예제 #1
0
BOOL FindDepthStencilFormat(UINT iAdapter, D3DDEVTYPE DeviceType,
    D3DFORMAT TargetFormat, D3DFORMAT *pDepthStencilFormat)
{
	// prima lo cerco a 32bit, poi a 24 e infine a 16...e se non
	// c'è vaffanculo alla tua scheda grafica.

    if (SUCCEEDED(g_pD3D->CheckDeviceFormat(iAdapter, DeviceType,
                  TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32)))
    {
       if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(iAdapter, DeviceType,
                TargetFormat, TargetFormat, D3DFMT_D32)))
       {
           *pDepthStencilFormat = D3DFMT_D32;
           return TRUE;
       }
    }

    
	if (SUCCEEDED(g_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
                  TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8)))
    {
       if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(iAdapter, DeviceType,
                     TargetFormat, TargetFormat, D3DFMT_D24X8 )))
       {
           *pDepthStencilFormat = D3DFMT_D24X8;
           return TRUE;
       }
    }

    
	if(SUCCEEDED(g_pD3D->CheckDeviceFormat(iAdapter, DeviceType,
                 TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24S8)))
    {
       if(SUCCEEDED(g_pD3D->CheckDepthStencilMatch(iAdapter, DeviceType,
                    TargetFormat, TargetFormat, D3DFMT_D24S8)))
       {
           *pDepthStencilFormat = D3DFMT_D24S8;
           return TRUE;
       }
    }
    
	
	if (SUCCEEDED(g_pD3D->CheckDeviceFormat(iAdapter, DeviceType,
                  TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16)))
    {
       if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
                     TargetFormat, TargetFormat, D3DFMT_D16)))
       {
           *pDepthStencilFormat = D3DFMT_D16;
            return TRUE;
       }
    }
    return FALSE;
}
예제 #2
0
HRESULT HookIDirect3D9::CheckDepthStencilMatch(LPVOID _this, UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat)
{
	LOG_API();
	return pD3D->CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);
}
예제 #3
0
HRESULT KGraphicsEngine::InitializeWindowed(HWND hBaseWindow, HWND hRenderWindow)
{
	// Create the D3D object.
    if ( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
	{
		MessageBox(hBaseWindow,"Failed Create the D3D object!.","Failed Create the D3D object!",0);
        return E_FAIL;
	}
    // Get the current desktop display mode, so we can set up a back
    // buffer of the same format
	g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&g_D3DCaps);

    if ( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &m_DisplayMode ) ) )
	{
		MessageBox(hBaseWindow,"Failed GetAdapterDisplayMode !.","Failed Create the D3D object!",0);
		return E_FAIL;
	}
     
    // Set up the structure used to create the D3DDevice
	D3DFORMAT  DepFormat;
	if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		m_DisplayMode.Format,
		m_DisplayMode.Format,
		D3DFMT_D24S8)))
	{
		DepFormat = D3DFMT_D24S8;
	}
	else
	{
		DepFormat = D3DFMT_D16;
	}

    memset( &m_PresentParam, 0, sizeof(D3DPRESENT_PARAMETERS) );

    memset(&m_RenderWindowRect, 0, sizeof(m_RenderWindowRect));	

	if(hRenderWindow)
		::GetWindowRect(hRenderWindow,&m_RenderWindowRect);
	else
	{
		::GetWindowRect(hBaseWindow,&m_RenderWindowRect);
		hRenderWindow = hBaseWindow;
	}
		
