Пример #1
0
int CradleGame::Init(CradleWindow* outputWindow)
{
	SetOutputWindow(outputWindow);
	
	CreateD3D();
	
	m_timer = new BasicTimer();

	m_cInput = new CradleInput(this);
	m_cInput->Initialize();

	m_Resources = new CradleFileManager(m_cd3d);

	return 0;
}
Пример #2
0
void		CHW::CreateDevice		(HWND m_hWnd, bool move_window)
{
    m_move_window			= move_window;
    CreateD3D				();

    // General - select adapter and device
//#ifdef DEDICATED_SERVER
//	BOOL  bWindowed			= TRUE;
//#else
//	BOOL  bWindowed			= !psDeviceFlags.is(rsFullscreen);
//#endif

    BOOL  bWindowed			= TRUE;
    
#ifndef _EDITOR
    if (!g_dedicated_server)
        bWindowed			= !psDeviceFlags.is(rsFullscreen);
#else
    bWindowed				= 1;
#endif        

    DevAdapter				= D3DADAPTER_DEFAULT;
    DevT					= Caps.bForceGPU_REF?D3DDEVTYPE_REF:D3DDEVTYPE_HAL;

#ifndef	MASTER_GOLD
    // Look for 'NVIDIA NVPerfHUD' adapter
    // If it is present, override default settings
    for (UINT Adapter=0;Adapter<pD3D->GetAdapterCount();Adapter++)	{
        D3DADAPTER_IDENTIFIER9 Identifier;
        HRESULT Res=pD3D->GetAdapterIdentifier(Adapter,0,&Identifier);
        if (SUCCEEDED(Res) && (xr_strcmp(Identifier.Description,"NVIDIA PerfHUD")==0))
        {
            DevAdapter	=Adapter;
            DevT		=D3DDEVTYPE_REF;
            break;
        }
    }
#endif	//	MASTER_GOLD


    // Display the name of video board
    D3DADAPTER_IDENTIFIER9	adapterID;
    R_CHK	(pD3D->GetAdapterIdentifier(DevAdapter,0,&adapterID));
    Msg		("* GPU [vendor:%X]-[device:%X]: %s",adapterID.VendorId,adapterID.DeviceId,adapterID.Description);

    u16	drv_Product		= HIWORD(adapterID.DriverVersion.HighPart);
    u16	drv_Version		= LOWORD(adapterID.DriverVersion.HighPart);
    u16	drv_SubVersion	= HIWORD(adapterID.DriverVersion.LowPart);
    u16	drv_Build		= LOWORD(adapterID.DriverVersion.LowPart);
    Msg		("* GPU driver: %d.%d.%d.%d",u32(drv_Product),u32(drv_Version),u32(drv_SubVersion), u32(drv_Build));

    Caps.id_vendor	= adapterID.VendorId;
    Caps.id_device	= adapterID.DeviceId;

    // Retreive windowed mode
    D3DDISPLAYMODE mWindowed;
    R_CHK(pD3D->GetAdapterDisplayMode(DevAdapter, &mWindowed));

    // Select back-buffer & depth-stencil format
    D3DFORMAT&	fTarget	= Caps.fTarget;
    D3DFORMAT&	fDepth	= Caps.fDepth;
    if (bWindowed)
    {
        fTarget = mWindowed.Format;
        R_CHK(pD3D->CheckDeviceType	(DevAdapter,DevT,fTarget,fTarget,TRUE));
        fDepth  = selectDepthStencil(fTarget);
    } else {
        switch (psCurrentBPP) {
        case 32:
            fTarget = D3DFMT_X8R8G8B8;
            if (SUCCEEDED(pD3D->CheckDeviceType(DevAdapter,DevT,fTarget,fTarget,FALSE)))
                break;
            fTarget = D3DFMT_A8R8G8B8;
            if (SUCCEEDED(pD3D->CheckDeviceType(DevAdapter,DevT,fTarget,fTarget,FALSE)))
                break;
            fTarget = D3DFMT_R8G8B8;
            if (SUCCEEDED(pD3D->CheckDeviceType(DevAdapter,DevT,fTarget,fTarget,FALSE)))
                break;
            fTarget = D3DFMT_UNKNOWN;
            break;
        case 16:
        default:
            fTarget = D3DFMT_R5G6B5;
            if (SUCCEEDED(pD3D->CheckDeviceType(DevAdapter,DevT,fTarget,fTarget,FALSE)))
                break;
            fTarget = D3DFMT_X1R5G5B5;
            if (SUCCEEDED(pD3D->CheckDeviceType(DevAdapter,DevT,fTarget,fTarget,FALSE)))
                break;
            fTarget = D3DFMT_X4R4G4B4;
            if (SUCCEEDED(pD3D->CheckDeviceType(DevAdapter,DevT,fTarget,fTarget,FALSE)))
                break;
            fTarget = D3DFMT_UNKNOWN;
            break;
        }
        fDepth  = selectDepthStencil(fTarget);
    }

    if ((D3DFMT_UNKNOWN==fTarget) || (D3DFMT_UNKNOWN==fTarget))	{
        Msg					("Failed to initialize graphics hardware.\n"
                             "Please try to restart the game.\n"
                             "Can not find matching format for back buffer."
                             );
        FlushLog			();
        MessageBox			(NULL,"Failed to initialize graphics hardware.\nPlease try to restart the game.","Error!",MB_OK|MB_ICONERROR);
        TerminateProcess	(GetCurrentProcess(),0);
    }


