//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() ); V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); SCEMAN->SetActiveDevice( pd3dDevice ); SCEMAN->OnDeviceReset(); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any 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; }
//-------------------------------------------------------------------------------------- // 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 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; }
//-------------------------------------------------------------------------------------- // This callback function will be called immediately after the Direct3D device has been // reset, which will happen after a lost device scenario. This is the best location to // create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever // the device is lost. Resources created here should be released in the OnLostDevice // callback. //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont ) V_RETURN( g_pFont->OnResetDevice() ); if( g_pEffect ) V_RETURN( g_pEffect->OnResetDevice() ); g_LightControl.OnD3D9ResetDevice( pBackBufferSurfaceDesc ); g_Skybox.OnResetDevice( pBackBufferSurfaceDesc ); // Create a sprite to help batch calls when drawing many lines of text V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.001f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_RIGHT_BUTTON ); g_Camera.SetAttachCameraToModel( true ); g_Camera.SetRadius( 5.0f, 0.1f, 20.0f ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 300, pBackBufferSurfaceDesc->Height - 245 ); g_SampleUI.SetSize( 300, 300 ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain* /*pSwapChain*/, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* /*pUserContext*/) { HRESULT hr; V_RETURN(g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); V_RETURN(g_D3DSettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc)); g_nFrameWidth = pBackBufferSurfaceDesc->Width; g_nFrameHeight = pBackBufferSurfaceDesc->Height; // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams(XM_PI / 4, fAspectRatio, 0.1f, 5000.0f); g_Camera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height); g_HUD.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0); g_HUD.SetSize(170, 170); g_SampleUI.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350); g_SampleUI.SetSize(170, 300); g_OIT.OnD3D11ResizedSwapChain(pBackBufferSurfaceDesc, pd3dDevice); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any 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 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; }
//-------------------------------------------------------------------------------------- // 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; }
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; }
//-------------------------------------------------------------------------------------- // Create any D3D10 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10SwapChainResized( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.05f, 500.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); return hr; }
//-------------------------------------------------------------------------------------- // Create any 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; }
//-------------------------------------------------------------------------------------- // 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; }
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 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; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( XM_PI / 4, fAspectRatio, 2.0f, 4000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() ); if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() ); V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); // load the mesh V_RETURN( g_Mesh.Create( pd3dDevice, L"misc\\ball.sdkmesh" ) ); // Load the texture WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"misc\\seafloor.dds" ) ); V_RETURN( CreateDDSTextureFromFile( pd3dDevice, str, &g_pTexture9 ) ); if( DXUTIsWindowed() ) g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( true ); else g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( false ); return S_OK; }
//-------------------------------------------------------------------------------------- // 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; }
//-------------------------------------------------------------------------------------- // 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; }