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- //-----------------------------------------------------------------------------
- // File: BumpWaves.cpp
- //
- // Desc: Code to simulate reflections off waves using bumpmapping.
- //
- // Note: This code uses the D3D Framework helper library.
- //
- // Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Function prototypes and global (or static) variables
- //-----------------------------------------------------------------------------
- inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
-
- struct VERTEX
- {
- D3DXVECTOR3 p;
- FLOAT tu, tv;
- };
-
- #define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_TEX1)
-
-
- //-----------------------------------------------------------------------------
- // Name: class CMyD3DApplication
- // Desc: Application class. The base class (CD3DApplication) provides the
- // generic functionality needed in all Direct3D samples. CMyD3DApplication
- // adds functionality specific to this sample program.
- //-----------------------------------------------------------------------------
- class CMyD3DApplication : public CD3DApplication
- {
- CD3DFont* m_pFont;
- LPDIRECT3DVERTEXBUFFER8 m_pBackgroundVB;
- LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
-
- LPDIRECT3DVERTEXBUFFER8 m_pWaterVB;
- LPDIRECT3DTEXTURE8 m_psBumpMap;
- D3DXMATRIX m_matBumpMat;
-
- LPDIRECT3DTEXTURE8 CreateBumpMap( DWORD, DWORD, D3DFORMAT );
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
- HRESULT SetEMBMStates();
-
- UINT m_n; // Number of vertices in the ground grid along X
- UINT m_m; // Number of vertices in the ground grid along Z
- UINT m_nTriangles; // Number of triangles in the ground grid
-
- DWORD m_dwVertexShader; // Vertex shader handle for the bump waves
- BOOL m_bUseVertexShader; // Whether to use vertex shader or FF pipeline
-
- public:
- CMyD3DApplication();
- };
-
-
- //-----------------------------------------------------------------------------
- //
- // Vertex shader code for bump waves -- this is used when the fixed-function
- // approach is not supported by the device
- //
- // const[0 - 2] Transformation matrix to the camera space, combined with texture
- // transformation matrix, because position in the camera space is
- // used as texture coordinates. Texture transfoX and Y row are
- // multiplied by 0.8 to make texture transformation.
- //
- // const[3-7] Transformation matrix to the projection space
- // const[8] [0.5, -0.5, 0, 0]
- //
- // v[0] - position
- // v[1] - texture coordinates for stage 0
- //
- char g_strVertexShader[] =
- "vs.1.1\n"
- "m4x4 oPos, v0, c3 ; transform position to the projection space\n"
- "; Compute vertex position in the camera space - this is our texture coordinates\n"
- "dp4 r0.x, v0, c0 \n"
- "dp4 r0.y, v0, c1 \n"
- "dp4 r0.z, v0, c2 \n"
- "; Do the rest of texture transform (first part was combined with the camera matrix) \n"
- "rcp r0.z, r0.z \n"
- "mad oT1.x, r0.x, r0.z, c8.x \n"
- "mad oT1.y, r0.y, r0.z, c8.y \n"
- "mov oT0.xy, v1 ; Copy input texture coordinates for the stage 0\n";
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: 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 hInst, HINSTANCE, LPSTR, INT )
- {
- CMyD3DApplication d3dApp;
-
- if( FAILED( d3dApp.Create( hInst ) ) )
- return 0;
-
- return d3dApp.Run();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("BumpWaves: Using BumpMapping For Waves");
- m_bUseDepthBuffer = FALSE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_psBumpMap = NULL;
- m_pBackgroundTexture = NULL;
- m_pBackgroundVB = NULL;
- m_pWaterVB = NULL;
-
- // The following are set in InitDeviceObjects
- m_n = 0;
- m_m = 0;
- m_nTriangles = 0;
-
- m_dwVertexShader = 0;
- m_bUseVertexShader = FALSE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Setup the bump matrix
- // Min r is 0.04 if amplitude is 32 to miss temporal aliasing
- // Max r is 0.16 for amplitude is 8 to miss spatial aliasing
- FLOAT r = 0.04f;
- m_matBumpMat._11 = r * cosf( m_fTime * 9.0f );
- m_matBumpMat._12 = -r * sinf( m_fTime * 9.0f );
- m_matBumpMat._21 = r * sinf( m_fTime * 9.0f );
- m_matBumpMat._22 = r * cosf( m_fTime * 9.0f );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Render()
- // Desc: Called once per frame, the call is the entry point for 3d
- // rendering. This function sets up render states, clears the
- // viewport, and renders the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::Render()
- {
- // Clear the render target
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0L );
-
- // Begin the scene
- if( FAILED( m_pd3dDevice->BeginScene() ) )
- return S_OK;
-
- // Set up texture stage states for the background
- m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
-
- // Render the background
- m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(VERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // Render the water
- SetEMBMStates();
- if( m_bUseVertexShader )
- m_pd3dDevice->SetVertexShader( m_dwVertexShader );
- else
- m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
-
- m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, sizeof(VERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
-
- // Output statistics
- m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
- m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
- TCHAR strInfo[100];
- if( m_bUseVertexShader )
- lstrcpy( strInfo, TEXT("Using Vertex Shader") );
- else
- lstrcpy( strInfo, TEXT("Using Fixed-Function Vertex Pipeline") );
- m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), strInfo );
-
- // End the scene.