    // Set up the presentation parameters
    D3DPRESENT_PARAMETERS&	P	= DevPP;
    ZeroMemory				( &P, sizeof(P) );

#ifndef _EDITOR
    selectResolution	(P.BackBufferWidth, P.BackBufferHeight, bWindowed);
#endif
// Back buffer
//.	P.BackBufferWidth		= dwWidth;
//. P.BackBufferHeight		= dwHeight;
    P.BackBufferFormat		= fTarget;
    P.BackBufferCount		= 1;

    // Multisample
    P.MultiSampleType		= D3DMULTISAMPLE_NONE;
    P.MultiSampleQuality	= 0;

    // Windoze
    P.SwapEffect			= bWindowed?D3DSWAPEFFECT_COPY:D3DSWAPEFFECT_DISCARD;
    P.hDeviceWindow			= m_hWnd;
    P.Windowed				= bWindowed;

    // Depth/stencil
    P.EnableAutoDepthStencil= TRUE;
    P.AutoDepthStencilFormat= fDepth;
    P.Flags					= 0;	//. D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;

    //AVO: functional vsync by avbaula
#ifdef VSYNC_FIX
    P.PresentationInterval = selectPresentInterval(); // Vsync
    if(!bWindowed)		
        P.FullScreen_RefreshRateInHz = selectRefresh(P.BackBufferWidth, P.BackBufferHeight,fTarget);
#else //!VSYNC_FIX
    // Refresh rate
    P.PresentationInterval	= D3DPRESENT_INTERVAL_IMMEDIATE;
    if( !bWindowed )		P.FullScreen_RefreshRateInHz	= selectRefresh	(P.BackBufferWidth, P.BackBufferHeight,fTarget);
#endif //-VSYNC_FIX
    //-AVO
    else					P.FullScreen_RefreshRateInHz	= D3DPRESENT_RATE_DEFAULT;

    // Create the device
    u32 GPU		= selectGPU();	
    HRESULT R	= HW.pD3D->CreateDevice(DevAdapter,
                                        DevT,
                                        m_hWnd,
                                        GPU | D3DCREATE_MULTITHREADED,	//. ? locks at present
                                        &P,
                                        &pDevice );
    
    if (FAILED(R))	{
        R	= HW.pD3D->CreateDevice(	DevAdapter,
                                        DevT,
                                        m_hWnd,
                                        GPU | D3DCREATE_MULTITHREADED,	//. ? locks at present
                                        &P,
                                        &pDevice );
    }
    if (D3DERR_DEVICELOST==R)	{
        // Fatal error! Cannot create rendering device AT STARTUP !!!
        Msg					("Failed to initialize graphics hardware.\n"
                             "Please try to restart the game.\n"
                             "CreateDevice returned 0x%08x(D3DERR_DEVICELOST)", R);
        FlushLog			();
        MessageBox			(NULL,"Failed to initialize graphics hardware.\nPlease try to restart the game.","Error!",MB_OK|MB_ICONERROR);
        TerminateProcess	(GetCurrentProcess(),0);
    };
    R_CHK		(R);

    _SHOW_REF	("* CREATE: DeviceREF:",HW.pDevice);
    switch (GPU)
    {
    case D3DCREATE_SOFTWARE_VERTEXPROCESSING:
        Log	("* Vertex Processor: SOFTWARE");
        break;
    case D3DCREATE_MIXED_VERTEXPROCESSING:
        Log	("* Vertex Processor: MIXED");
        break;
    case D3DCREATE_HARDWARE_VERTEXPROCESSING:
        Log	("* Vertex Processor: HARDWARE");
        break;
    case D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_PUREDEVICE:
        Log	("* Vertex Processor: PURE HARDWARE");
        break;
    }

    // Capture misc data
#ifdef DEBUG
    R_CHK	(pDevice->CreateStateBlock			(D3DSBT_ALL,&dwDebugSB));
#endif
    R_CHK	(pDevice->GetRenderTarget			(0,&pBaseRT));
    R_CHK	(pDevice->GetDepthStencilSurface	(&pBaseZB));
    u32	memory									= pDevice->GetAvailableTextureMem	();
    Msg		("*     Texture memory: %d M",		memory/(1024*1024));
    Msg		("*          DDI-level: %2.1f",		float(D3DXGetDriverLevel(pDevice))/100.f);
#ifndef _EDITOR
    updateWindowProps							(m_hWnd);
    fill_vid_mode_list							(this);
#endif
}