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- //--------------------------------------------------------------------------------------
- // File: ShadowMap.cpp
- //
- // Starting point for new Direct3D applications
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //--------------------------------------------------------------------------------------
- #include "dxstdafx.h"
- #include "dxutmesh.h"
- #include "resource.h"
-
- //#define DEBUG_VS // Uncomment this line to debug vertex shaders
- //#define DEBUG_PS // Uncomment this line to debug pixel shaders
-
-
- #define SHADOWMAP_SIZE 512
-
- #define HELPTEXTCOLOR D3DXCOLOR( 0.0f, 1.0f, 0.3f, 1.0f )
-
- LPCTSTR g_aszMeshFile[] =
- {
- L"room.x",
- L"airplane\\airplane 2.x",
- L"misc\\car.x",
- L"misc\\sphere.x",
- L"UI\\arrow.x",
- L"UI\\arrow.x",
- L"UI\\arrow.x",
- L"UI\\arrow.x",
- L"UI\\arrow.x",
- L"UI\\arrow.x",
- L"UI\\arrow.x",
- L"UI\\arrow.x",
- L"ring.x",
- L"ring.x",
- };
-
- #define NUM_OBJ (sizeof(g_aszMeshFile)/sizeof(g_aszMeshFile[0]))
-
- D3DXMATRIXA16 g_amInitObjWorld[NUM_OBJ] =
- {
- D3DXMATRIXA16( 3.5f, 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 3.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f ),
- D3DXMATRIXA16( 0.43301f, 0.25f, 0.0f, 0.0f, -0.25f, 0.43301f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 5.0f, 1.33975f, 0.0f, 1.0f ),
- D3DXMATRIXA16( 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, -14.5f, -7.1f, 0.0f, 1.0f ),
- D3DXMATRIXA16( 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, -7.0f, 0.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 5.0f, 0.2f, 5.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 5.0f, 0.2f, -5.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -5.0f, 0.2f, 5.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -5.0f, 0.2f, -5.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 14.0f, 0.2f, 14.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 14.0f, 0.2f, -14.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -14.0f, 0.2f, 14.0f, 1.0f ),
- D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -14.0f, 0.2f, -14.0f, 1.0f ),
- D3DXMATRIXA16( 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, -14.5f, -9.0f, 0.0f, 1.0f ),
- D3DXMATRIXA16( 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 14.5f, -9.0f, 0.0f, 1.0f ),
- };
-
-
- D3DVERTEXELEMENT9 g_aVertDecl[] =
- {
- { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
- { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
- { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
- D3DDECL_END()
- };
-
-
- //-----------------------------------------------------------------------------
- // Name: class CObj
- // Desc: Encapsulates a mesh object in the scene by grouping its world matrix
- // with the mesh.
- //-----------------------------------------------------------------------------
- struct CObj
- {
- CDXUTMesh m_Mesh;
- D3DXMATRIXA16 m_mWorld;
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: class CViewCamera
- // Desc: A camera class derived from CFirstPersonCamera. The arrow keys and
- // numpad keys are disabled for this type of camera.
- //-----------------------------------------------------------------------------
- class CViewCamera : public CFirstPersonCamera
- {
- protected:
- virtual D3DUtil_CameraKeys MapKey( UINT nKey )
- {
- // Provide custom mapping here.
- // Same as default mapping but disable arrow keys.
- switch( nKey )
- {
- case 'A': return CAM_STRAFE_LEFT;
- case 'D': return CAM_STRAFE_RIGHT;
- case 'W': return CAM_MOVE_FORWARD;
- case 'S': return CAM_MOVE_BACKWARD;
- case 'Q': return CAM_MOVE_DOWN;
- case 'E': return CAM_MOVE_UP;
-
- case VK_HOME: return CAM_RESET;
- }
-
- return CAM_UNKNOWN;
- }
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: class CLightCamera
- // Desc: A camera class derived from CFirstPersonCamera. The letter keys
- // are disabled for this type of camera. This class is intended for use
- // by the spot light.
- //-----------------------------------------------------------------------------
- class CLightCamera : public CFirstPersonCamera
- {
- protected:
- virtual D3DUtil_CameraKeys MapKey( UINT nKey )
- {
- // Provide custom mapping here.
- // Same as default mapping but disable arrow keys.
