コード例 #1
0
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #2
0
ファイル: AdvancedLighting.cpp プロジェクト: JasSra/GPU-Pro-6
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #3
0
ファイル: CustomUI.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #4
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 )
{
    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;
}
コード例 #5
0
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #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;

    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;
}
コード例 #7
0
ファイル: LocalDeformablePRT.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #8
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*/)
{
    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;
}
コード例 #9
0
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #10
0
ファイル: SimpleSample.cpp プロジェクト: m10914/Sphere
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #11
0
ファイル: MeshFromObj.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #12
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 )
{
    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;
}
コード例 #13
0
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;
}
コード例 #14
0
ファイル: Exercise03.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #15
0
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;
}
コード例 #16
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*/)
{
    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;
}
コード例 #17
0
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #18
0
ファイル: Exercise01_D3D10.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #19
0
ファイル: main.cpp プロジェクト: Nuos/ISPCTextureCompressor
// Initialize the app 
void InitApp()
{
	// Initialize dialogs
	gD3DSettingsDlg.Init(&gDialogResourceManager);
	gHUD.Init(&gDialogResourceManager);
	gSampleUI.Init(&gDialogResourceManager);

	gHUD.SetCallback(OnGUIEvent);
	int x = 0;
	int y = 10;
	gHUD.AddButton(IDC_TOGGLEFULLSCREEN, L"Toggle full screen", x, y, 170, 23);
	gHUD.AddButton(IDC_TOGGLEREF, L"Toggle REF (F3)", x, y += 26, 170, 23, VK_F3);
	gHUD.AddButton(IDC_CHANGEDEVICE, L"Change device (F2)", x, y += 26, 170, 23, VK_F2);
	gHUD.SetSize( 170, 170 );
	
	gSampleUI.SetCallback(OnGUIEvent);
	x = 0;
	y = 0;
    gSampleUI.AddStatic(IDC_TEXT, L"", x, y, 1, 1); y += 5*22;
	gSampleUI.AddComboBox(IDC_PROFILE, x, y, 226, 22); y += 26;
	gSampleUI.AddCheckBox(IDC_MT, L"Multithreaded", x, y, 125, 22, gMultithreaded);
	gSampleUI.AddButton(IDC_RECOMPRESS, L"Recompress", x + 131, y, 125, 22); y += 26;
	gSampleUI.AddComboBox(IDC_IMAGEVIEW, x, y, 145, 22);
    gSampleUI.AddCheckBox(IDC_ALPHA, L"Show Alpha", x + 151, y, 105, 22); y += 26;
    gSampleUI.AddSlider(IDC_EXPOSURE, x, y, 250, 22); y += 26;
	gSampleUI.AddButton(IDC_LOAD_TEXTURE, L"Load Texture", x, y, 125, 22);
	gSampleUI.AddButton(IDC_SAVE_TEXTURE, L"Save Texture", x + 131, y, 125, 22); y += 26;

	gSampleUI.SetSize( 276, y+150 );

	{
		CDXUTComboBox *comboBox = gSampleUI.GetComboBox(IDC_IMAGEVIEW);
		comboBox->AddItem(L"Uncompressed", (void *)(eImageView_Uncompressed));
		comboBox->AddItem(L"Compressed", (void *)(eImageView_Compressed));
		//comboBox->AddItem(L"Error", (void *)(eImageView_Error));
		//comboBox->AddItem(L"All", (void *)(eImageView_All));
		comboBox->SetSelectedByData((void *)(gImageView));
	}

	gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));
}
コード例 #20
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 )
{
    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;
}
コード例 #21
0
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #22
0
ファイル: DDSWithoutD3DX9.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #23
0
ファイル: Demo.cpp プロジェクト: kphillisjr/smaa
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;
}
コード例 #24
0
ファイル: CompiledEffect.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #25
0
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #26
0
ファイル: main.cpp プロジェクト: NickABoen/Awe
void InitUI()
{
    // Setup default UI state
    // NOTE: All of these are made directly available in the shader constant buffer
    // This is convenient for development purposes.

#pragma region set UIConstants
    gUIConstants.lightingOnly = 0;
    gUIConstants.faceNormals = 0;
    gUIConstants.visualizeLightCount = 0;
    gUIConstants.visualizePerSampleShading = 0;
    gUIConstants.lightCullTechnique = CULL_QUAD_DEFERRED_LIGHTING;
#pragma endregion

    gD3DSettingsDlg.Init(&gDialogResourceManager);

    for (int i = 0; i < HUD_NUM; ++i) {
        gHUD[i].Init(&gDialogResourceManager);
        gHUD[i].SetCallback(OnGUIEvent);
    }

    int width = 200;

#pragma region Generate Hud
    // Generic HUD
    {
        CDXUTDialog* HUD = &gHUD[HUD_GENERIC];
        int y = 0;

        HUD->AddButton(UI_TOGGLEFULLSCREEN, L"Toggle full screen", 0, y, width, 23);
        y += 26;

