本文整理汇总了C++中CDXUTDialogResourceManager::OnD3D9ResetDevice方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTDialogResourceManager::OnD3D9ResetDevice方法的具体用法?C++ CDXUTDialogResourceManager::OnD3D9ResetDevice怎么用?C++ CDXUTDialogResourceManager::OnD3D9ResetDevice使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CDXUTDialogResourceManager
的用法示例。
在下文中一共展示了CDXUTDialogResourceManager::OnD3D9ResetDevice方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CDXUTTextHelper
//--------------------------------------------------------------------------------------
// 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;
}
示例2: OnResetDevice
//--------------------------------------------------------------------------------------
// 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;
}
示例3:
//--------------------------------------------------------------------------------------
// 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;
}
示例4: OnResetDevice
//--------------------------------------------------------------------------------------
// 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;
}
示例5: OnResetDevice
//--------------------------------------------------------------------------------------
// 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;
}
示例6: OnResetDevice
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;
}
示例7: OnResetDevice
//--------------------------------------------------------------------------------------
// 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;
}
示例8: onResetDevice
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;
}
示例9: CDXUTTextHelper
//--------------------------------------------------------------------------------------
// 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;
}
示例10: CDXUTTextHelper
//--------------------------------------------------------------------------------------
// 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;
}
示例11: OnResetDevice
//.........这里部分代码省略.........
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;
}
示例12: vecLightDirUnnormalized
//--------------------------------------------------------------------------------------
// 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;
}