- switch( nKey )
- {
- case VK_LEFT: return CAM_STRAFE_LEFT;
- case VK_RIGHT: return CAM_STRAFE_RIGHT;
- case VK_UP: return CAM_MOVE_FORWARD;
- case VK_DOWN: return CAM_MOVE_BACKWARD;
- case VK_PRIOR: return CAM_MOVE_UP; // pgup
- case VK_NEXT: return CAM_MOVE_DOWN; // pgdn
-
- case VK_NUMPAD4: return CAM_STRAFE_LEFT;
- case VK_NUMPAD6: return CAM_STRAFE_RIGHT;
- case VK_NUMPAD8: return CAM_MOVE_FORWARD;
- case VK_NUMPAD2: return CAM_MOVE_BACKWARD;
- case VK_NUMPAD9: return CAM_MOVE_UP;
- case VK_NUMPAD3: return CAM_MOVE_DOWN;
-
- case VK_HOME: return CAM_RESET;
- }
-
- return CAM_UNKNOWN;
- }
- };
-
-
- //--------------------------------------------------------------------------------------
- // Global variables
- //--------------------------------------------------------------------------------------
- ID3DXFont* g_pFont = NULL; // Font for drawing text
- ID3DXFont* g_pFontSmall = NULL; // Font for drawing text
- ID3DXSprite* g_pTextSprite = NULL; // Sprite for batching draw text calls
- ID3DXEffect* g_pEffect = NULL; // D3DX effect interface
- bool g_bShowHelp = true; // If true, it renders the UI control text
- CDXUTDialog g_HUD; // dialog for standard controls
- CFirstPersonCamera g_VCamera; // View camera
- CFirstPersonCamera g_LCamera; // Camera obj to help adjust light
- CObj g_Obj[NUM_OBJ]; // Scene object meshes
- LPDIRECT3DVERTEXDECLARATION9 g_pVertDecl = NULL;// Vertex decl for the sample
- LPDIRECT3DTEXTURE9 g_pTexDef = NULL; // Default texture for objects
- D3DLIGHT9 g_Light; // The spot light in the scene
- CDXUTMesh g_LightMesh;
- LPDIRECT3DTEXTURE9 g_pShadowMap = NULL; // Texture to which the shadow map is rendered
- LPDIRECT3DSURFACE9 g_pDSShadow = NULL; // Depth-stencil buffer for rendering to shadow map
- float g_fLightFov; // FOV of the spot light (in radian)
- D3DXMATRIXA16 g_mShadowProj; // Projection matrix for shadow map
-
- bool g_bRightMouseDown = false;// Indicates whether right mouse button is held
- bool g_bCameraPerspective // Indicates whether we should render view from
- = true; // the camera's or the light's perspective
- bool g_bFreeLight = true; // Whether the light is freely moveable.
-
-
- //--------------------------------------------------------------------------------------
- // UI control IDs
- //--------------------------------------------------------------------------------------
- #define IDC_TOGGLEFULLSCREEN 1
- #define IDC_TOGGLEREF 3
- #define IDC_CHANGEDEVICE 4
- #define IDC_CHECKBOX 5
- #define IDC_LIGHTPERSPECTIVE 6
- #define IDC_ATTACHLIGHTTOCAR 7
-
-
-
- //--------------------------------------------------------------------------------------
- // Forward declarations
- //--------------------------------------------------------------------------------------
- void InitializeDialogs();
- bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed );
- void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps );
- HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
- HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
- void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
- void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
- void RenderText();
- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing );
- void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown );
- void CALLBACK MouseProc( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos );
- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl );
- void CALLBACK OnLostDevice();
- void CALLBACK OnDestroyDevice();
- void RenderScene( IDirect3DDevice9* pd3dDevice, bool bRenderShadow, float fElapsedTime, const D3DXMATRIX *pmView, const D3DXMATRIX *pmProj );
-
-
- //--------------------------------------------------------------------------------------
- // Entry point to the program. Initializes everything and goes into a message processing
- // loop. Idle time is used to render the scene.
- //--------------------------------------------------------------------------------------
- INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
- {
- // Initialize the camera
- g_VCamera.SetScalers( 0.01f, 15.0f );
- g_LCamera.SetScalers( 0.01f, 8.0f );
- g_VCamera.SetRotateButtons( true, false, false );
- g_LCamera.SetRotateButtons( false, false, true );
-
- // Set up the view parameters for the camera
- D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 5.0f, -18.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, -1.0f, 0.0f );
- g_VCamera.SetViewParams( &vFromPt, &vLookatPt );
-
- vFromPt = D3DXVECTOR3( 0.0f, 0.0f, -12.0f );
- vLookatPt = D3DXVECTOR3( 0.0f, -2.0f, 1.0f );
- g_LCamera.SetViewParams( &vFromPt, &vLookatPt );
-
- // Initialize the spot light
- g_fLightFov = D3DX_PI / 2.0f;
-
- g_Light.Diffuse.r = 1.0f;
- g_Light.Diffuse.g = 1.0f;
- g_Light.Diffuse.b = 1.0f;
- g_Light.Diffuse.a = 1.0f;
- g_Light.Position = D3DXVECTOR3( -8.0f, -8.0f, 0.0f );
- g_Light.Direction = D3DXVECTOR3( 1.0f, -1.0f, 0.0f );
- D3DXVec3Normalize( (D3DXVECTOR3*)&g_Light.Direction, (D3DXVECTOR3*)&g_Light.Direction );
- g_Light.Range = 10.0f;
- g_Light.Theta = g_fLightFov / 2.0f;
- g_Light.Phi = g_fLightFov / 2.0f;
-
- // Set the callback functions. These functions allow the sample framework to notify
- // the application about device changes, user input, and windows messages. The
- // callbacks are optional so you need only set callbacks for events you're interested
- // in. However, if you don't handle the device reset/lost callbacks then the sample
- // framework won't be able to reset your device since the application must first
- // release all device resources before resetting. Likewise, if you don't handle the
- // device created/destroyed callbacks then the sample framework won't be able to
- // recreate your device resources.