        // Warp doesn't support DX11 yet
        //HUD->AddButton(UI_TOGGLEWARP, L"Toggle WARP (F3)", 0, y, width, 23, VK_F3);
        //y += 26;

        HUD->AddButton(UI_CHANGEDEVICE, L"Change device (F2)", 0, y, width, 23, VK_F2);
        y += 26;

#pragma region Add MSAA select Combo Box Items
        HUD->AddComboBox(UI_MSAA, 0, y, width, 23, 0, false, &gMSAACombo);
        y += 26;
        gMSAACombo->AddItem(L"No MSAA", ULongToPtr(1));
        gMSAACombo->AddItem(L"2x MSAA", ULongToPtr(2));
        gMSAACombo->AddItem(L"4x MSAA", ULongToPtr(4));
        gMSAACombo->AddItem(L"8x MSAA", ULongToPtr(8));
#pragma endregion

#pragma region Add Scene/mesh select Combo Box items
        HUD->AddComboBox(UI_SELECTEDSCENE, 0, y, width, 23, 0, false, &gSceneSelectCombo);
        y += 26;
		gSceneSelectCombo->AddItem(L"Cube World (AWE)", ULongToPtr(CUBE_WORLD));
        gSceneSelectCombo->AddItem(L"Power Plant", ULongToPtr(POWER_PLANT_SCENE));
        gSceneSelectCombo->AddItem(L"Sponza", ULongToPtr(SPONZA_SCENE));
		gSceneSelectCombo->AddItem(L"Multi Object Scene", ULongToPtr(MULTI_SCENE));
		gSceneSelectCombo->AddItem(L"CUBES", ULongToPtr(CUBES));
#pragma endregion

#pragma region Add Options Checkboxes and sliders
        HUD->AddCheckBox(UI_ANIMATELIGHT, L"Animate Lights", 0, y, width, 23, false, VK_SPACE, false, &gAnimateLightCheck);
        y += 26;

        HUD->AddCheckBox(UI_LIGHTINGONLY, L"Lighting Only", 0, y, width, 23, gUIConstants.lightingOnly != 0);
        y += 26;

        HUD->AddCheckBox(UI_FACENORMALS, L"Face Normals", 0, y, width, 23, gUIConstants.faceNormals != 0);
        y += 26;

        HUD->AddCheckBox(UI_VISUALIZELIGHTCOUNT, L"Visualize Light Count", 0, y, width, 23, gUIConstants.visualizeLightCount != 0);
        y += 26;

        HUD->AddCheckBox(UI_VISUALIZEPERSAMPLESHADING, L"Visualize Shading Freq.", 0, y, width, 23, gUIConstants.visualizePerSampleShading != 0);
        y += 26;

        HUD->AddStatic(UI_LIGHTSTEXT, L"Lights:", 0, y, width, 23);
        y += 26;
        HUD->AddSlider(UI_LIGHTS, 0, y, width, 23, 0, MAX_LIGHTS_POWER, MAX_LIGHTS_POWER, false, &gLightsSlider);
        y += 26;
#pragma endregion

#pragma region Add Lighting method select Combo box items
        HUD->AddComboBox(UI_CULLTECHNIQUE, 0, y, width, 23, 0, false, &gCullTechniqueCombo);
        y += 26;
        gCullTechniqueCombo->AddItem(L"No Cull Forward", ULongToPtr(CULL_FORWARD_NONE));
        gCullTechniqueCombo->AddItem(L"No Cull Pre-Z", ULongToPtr(CULL_FORWARD_PREZ_NONE));
        gCullTechniqueCombo->AddItem(L"No Cull Deferred", ULongToPtr(CULL_DEFERRED_NONE));
        gCullTechniqueCombo->AddItem(L"Quad", ULongToPtr(CULL_QUAD));
        gCullTechniqueCombo->AddItem(L"Quad Deferred Light", ULongToPtr(CULL_QUAD_DEFERRED_LIGHTING));
        gCullTechniqueCombo->AddItem(L"Compute Shader Tile", ULongToPtr(CULL_COMPUTE_SHADER_TILE));
        gCullTechniqueCombo->SetSelectedByData(ULongToPtr(gUIConstants.lightCullTechnique));
#pragma endregion

        HUD->SetSize(width, y);
    }

    // Expert HUD
    {
        CDXUTDialog* HUD = &gHUD[HUD_EXPERT];
        int y = 0;
    
        HUD->SetSize(width, y);

        // Initially hidden
        HUD->SetVisible(false);
    }
#pragma endregion

    UpdateUIState();
}
コード例 #27
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 )
{
    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;
}
コード例 #28
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;

	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;
}
コード例 #29
0
//--------------------------------------------------------------------------------------
// 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;
}
コード例 #30
0
ファイル: BasicDemoDXUT9.cpp プロジェクト: Slulego/GD
//--------------------------------------------------------------------------------------
// 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;
}