	//m_PresentParam.BackBufferWidth = m_RenderWindowRect.right-m_RenderWindowRect.left ;
    //m_PresentParam.BackBufferHeight= m_RenderWindowRect.bottom - m_RenderWindowRect.top;
	m_PresentParam.BackBufferWidth = m_DisplayMode.Width ;
	m_PresentParam.BackBufferHeight= m_DisplayMode.Height;

    m_PresentParam.Windowed = TRUE ;
    m_PresentParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
    m_PresentParam.BackBufferFormat = m_DisplayMode.Format;
	m_PresentParam.EnableAutoDepthStencil = TRUE;
    m_PresentParam.AutoDepthStencilFormat = DepFormat;
    m_PresentParam.MultiSampleType = D3DMULTISAMPLE_NONE;
    m_PresentParam.hDeviceWindow = hBaseWindow;
    m_PresentParam.Flags = 0;
    m_PresentParam.FullScreen_RefreshRateInHz = 0;
    m_PresentParam.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

	//just set camera's aspect
	m_cCamera.Aspect = m_PresentParam.BackBufferWidth*1.0f/m_PresentParam.BackBufferHeight; 

	HRESULT hr;

	// Set default settings
	UINT AdapterToUse=D3DADAPTER_DEFAULT;
	D3DDEVTYPE DeviceType=D3DDEVTYPE_HAL;
//#if SHIPPING_VERSION
	// When building a shipping version, disable NVPerfHUD (opt-out)
//#else
	// Look for 'NVIDIA NVPerfHUD' adapter
	// If it is present, override default settings
	for (UINT Adapter=0;Adapter<g_pD3D->GetAdapterCount();Adapter++)
	{
		D3DADAPTER_IDENTIFIER9 Identifier;
		HRESULT Res=g_pD3D->GetAdapterIdentifier(Adapter,0,&Identifier);
		if (strcmp(Identifier.Description,"NVIDIA NVPerfHUD")==0)
		{
			AdapterToUse=Adapter;
			DeviceType=D3DDEVTYPE_REF;
			break;
		}
	}
//#endif

    // Create the D3DDevice
    /*if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
                                      D3DCREATE_HARDWARE_VERTEXPROCESSING,
                                      &m_PresentParam, &g_pd3dDevice ) ) )
    {*/
		if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
                                      D3DCREATE_MIXED_VERTEXPROCESSING,
                                      &m_PresentParam, &g_pd3dDevice ) ) )
		{
			if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &m_PresentParam, &g_pd3dDevice ) ) )
			{
				
				if (hr == D3DERR_INVALIDCALL)
					MessageBox(hBaseWindow,"The method call is invalid. For example, a method's parameter may have an invalid value.","Failed Create Device!",0);
				else if (hr == E_OUTOFMEMORY )
					MessageBox(hBaseWindow,"Direct3D could not allocate sufficient memory to complete the call.","Failed Create Device!",0);
				else if (hr == D3DERR_OUTOFVIDEOMEMORY)
					MessageBox(hBaseWindow,"Direct3D does not have enough display memory to perform the operation. ","Failed Create Device!",0);
				return E_FAIL;
			}
		}
	
  /*  }*/
    
//	D3DMULTISAMPLE_TYPE Mul = D3DMULTISAMPLE_4_SAMPLES;
//
//	if( FAILED(g_pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT, 
//			D3DDEVTYPE_HAL, m_PresentParam.BackBufferFormat, 
//			FALSE, Mul, NULL ) ) &&
//			SUCCEEDED(g_pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT, 
//			D3DDEVTYPE_HAL, m_PresentParam.AutoDepthStencilFormat, 
//			FALSE, Mul, NULL ) ) )
//	{
//		Mul = D3DMULTISAMPLE_3_SAMPLES; 
//
//		if( FAILED(g_pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT, 
//			D3DDEVTYPE_HAL, m_PresentParam.BackBufferFormat, 
//			FALSE, Mul, NULL ) ) &&
//			SUCCEEDED(g_pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT, 
//			D3DDEVTYPE_HAL, m_PresentParam.AutoDepthStencilFormat, 
//			FALSE, Mul, NULL ) ) )
//		{
//			Mul = D3DMULTISAMPLE_2_SAMPLES; 
//
//			if( FAILED(g_pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT, 
//				D3DDEVTYPE_HAL, m_PresentParam.BackBufferFormat, 
//				FALSE, Mul, NULL ) ) &&
//				SUCCEEDED(g_pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT, 
//				D3DDEVTYPE_HAL, m_PresentParam.AutoDepthStencilFormat, 
//				FALSE, Mul, NULL ) ) )
//			{
//				Mul = D3DMULTISAMPLE_NONE; 
//			}
//		}
//	}
//	if (Mul != D3DMULTISAMPLE_NONE)
//	{
//		m_PresentParam.MultiSampleType = Mul;
//		g_pd3dDevice->Reset( &m_PresentParam );
//	}
    