- DXUTSetCallbackDeviceCreated( OnCreateDevice );
- DXUTSetCallbackDeviceReset( OnResetDevice );
- DXUTSetCallbackDeviceLost( OnLostDevice );
- DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
- DXUTSetCallbackMsgProc( MsgProc );
- DXUTSetCallbackKeyboard( KeyboardProc );
- DXUTSetCallbackMouse( MouseProc );
- DXUTSetCallbackFrameRender( OnFrameRender );
- DXUTSetCallbackFrameMove( OnFrameMove );
-
- InitializeDialogs();
-
- // Show the cursor and clip it when in full screen
- DXUTSetCursorSettings( true, true );
-
- // Initialize the sample framework and create the desired Win32 window and Direct3D
- // device for the application. Calling each of these functions is optional, but they
- // allow you to set several options which control the behavior of the framework.
- DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
- DXUTCreateWindow( L"ShadowMap" );
- DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );
-
- // Pass control to the sample framework for handling the message pump and
- // dispatching render calls. The sample framework will call your FrameMove
- // and FrameRender callback when there is idle time between handling window messages.
- DXUTMainLoop();
-
- // Perform any application-level cleanup here. Direct3D device resources are released within the
- // appropriate callback functions and therefore don't require any cleanup code here.
-
- return DXUTGetExitCode();
- }
-
-
- //--------------------------------------------------------------------------------------
- // Sets up the dialogs
- //--------------------------------------------------------------------------------------
- void InitializeDialogs()
- {
- g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
- g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
- g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
- g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22 );
- g_HUD.AddCheckBox( IDC_CHECKBOX, L"Display help text", 35, iY += 24, 125, 22, true, VK_F1 );
- g_HUD.AddCheckBox( IDC_LIGHTPERSPECTIVE, L"View from light's perspective", 0, iY += 24, 160, 22, false, L'V' );
- g_HUD.AddCheckBox( IDC_ATTACHLIGHTTOCAR, L"Attach light to car", 0, iY += 24, 160, 22, false, L'F' );
- }
-
-
- //--------------------------------------------------------------------------------------
- // Called during device initialization, this code checks the device for some
- // minimum set of capabilities, and rejects those that don't pass by returning false.
- //--------------------------------------------------------------------------------------
- bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
- D3DFORMAT BackBufferFormat, bool bWindowed )
- {
- // Skip backbuffer formats that don't support alpha blending
- IDirect3D9* pD3D = DXUTGetD3DObject();
- if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
- AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
- D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
- return false;
-
- // Must support pixel shader 2.0
- if( pCaps->PixelShaderVersion < D3DPS_VERSION( 2, 0 ) )
- return false;
-
- // need to support D3DFMT_R32F render target
- if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
- AdapterFormat, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, D3DFMT_R32F ) ) )
- return false;
-
- // need to support D3DFMT_A8R8G8B8 render target
- if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
- AdapterFormat, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A8R8G8B8 ) ) )
- return false;
-
- return true;
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function is called immediately before a device is created to allow the
- // application to modify the device settings. The supplied pDeviceSettings parameter
- // contains the settings that the framework has selected for the new device, and the
- // application can make any desired changes directly to this structure. Note however that
- // the sample framework will not correct invalid device settings so care must be taken
- // to return valid device settings, otherwise IDirect3D9::CreateDevice() will fail.
- //--------------------------------------------------------------------------------------
- void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps )
- {
- // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
- // then switch to SWVP.
- if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
- pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
- {
- pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
- }
- else
- {
- pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
- }
-
- // This application is designed to work on a pure device by not using
- // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
- if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
- (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
- pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
-
- // Debugging vertex shaders requires either REF or software vertex processing
- // and debugging pixel shaders requires REF.
- #ifdef DEBUG_VS
- if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
- {
- pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
- pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
- pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
- }
- #endif
- #ifdef DEBUG_PS
- pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
- #endif
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called immediately after the Direct3D device has been
- // created, which will happen during application initialization and windowed/full screen
- // toggles. This is the best location to create D3DPOOL_MANAGED resources since these
- // resources need to be reloaded whenever the device is destroyed. Resources created
- // here should be released in the OnDestroyDevice callback.
