m_pDevice);	

	//Load objects
	LoadObjectResources(m_pDevice);

	//Create 2D Line
	D3DXCreateLine(m_pDevice, &m_pLine);

	//Create city
	m_city.Init(INTPOINT(25, 25));
	m_camera.m_focus = m_city.GetCenter();

	//Init mouse
	m_mouse.InitMouse(m_pDevice, m_mainWindow);

	return S_OK;
}
コード例 #23
0
ファイル: DXFrame.cpp プロジェクト: Ishoa/Eevee-Hound-Final
void DXFrame::init(HWND& hWnd, HINSTANCE& hInst,bool bWindowed)
{
	m_hWnd = hWnd;
	m_bFullScreen = bWindowed;
	//create d3d object
	m_pD3DObject = Direct3DCreate9(D3D_SDK_VERSION);

	//find height and width of window
	RECT rect;
	GetWindowRect(hWnd, &rect);
	w_width = rect.right - rect.left;
	w_height = rect.bottom - rect.top;

	// Set D3D Device presentation parameters before creating the device
	D3DPRESENT_PARAMETERS D3Dpp;
	ZeroMemory(&D3Dpp, sizeof(D3Dpp));  // NULL the structure's memory

	D3Dpp.hDeviceWindow					= hWnd;										// Handle to the focus window
	D3Dpp.Windowed						= bWindowed;								// Windowed or Full-screen boolean
	D3Dpp.AutoDepthStencilFormat		= D3DFMT_D24S8;								// Format of depth/stencil buffer, 24 bit depth, 8 bit stencil
	D3Dpp.EnableAutoDepthStencil		= TRUE;										// Enables Z-Buffer (Depth Buffer)
	D3Dpp.BackBufferCount				= 1;										// Change if need of > 1 is required at a later date
	D3Dpp.BackBufferFormat				= D3DFMT_X8R8G8B8;							// Back-buffer format, 8 bits for each pixel
	D3Dpp.BackBufferHeight				= w_height;									// Make sure resolution is supported, use adapter modes
	D3Dpp.BackBufferWidth				= w_width;									// (Same as above)
	D3Dpp.SwapEffect					= D3DSWAPEFFECT_DISCARD;					// Discard back-buffer, must stay discard to support multi-sample
	D3Dpp.PresentationInterval			= m_bVsync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE; // Present back-buffer immediately, unless V-Sync is on								
	D3Dpp.Flags							= D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;		// This flag should improve performance, if not set to NULL.
	D3Dpp.FullScreen_RefreshRateInHz	= bWindowed ? 0 : D3DPRESENT_RATE_DEFAULT;	// Full-screen refresh rate, use adapter modes or default
	D3Dpp.MultiSampleQuality			= 0;										// MSAA currently off, check documentation for support.
	D3Dpp.MultiSampleType				= D3DMULTISAMPLE_NONE;						// MSAA currently off, check documentation for support.

	// Check device capabilities
	DWORD deviceBehaviorFlags = 0;
	m_pD3DObject->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_D3DCaps);

	// Determine vertex processing mode
	if(m_D3DCaps.DevCaps & D3DCREATE_HARDWARE_VERTEXPROCESSING) {
		// Hardware vertex processing supported? (Video Card)
		deviceBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;	
	}
	else {
		// If not, use software (CPU)
		deviceBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; 
	}

	// If hardware vertex processing is on, check pure device support
	if(m_D3DCaps.DevCaps & D3DDEVCAPS_PUREDEVICE && deviceBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) {
		deviceBehaviorFlags |= D3DCREATE_PUREDEVICE;	
	}

	// Create the D3D Device with the present parameters and device flags above
	if(m_pD3DObject->CreateDevice(
		D3DADAPTER_DEFAULT,		// which adapter to use, set to primary
		D3DDEVTYPE_HAL,			// device type to use, set to hardware rasterization
		hWnd,					// handle to the focus window
		deviceBehaviorFlags,	// behavior flags
		&D3Dpp,					// presentation parameters
		&m_pD3DDevice)==D3D_OK) {			// returned device pointer
		// Create a Font Object
		D3DXCreateFont(m_pD3DDevice,30,0,FW_BOLD,0,false,DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,DEFAULT_PITCH | FF_DONTCARE, TEXT("Times New Roman"),&m_pD3DFont);

		// Create Sprite Object and Textures
		D3DXCreateSprite(m_pD3DDevice, &m_pD3DSprite);

		//create line object
		D3DXCreateLine(m_pD3DDevice, &m_pD3DLine);

		m_pD3DDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
		m_pD3DDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE);
		m_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(60, 60, 60));
		m_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
		m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
		m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
		m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
		m_pD3DDevice->GetViewport(&defaultView);
		m_bLost = false;
		//m_bSplitScreen = false;
		//viewPorts[0].viewPort = defaultView;
	}
	else
		m_bLost = true;
	
}