    // Device state would normally be set here
	// Turn off culling, so we see the front and back of the triangle
     g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW  );

    // Turn off D3D lighting, since we are providing our own vertex colors

    // Turn on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
    //g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE , TRUE );
    g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL  );

	g_cGraphicsTool.SetCurCamera(&m_cCamera);
	
	PreRender(); 
	m_bWindowed = TRUE;
    
	if (m_bUseMotionBlur)
	{
		BackBufferCreate();
		
		g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
			0xff666666, 1.0f, 0 );
	}

	return S_OK;
}
예제 #4
0
HRESULT KGraphicsEngine::Toggle2Windowed()
{
	if (m_lpCurScene)
	{
		g_cMeshTable.InvalidateDeviceObjects();
		g_SceneTable.InvalidateDeviceObjects();
	}
	g_EffectMgr.InvalidateDeviceObjects();

	if (m_bUseMotionBlur)
	{
		BackBufferRelease();
	}

	HRESULT hr = S_OK;
	
	GetWindowRect(m_LastRenderWindow,&m_RenderWindowRect);
		
	//m_PresentParam.BackBufferWidth = m_RenderWindowRect.right-m_RenderWindowRect.left ;
    //m_PresentParam.BackBufferHeight= m_RenderWindowRect.bottom - m_RenderWindowRect.top;
	m_PresentParam.BackBufferWidth = m_DisplayMode.Width;
    m_PresentParam.BackBufferHeight= m_DisplayMode.Height;

  	D3DFORMAT  DepFormat;
	if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		m_DisplayMode.Format,
		m_DisplayMode.Format,
		D3DFMT_D24S8)))
	{
		DepFormat = D3DFMT_D24S8;
	}
	else
	{
		DepFormat = D3DFMT_D16;
	}
	m_PresentParam.Windowed = TRUE ;
    m_PresentParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
    m_PresentParam.BackBufferFormat = m_DisplayMode.Format;
	m_PresentParam.EnableAutoDepthStencil = TRUE;
    m_PresentParam.AutoDepthStencilFormat = DepFormat;
    m_PresentParam.MultiSampleType = D3DMULTISAMPLE_NONE;
    m_PresentParam.hDeviceWindow = g_hBaseWnd;
    m_PresentParam.Flags = 0;
    m_PresentParam.FullScreen_RefreshRateInHz = 0;
	m_PresentParam.BackBufferCount = 0;
    m_PresentParam.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

	//just set camera's aspect
	m_cCamera.Aspect = m_PresentParam.BackBufferWidth*1.0f/m_PresentParam.BackBufferHeight; 

	g_pd3dDevice->SetDialogBoxMode( FALSE );
   
	if ( FAILED(hr = g_pd3dDevice->Reset( &m_PresentParam )))
    {
        //fprintf(Note,"Create D3D Device Failed.\n");
		if (hr == D3DERR_INVALIDCALL)
			MessageBox(g_hBaseWnd,"Toggle to Windowed Failed!","Failed in Toggling",0);
		else if (hr == E_OUTOFMEMORY )
			MessageBox(g_hBaseWnd,"Direct3D could not allocate sufficient memory to complete the call.","Failed Create Device!",0);
		else if (hr == D3DERR_OUTOFVIDEOMEMORY)
			MessageBox(g_hBaseWnd,"Direct3D does not have enough display memory to perform the operation. ","Failed Create Device!",0);

        return E_FAIL;
    }
	SetWindowLong( g_hBaseWnd , GWL_STYLE, m_BaseWinStyle );