- //--------------------------------------------------------------------------------------
- HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
- {
- HRESULT hr;
-
- // Initialize the font
- V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
- OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
- L"Arial", &g_pFont ) );
- V_RETURN( D3DXCreateFont( pd3dDevice, 12, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
- OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
- L"Arial", &g_pFontSmall ) );
-
- // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the
- // shader debugger. Debugging vertex shaders requires either REF or software vertex
- // processing, and debugging pixel shaders requires REF. The
- // D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the
- // shader debugger. It enables source level debugging, prevents instruction
- // reordering, prevents dead code elimination, and forces the compiler to compile
- // against the next higher available software target, which ensures that the
- // unoptimized shaders do not exceed the shader model limitations. Setting these
- // flags will cause slower rendering since the shaders will be unoptimized and
- // forced into software. See the DirectX documentation for more information about
- // using the shader debugger.
- DWORD dwShaderFlags = 0;
- #ifdef DEBUG_VS
- dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
- #endif
- #ifdef DEBUG_PS
- dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
- #endif
-
- // Read the D3DX effect file
- WCHAR str[MAX_PATH];
- V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"ShadowMap.fx" ) );
-
- // If this fails, there should be debug output as to
- // they the .fx file failed to compile
- V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags,
- NULL, &g_pEffect, NULL ) );
-
- // Create vertex declaration
- V_RETURN( pd3dDevice->CreateVertexDeclaration( g_aVertDecl, &g_pVertDecl ) );
-
- // Initialize the meshes
- for( int i = 0; i < NUM_OBJ; ++i )
- {
- V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, g_aszMeshFile[i] ) );
- if( FAILED( g_Obj[i].m_Mesh.Create( pd3dDevice, str ) ) )
- return DXUTERR_MEDIANOTFOUND;
- V_RETURN( g_Obj[i].m_Mesh.SetVertexDecl( pd3dDevice, g_aVertDecl ) );
- g_Obj[i].m_mWorld = g_amInitObjWorld[i];
- }
-
- // Initialize the light mesh
- V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"spotlight.x" ) );
- if( FAILED( g_LightMesh.Create( pd3dDevice, str ) ) )
- return DXUTERR_MEDIANOTFOUND;
- V_RETURN( g_LightMesh.SetVertexDecl( pd3dDevice, g_aVertDecl ) );
-
- // World transform to identity
- D3DXMATRIXA16 mIdent;
- D3DXMatrixIdentity( &mIdent );
- V_RETURN( pd3dDevice->SetTransform( D3DTS_WORLD, &mIdent ) );
-
- 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 )
- {
- HRESULT hr;
-
- if( g_pFont )
- V_RETURN( g_pFont->OnResetDevice() );
- if( g_pFontSmall )
- V_RETURN( g_pFontSmall->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_VCamera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 100.0f );
- g_LCamera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 100.0f );
-
- // Create the default texture (used when a triangle does not use a texture)
- V_RETURN( pd3dDevice->CreateTexture( 1, 1, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_pTexDef, NULL ) );
- D3DLOCKED_RECT lr;
- V_RETURN( g_pTexDef->LockRect( 0, &lr, NULL, 0 ) );
- *(LPDWORD)lr.pBits = D3DCOLOR_RGBA( 255, 255, 255, 255 );
- V_RETURN( g_pTexDef->UnlockRect( 0 ) );
-
- // Restore the scene objects
- for( int i = 0; i < NUM_OBJ; ++i )
- V_RETURN( g_Obj[i].m_Mesh.RestoreDeviceObjects( pd3dDevice ) );
- V_RETURN( g_LightMesh.RestoreDeviceObjects( pd3dDevice ) );
-
- // Restore the effect variables
- V_RETURN( g_pEffect->SetVector( "g_vLightDiffuse", (D3DXVECTOR4 *)&g_Light.Diffuse ) );
- V_RETURN( g_pEffect->SetFloat( "g_fCosTheta", cosf( g_Light.Theta ) ) );
-
- // Create the shadow map texture
- V_RETURN( pd3dDevice->CreateTexture( SHADOWMAP_SIZE, SHADOWMAP_SIZE,
- 1, D3DUSAGE_RENDERTARGET,
- D3DFMT_R32F,
- D3DPOOL_DEFAULT,
- &g_pShadowMap,
- NULL ) );
-
- // Create the depth-stencil buffer to be used with the shadow map
- // We do this to ensure that the depth-stencil buffer is large
- // enough and has correct multisample type/quality when rendering
- // the shadow map. The default depth-stencil buffer created during
- // device creation will not be large enough if the user resizes the
- // window to a very small size. Furthermore, if the device is created
- // with multisampling, the default depth-stencil buffer will not
- // work with the shadow map texture because texture render targets
- // do not support multisample.
