示例#1
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;

    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 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;
}