	SetRenderWindow(m_LastRenderWindow);

	m_bWindowed = TRUE;

	if (m_lpCurScene)
	{
		g_cMeshTable.RestoreDeviceObjects();
		g_SceneTable.RestoreDeviceObjects();
	}
	g_EffectMgr.RestoreDeviceObjects();

	if (m_bUseMotionBlur)
	{
		BackBufferCreate();
	}
	return S_OK;
}
예제 #5
0
HRESULT InitScene()
{
	HRESULT hr;
	D3DDISPLAYMODE mode;

	if( FAILED(hr = direct3d->GetAdapterDisplayMode(0, &mode)) )
	{
		MYERROR("Could not get adapter mode");
		return hr;
	}
	
	if( FAILED(hr = direct3d->CheckDeviceFormat( 0, D3DDEVTYPE_HAL, mode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) )
	{
		MYERROR("No floating point rendertarget support");
		return hr;
	}
	
	// más depth/stencil-el még müködhet
	if( FAILED(hr = direct3d->CheckDepthStencilMatch( 0, D3DDEVTYPE_HAL, mode.Format, D3DFMT_A16B16G16R16F, D3DFMT_D24S8)) )
	{
		MYERROR("D3DFMT_A16B16G16R16F does not support D3DFMT_D24S8");
		return hr;
	}

	D3DVERTEXELEMENT9 elem[] =
	{
		{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 },
		{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
		D3DDECL_END()
	};
	
	SetWindowText(hwnd, TITLE);

	MYVALID(D3DXLoadMeshFromX("../media/meshes/skullocc3.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &mesh1));
	MYVALID(D3DXLoadMeshFromX("../media/meshes//knot.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &mesh2));
	MYVALID(D3DXLoadMeshFromX("../media/meshes//teapot.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &mesh3));
	MYVALID(D3DXLoadMeshFromX("../media/meshes/sky.X", D3DXMESH_MANAGED, device, NULL, NULL, NULL, NULL, &skymesh));

	mesh = mesh1;

	//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/altar.dds", &skytexture));
	//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/altar_rough.dds", &roughspecular));
	MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/grace.dds", &skytexture));
	MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/grace_rough.dds", &roughspecular));
	//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/beach.dds", &skytexture));
	//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/beach_rough.dds", &roughspecular));
	//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/stpeters.dds", &skytexture));
	//MYVALID(D3DXCreateCubeTextureFromFile(device, "../media/textures/stpeters_rough.dds", &roughspecular));

	MYVALID(D3DXCreateTextureFromFile(device, "../media/textures/gold.jpg", &texture));
	MYVALID(D3DXCreateTextureFromFile(device, "../media/textures/fresnel.png", &fresneltexture));

	// downsample & blur textures
	for( int i = 0; i < 5; ++i )
	{
		MYVALID(device->CreateTexture(screenwidth / (2 << i), screenheight / (2 << i), 1, D3DUSAGE_RENDERTARGET,
			D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &dstargets[i], NULL));

		MYVALID(device->CreateTexture(screenwidth / (2 << i), screenheight / (2 << i), 1, D3DUSAGE_RENDERTARGET,
			D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &blurtargets[i], NULL));

		MYVALID(blurtargets[i]->GetSurfaceLevel(0, &blursurfaces[i]));
		MYVALID(dstargets[i]->GetSurfaceLevel(0, &dssurfaces[i]));
	}

	// star textures (8x 1 MB @ 1080p)
	for( int i = 0; i < 4; ++i )
	{
		for( int j = 0; j < 2; ++j )
		{
			MYVALID(device->CreateTexture(screenwidth / 4, screenheight / 4, 1, D3DUSAGE_RENDERTARGET,
				D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &startargets[i][j], NULL));