- DXUTDeviceSettings d3dSettings = DXUTGetDeviceSettings();
- V_RETURN( pd3dDevice->CreateDepthStencilSurface( SHADOWMAP_SIZE,
- SHADOWMAP_SIZE,
- d3dSettings.pp.AutoDepthStencilFormat,
- D3DMULTISAMPLE_NONE,
- 0,
- TRUE,
- &g_pDSShadow,
- NULL ) );
-
- // Initialize the shadow projection matrix
- D3DXMatrixPerspectiveFovLH( &g_mShadowProj, g_fLightFov, 1, 0.01f, 100.0f);
-
- g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
- g_HUD.SetSize( 170, pBackBufferSurfaceDesc->Height );
- CDXUTControl *pControl = g_HUD.GetControl( IDC_LIGHTPERSPECTIVE );
- if( pControl )
- pControl->SetLocation( 0, pBackBufferSurfaceDesc->Height - 50 );
- pControl = g_HUD.GetControl( IDC_ATTACHLIGHTTOCAR );
- if( pControl )
- pControl->SetLocation( 0, pBackBufferSurfaceDesc->Height - 25 );
- return S_OK;
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called once at the beginning of every frame. This is the
- // best location for your application to handle updates to the scene, but is not
- // intended to contain actual rendering calls, which should instead be placed in the
- // OnFrameRender callback.
- //--------------------------------------------------------------------------------------
- void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
- {
- // Update the camera's position based on user input
- g_VCamera.FrameMove( fElapsedTime );
- g_LCamera.FrameMove( fElapsedTime );
-
- // Animate the plane, car and sphere meshes
- D3DXMATRIXA16 m;
-
- D3DXMatrixRotationY( &m, D3DX_PI * fElapsedTime / 4.0f );
- D3DXMatrixMultiply( &g_Obj[1].m_mWorld, &g_Obj[1].m_mWorld, &m );
- D3DXMatrixRotationY( &m, -D3DX_PI * fElapsedTime / 4.0f );
- D3DXMatrixMultiply( &g_Obj[2].m_mWorld, &g_Obj[2].m_mWorld, &m );
- D3DXVECTOR3 vR( 0.1f, 1.0f, -0.2f );
- D3DXMatrixRotationAxis( &m, &vR, -D3DX_PI * fElapsedTime / 6.0f );
- D3DXMatrixMultiply( &g_Obj[3].m_mWorld, &m, &g_Obj[3].m_mWorld );
- }
-
-
- //--------------------------------------------------------------------------------------
- // Renders the scene onto the current render target using the current
- // technique in the effect.
- //--------------------------------------------------------------------------------------
- void RenderScene( IDirect3DDevice9* pd3dDevice, bool bRenderShadow, float fElapsedTime, const D3DXMATRIX *pmView, const D3DXMATRIX *pmProj )
- {
- HRESULT hr;
-
- // Set the projection matrix
- V( g_pEffect->SetMatrix( "g_mProj", pmProj ) );
-
- // Update the light parameters in the effect
- if( g_bFreeLight )
- {
- // Freely moveable light. Get light parameter
- // from the light camera.
- D3DXVECTOR3 v = *g_LCamera.GetEyePt();
- D3DXVECTOR4 v4;
- D3DXVec3Transform( &v4, &v, pmView );
- V( g_pEffect->SetVector( "g_vLightPos", &v4 ) );
- *(D3DXVECTOR3*)&v4 = *g_LCamera.GetWorldAhead();
- v4.w = 0.0f; // Set w 0 so that the translation part doesn't come to play
- D3DXVec4Transform( &v4, &v4, pmView ); // Direction in view space
- D3DXVec3Normalize( (D3DXVECTOR3*)&v4, (D3DXVECTOR3*)&v4 );
- V( g_pEffect->SetVector( "g_vLightDir", &v4 ) );
- } else
- {
- // Light attached to car. Get the car's world position and direction.
- D3DXMATRIXA16 m = g_Obj[2].m_mWorld;
- D3DXVECTOR3 v( m._41, m._42, m._43 );
- D3DXVECTOR4 vPos;
- D3DXVec3Transform( &vPos, &v, pmView );
- D3DXVECTOR4 v4( 0.0f, 0.0f, -1.0f, 1.0f ); // In object space, car is facing -Z
- m._41 = m._42 = m._43 = 0.0f; // Remove the translation
- D3DXVec4Transform( &v4, &v4, &m ); // Obtain direction in world space
- v4.w = 0.0f; // Set w 0 so that the translation part doesn't come to play
- D3DXVec4Transform( &v4, &v4, pmView ); // Direction in view space
- D3DXVec3Normalize( (D3DXVECTOR3*)&v4, (D3DXVECTOR3*)&v4 );
- V( g_pEffect->SetVector( "g_vLightDir", &v4 ) );
- vPos += v4 * 4.0f; // Offset the center by 3 so that it's closer to the headlight.
- V( g_pEffect->SetVector( "g_vLightPos", &vPos ) );
- }
-
- // Clear the render buffers
- V( pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x000000ff, 1.0f, 0L ) );
-
- if( bRenderShadow )
- V( g_pEffect->SetTechnique( "RenderShadow" ) );
-
- // Begin the scene
- if( SUCCEEDED( pd3dDevice->BeginScene() ) )
- {
- if( !bRenderShadow )
- V( g_pEffect->SetTechnique( "RenderScene" ) );
-
- // Render the objects
- for( int obj = 0; obj < NUM_OBJ; ++obj )
- {
- D3DXMATRIXA16 mWorldView = g_Obj[obj].m_mWorld;
- D3DXMatrixMultiply( &mWorldView, &mWorldView, pmView );
- V( g_pEffect->SetMatrix( "g_mWorldView", &mWorldView ) );
-
- LPD3DXMESH pMesh = g_Obj[obj].m_Mesh.GetLocalMesh();
- UINT cPass;
- V( g_pEffect->Begin( &cPass, 0 ) );
- for( UINT p = 0; p < cPass; ++p )
- {
- V( g_pEffect->BeginPass( p ) );
-
- for( DWORD i = 0; i < g_Obj[obj].m_Mesh.m_dwNumMaterials; ++i )
- {
- D3DXVECTOR4 vDif( g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.r,
- g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.g,
- g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.b,
- g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.a );
- V( g_pEffect->SetVector( "g_vMaterial", &vDif ) );
- if( g_Obj[obj].m_Mesh.m_pTextures[i] )
- V( g_pEffect->SetTexture( "g_txScene", g_Obj[obj].m_Mesh.m_pTextures[i] ) )
- else
- V( g_pEffect->SetTexture( "g_txScene", g_pTexDef ) )
- V( g_pEffect->CommitChanges() );
- V( pMesh->DrawSubset( i ) );
- }
- V( g_pEffect->EndPass() );
- }
- V( g_pEffect->End() );
- }
-
- // Render light
- if( !bRenderShadow )
- V( g_pEffect->SetTechnique( "RenderLight" ) );
-
- D3DXMATRIXA16 mWorldView = *g_LCamera.GetWorldMatrix();
- D3DXMatrixMultiply( &mWorldView, &mWorldView, pmView );
- V( g_pEffect->SetMatrix( "g_mWorldView", &mWorldView ) );
-
- UINT cPass;
- LPD3DXMESH pMesh = g_LightMesh.GetLocalMesh();
- V( g_pEffect->Begin( &cPass, 0 ) );
- for( UINT p = 0; p < cPass; ++p )
- {
- V( g_pEffect->BeginPass( p ) );
-
- for( DWORD i = 0; i < g_LightMesh.m_dwNumMaterials; ++i )
- {
- D3DXVECTOR4 vDif( g_LightMesh.m_pMaterials[i].Diffuse.r,
- g_LightMesh.m_pMaterials[i].Diffuse.g,
- g_LightMesh.m_pMaterials[i].Diffuse.b,
- g_LightMesh.m_pMaterials[i].Diffuse.a );
- V( g_pEffect->SetVector( "g_vMaterial", &vDif ) );
- V( g_pEffect->SetTexture( "g_txScene", g_LightMesh.m_pTextures[i] ) );
- V( g_pEffect->CommitChanges() );
- V( pMesh->DrawSubset( i ) );
- }
- V( g_pEffect->EndPass() );
- }
- V( g_pEffect->End() );
-
- if( !bRenderShadow )
- // Render stats and help text
- RenderText();
-
- // Render the UI elements
- if( !bRenderShadow )
- g_HUD.OnRender( fElapsedTime );
-
- V( pd3dDevice->EndScene() );
- }
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called at the end of every frame to perform all the
- // rendering calls for the scene, and it will also be called if the window needs to be
- // repainted. After this function has returned, the sample framework will call
- // IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
- //--------------------------------------------------------------------------------------
- void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
- {
- HRESULT hr;
-
- //
- // Compute the view matrix for the light
- // This changes depending on the light mode
- // (free movement or attached)
- //
- D3DXMATRIXA16 mLightView;
- if( g_bFreeLight )
- mLightView = *g_LCamera.GetViewMatrix();
- else
- {
- // Light attached to car.