			MYVALID(startargets[i][j]->GetSurfaceLevel(0, &starsurfaces[i][j]));
		}
	}

	// lens flare textures (2x 4 MB @ 1080p)
	for( int i = 0; i < 2; ++i )
	{
		MYVALID(device->CreateTexture(screenwidth / 2, screenheight / 2, 1, D3DUSAGE_RENDERTARGET,
			D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &ghosttargets[i], NULL));

		MYVALID(ghosttargets[i]->GetSurfaceLevel(0, &ghostsurfaces[i]));
	}

	// luminance textures
	for( int i = 0; i < 4; ++i )
	{
		UINT j = 256 / (4 << (2 * i));

		MYVALID(device->CreateTexture(j, j, 1, D3DUSAGE_RENDERTARGET,
			D3DFMT_R16F, D3DPOOL_DEFAULT, &avglumtargets[i], NULL));

		MYVALID(avglumtargets[i]->GetSurfaceLevel(0, &avglumsurfaces[i]));
	}

	// adapted luminance textures
	MYVALID(device->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R16F, D3DPOOL_DEFAULT, &avglumtargets[4], NULL));
	MYVALID(device->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R16F, D3DPOOL_DEFAULT, &avglumtargets[5], NULL));

	MYVALID(avglumtargets[4]->GetSurfaceLevel(0, &avglumsurfaces[4]));
	MYVALID(avglumtargets[5]->GetSurfaceLevel(0, &avglumsurfaces[5]));

	// afterimage textures (2x 4 MB @ 1080p)
	MYVALID(device->CreateTexture(screenwidth / 2, screenheight / 2, 1, D3DUSAGE_RENDERTARGET,
		D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &afterimages[0], NULL));

	MYVALID(device->CreateTexture(screenwidth / 2, screenheight / 2, 1, D3DUSAGE_RENDERTARGET,
		D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &afterimages[1], NULL));

	MYVALID(afterimages[0]->GetSurfaceLevel(0, &aftersurfaces[0]));
	MYVALID(afterimages[1]->GetSurfaceLevel(0, &aftersurfaces[1]));

	// other
	MYVALID(device->CreateTexture(512, 512, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &text, NULL));
	MYVALID(device->CreateTexture(screenwidth, screenheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &scenetarget, NULL));
	MYVALID(device->CreateVertexDeclaration(elem, &vertexdecl));

	// other
	MYVALID(scenetarget->GetSurfaceLevel(0, &scenesurface));

	MYVALID(DXCreateEffect("../media/shaders/hdreffects.fx", device, &hdreffect));
	MYVALID(DXCreateEffect("../media/shaders/hdrfresnel.fx", device, &fresnel));
	MYVALID(DXCreateEffect("../media/shaders/sky.fx", device, &skyeffect));

	device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
	device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
	device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);

	device->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
	device->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
	device->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

	device->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(2, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
	device->SetSamplerState(2, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
	device->SetSamplerState(2, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

	device->SetSamplerState(3, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(3, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(3, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

	device->SetSamplerState(4, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(4, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	device->SetSamplerState(4, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

	device->SetSamplerState(5, D3DSAMP_MINFILTER, D3DTEXF_POINT);
	device->SetSamplerState(5, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
	device->SetSamplerState(5, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

	DXRenderText(HELP_TEXT, text, 512, 512);

	// setup camera
	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 3, (float)screenwidth / (float)screenheight, 1, 50);
	D3DXMatrixIdentity(&world);

	cameraangle				= D3DXVECTOR2(0.6f, 0.1f);
	objectangle				= D3DXVECTOR2(0, 0);
	exposurevelocity		= 0;
	destexposurevelocity	= 0;
	exposure				= 0.05f;
	targetluminance			= 0.03f;

	UpdateText();

	return S_OK;
}