- mLightView = g_Obj[2].m_mWorld;
- D3DXVECTOR3 vPos( mLightView._41, mLightView._42, mLightView._43 ); // Offset z by -2 so that it's closer to headlight
- D3DXVECTOR4 vDir = D3DXVECTOR4( 0.0f, 0.0f, -1.0f, 1.0f ); // In object space, car is facing -Z
- mLightView._41 = mLightView._42 = mLightView._43 = 0.0f; // Remove the translation
- D3DXVec4Transform( &vDir, &vDir, &mLightView ); // Obtain direction in world space
- vDir.w = 0.0f; // Set w 0 so that the translation part below doesn't come to play
- D3DXVec4Normalize( &vDir, &vDir );
- vPos.x += vDir.x * 4.0f; // Offset the center by 4 so that it's closer to the headlight
- vPos.y += vDir.y * 4.0f;
- vPos.z += vDir.z * 4.0f;
- vDir.x += vPos.x; // vDir denotes the look-at point
- vDir.y += vPos.y;
- vDir.z += vPos.z;
- D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
- D3DXMatrixLookAtLH( &mLightView, &vPos, (D3DXVECTOR3*)&vDir, &vUp );
- }
-
- //
- // Render the shadow map
- //
- LPDIRECT3DSURFACE9 pOldRT = NULL;
- V( pd3dDevice->GetRenderTarget( 0, &pOldRT ) );
- LPDIRECT3DSURFACE9 pShadowSurf;
- if( SUCCEEDED( g_pShadowMap->GetSurfaceLevel( 0, &pShadowSurf ) ) )
- {
- pd3dDevice->SetRenderTarget( 0, pShadowSurf );
- SAFE_RELEASE( pShadowSurf );
- }
- LPDIRECT3DSURFACE9 pOldDS = NULL;
- if( SUCCEEDED( pd3dDevice->GetDepthStencilSurface( &pOldDS ) ) )
- pd3dDevice->SetDepthStencilSurface( g_pDSShadow );
-
- {
- CDXUTPerfEventGenerator g( DXUT_PERFEVENTCOLOR, L"Shadow Map" );
- RenderScene( pd3dDevice, true, fElapsedTime, &mLightView, &g_mShadowProj );
- }
-
- if( pOldDS )
- {
- pd3dDevice->SetDepthStencilSurface( pOldDS );
- pOldDS->Release();
- }
- pd3dDevice->SetRenderTarget( 0, pOldRT );
- SAFE_RELEASE( pOldRT );
-
- //
- // Now that we have the shadow map, render the scene.
- //
- const D3DXMATRIX *pmView = g_bCameraPerspective ? g_VCamera.GetViewMatrix() :
- &mLightView;
-
- // Initialize required parameter
- V( g_pEffect->SetTexture( "g_txShadow", g_pShadowMap ) );
- // Compute the matrix to transform from view space to
- // light projection space. This consists of
- // the inverse of view matrix * view matrix of light * light projection matrix
- D3DXMATRIXA16 mViewToLightProj;
- mViewToLightProj = *pmView;
- D3DXMatrixInverse( &mViewToLightProj, NULL, &mViewToLightProj );
- D3DXMatrixMultiply( &mViewToLightProj, &mViewToLightProj, &mLightView );
- D3DXMatrixMultiply( &mViewToLightProj, &mViewToLightProj, &g_mShadowProj );
- V( g_pEffect->SetMatrix( "g_mViewToLightProj", &mViewToLightProj ) );
-
- {
- CDXUTPerfEventGenerator g( DXUT_PERFEVENTCOLOR, L"Scene" );
- RenderScene( pd3dDevice, false, fElapsedTime, pmView, g_VCamera.GetProjMatrix() );
- }
- g_pEffect->SetTexture( "g_txShadow", NULL );
- }
-
-
- //--------------------------------------------------------------------------------------
- // Render the help and statistics text. This function uses the ID3DXFont interface for
- // efficient text rendering.
- //--------------------------------------------------------------------------------------
- void RenderText()
- {
- // The helper object simply helps keep track of text position, and color
- // and then it calls pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
- // If NULL is passed in as the sprite object, then it will work however the
- // pFont->DrawText() will not be batched together. Batching calls will improves performance.
- CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
-
- // Output statistics
- txtHelper.Begin();
- txtHelper.SetInsertionPos( 5, 5 );
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
- txtHelper.DrawTextLine( DXUTGetFrameStats() );
- txtHelper.DrawTextLine( DXUTGetDeviceStats() );
-
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
-
- // Draw help
- if( g_bShowHelp )
- {
- const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
- txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*10 );
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
- txtHelper.DrawTextLine( L"Controls:" );
-
- txtHelper.SetInsertionPos( 15, pd3dsdBackBuffer->Height-15*9 );
- txtHelper.DrawFormattedTextLine(
- L"Rotate camera\nMove camera\n"
- L"Rotate light\nMove light\n"
- L"Change light mode (Current: %s)\nChange view reference (Current: %s)\n"
- L"Hidehelp\nQuit",
- g_bFreeLight ? L"Free" : L"Car-attached",
- g_bCameraPerspective ? L"Camera" : L"Light" );
- txtHelper.SetInsertionPos( 265, pd3dsdBackBuffer->Height-15*9 );
- txtHelper.DrawTextLine(
- L"Left drag mouse\nW,S,A,D,Q,E\n"
- L"Right drag mouse\nW,S,A,D,Q,E while holding right mouse\n"
- L"F\nV\nF1\nESC" );
- }
- else
- {
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
- txtHelper.DrawTextLine( L"Press F1 for help" );
- }
- txtHelper.End();
- }
-
-
- //--------------------------------------------------------------------------------------
- // Before handling window messages, the sample framework passes incoming windows
- // messages to the application through this callback function. If the application sets
- // *pbNoFurtherProcessing to TRUE, then the sample framework will not process this message.
- //--------------------------------------------------------------------------------------
- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing )
- {
- *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
- if( *pbNoFurtherProcessing )
- return 0;
-
- // Pass all windows messages to camera and dialogs so they can respond to user input
- if( WM_KEYDOWN != uMsg || g_bRightMouseDown )
- g_LCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
-
- if( WM_KEYDOWN != uMsg || !g_bRightMouseDown )
- {
- if( g_bCameraPerspective )
- g_VCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
- else
- g_LCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
- }
-
- return 0;
- }
-
-
- //--------------------------------------------------------------------------------------
- // As a convenience, the sample framework inspects the incoming windows messages for
- // keystroke messages and decodes the message parameters to pass relevant keyboard
- // messages to the application. The framework does not remove the underlying keystroke
- // messages, which are still passed to the application's MsgProc callback.
- //--------------------------------------------------------------------------------------
- void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
- {
- }
-
-
- void CALLBACK MouseProc( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos )
- {
- g_bRightMouseDown = bRightButtonDown;
- }
-
-
- //--------------------------------------------------------------------------------------
- // Handles the GUI events
- //--------------------------------------------------------------------------------------
- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl )
- {
- switch( nControlID )
- {
- case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break;
- case IDC_TOGGLEREF: DXUTToggleREF(); break;
- case IDC_CHANGEDEVICE: DXUTSetShowSettingsDialog( !DXUTGetShowSettingsDialog() ); break;
- case IDC_CHECKBOX:
- {
- CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
- g_bShowHelp = pCheck->GetChecked();
- break;
- }
- case IDC_LIGHTPERSPECTIVE:
- {
- CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
- g_bCameraPerspective = !pCheck->GetChecked();
- if( g_bCameraPerspective )
- {
- g_VCamera.SetRotateButtons( true, false, false );
- g_LCamera.SetRotateButtons( false, false, true );
- } else
- {
- g_VCamera.SetRotateButtons( false, false, false );
- g_LCamera.SetRotateButtons( true, false, true );
- }
-
- break;
- }
- case IDC_ATTACHLIGHTTOCAR:
- {
- CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
- g_bFreeLight = !pCheck->GetChecked();
- break;
- }
- }
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called immediately after the Direct3D device has
- // entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
- // in the OnResetDevice callback should be released here, which generally includes all
- // D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
- // information about lost devices.
- //--------------------------------------------------------------------------------------
- void CALLBACK OnLostDevice()
- {
- if( g_pFont )
- g_pFont->OnLostDevice();
- if( g_pFontSmall )
- g_pFontSmall->OnLostDevice();
- if( g_pEffect )
- g_pEffect->OnLostDevice();
- SAFE_RELEASE(g_pTextSprite);
-
- SAFE_RELEASE( g_pDSShadow );
- SAFE_RELEASE( g_pShadowMap );
- SAFE_RELEASE( g_pTexDef );
-
- for( int i = 0; i < NUM_OBJ; ++i )
- g_Obj[i].m_Mesh.InvalidateDeviceObjects();
- g_LightMesh.InvalidateDeviceObjects();
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called immediately after the Direct3D device has
- // been destroyed, which generally happens as a result of application termination or
- // windowed/full screen toggles. Resources created in the OnCreateDevice callback
- // should be released here, which generally includes all D3DPOOL_MANAGED resources.
- //--------------------------------------------------------------------------------------
- void CALLBACK OnDestroyDevice()
- {
- SAFE_RELEASE( g_pEffect );
- SAFE_RELEASE( g_pFont );
- SAFE_RELEASE( g_pFontSmall );
- SAFE_RELEASE( g_pVertDecl );
-
- SAFE_RELEASE( g_pEffect );
-
- for( int i = 0; i < NUM_OBJ; ++i )
- g_Obj[i].m_Mesh.Destroy();
- g_LightMesh.Destroy();
- }
-