- m_pd3dDevice->EndScene();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: SetEMBMStates()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::SetEMBMStates()
- {
- // Set up texture stage 0's states for the bumpmap
- m_pd3dDevice->SetTexture( 0, m_psBumpMap );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW( m_matBumpMat._11 ) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW( m_matBumpMat._12 ) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW( m_matBumpMat._21 ) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW( m_matBumpMat._22 ) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
-
- // Set up texture stage 1's states for the environment map
- m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
-
- if( m_bUseVertexShader )
- {
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
- }
- else
- {
- // Set up projected texture coordinates
- // tu = (0.8x + 0.5z) / z
- // tv = (0.8y - 0.5z) / z
- D3DXMATRIX mat;
- mat._11 = 0.8f; mat._12 = 0.0f; mat._13 = 0.0f;
- mat._21 = 0.0f; mat._22 = 0.8f; mat._23 = 0.0f;
- mat._31 = 0.5f; mat._32 =-0.5f; mat._33 = 1.0f;
- mat._41 = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f;
-
- m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3|D3DTTFF_PROJECTED );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
-
- }
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CreateBumpMap()
- // Desc: Creates a bumpmap
- //-----------------------------------------------------------------------------
- LPDIRECT3DTEXTURE8 CMyD3DApplication::CreateBumpMap( DWORD dwWidth, DWORD dwHeight,
- D3DFORMAT d3dBumpFormat )
- {
- LPDIRECT3DTEXTURE8 psBumpMap;
-
- // Check if the device can create the format
- if( FAILED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
- m_d3dCaps.DeviceType,
- m_d3dsdBackBuffer.Format,
- 0, D3DRTYPE_TEXTURE, d3dBumpFormat ) ) )
- return NULL;
-
- // Create the bump map texture
- if( FAILED( m_pd3dDevice->CreateTexture( dwWidth, dwHeight, 1, 0 /* Usage */,
- d3dBumpFormat, D3DPOOL_MANAGED,
- &psBumpMap ) ) )
- return NULL;
-
- // Lock the surface and write in some bumps for the waves
- D3DLOCKED_RECT d3dlr;
- psBumpMap->LockRect( 0, &d3dlr, 0, 0 );
- CHAR* pDst = (CHAR*)d3dlr.pBits;
- CHAR iDu, iDv;
-
- for( DWORD y=0; y<dwHeight; y++ )
- {
- CHAR* pPixel = pDst;
-
- for( DWORD x=0; x<dwWidth; x++ )
- {
- FLOAT fx = x/(FLOAT)dwWidth - 0.5f;
- FLOAT fy = y/(FLOAT)dwHeight - 0.5f;
-
- FLOAT r = sqrtf( fx*fx + fy*fy );
-
- iDu = (CHAR)( 64 * cosf( 300.0f * r ) * expf( -r * 5.0f ) );
- iDu += (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
- iDu += (CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );
-
- iDv = (CHAR)( 64 * sinf( 300.0f * r ) * expf( -r * 5.0f ) );
- iDv += (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
- iDv += (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );
-
- *pPixel++ = iDu;
- *pPixel++ = iDv;
- }
- pDst += d3dlr.Pitch;
- }
- psBumpMap->UnlockRect(0);
-
- return psBumpMap;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Load the texture for the background image
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
- &m_pBackgroundTexture, D3DFMT_R5G6B5 ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Create the bumpmap.
- m_psBumpMap = CreateBumpMap( 256, 256, D3DFMT_V8U8 );
- if( NULL == m_psBumpMap )
- return E_FAIL;
-
- // Create a square for rendering the background
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(VERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
- D3DPOOL_MANAGED, &m_pBackgroundVB ) ) )
- return E_FAIL;
- VERTEX* v;
- m_pBackgroundVB->Lock( 0, 0, (BYTE**)&v, 0 );
- v[0].p = D3DXVECTOR3(-1000.0f, 0.0f, 0.0f );
- v[1].p = D3DXVECTOR3(-1000.0f, 1000.0f, 0.0f );
- v[2].p = D3DXVECTOR3( 1000.0f, 0.0f, 0.0f );
- v[3].p = D3DXVECTOR3( 1000.0f, 1000.0f, 0.0f );
- v[0].tu = 0.0f; v[0].tv = 147/256.0f;
- v[1].tu = 0.0f; v[1].tv = 0.0f;
- v[2].tu = 1.0f; v[2].tv = 147/256.0f;
- v[3].tu = 1.0f; v[3].tv = 0.0f;
- m_pBackgroundVB->Unlock();
-
- // See if EMBM and projected vertices are supported at the same time
- // in the fixed-function shader. If not, switch to using a vertex shader.
- m_bUseVertexShader = FALSE;
- SetEMBMStates();
- DWORD dwPasses;
- if( FAILED( m_pd3dDevice->ValidateDevice( &dwPasses ) ) )
- m_bUseVertexShader = TRUE;
-
- // If D3DPTEXTURECAPS_PROJECTED is set, projected textures are computed
- // per pixel, so this sample will work fine with just a quad for the water
- // model. If it's not set, textures are projected per vertex rather than
- // per pixel, so distortion will be visible unless we use more vertices.
- if( m_d3dCaps.TextureCaps & D3DPTEXTURECAPS_PROJECTED && !m_bUseVertexShader)
- {
- m_n = 2; // Number of vertices in the ground grid along X
- m_m = 2; // Number of vertices in the ground grid along Z
- }
- else
- {
- m_n = 8; // Number of vertices in the ground grid along X
- m_m = 8; // Number of vertices in the ground grid along Z
- }
- m_nTriangles = (m_n-1)*(m_m-1)*2; // Number of triangles in the ground
-
- // Create a square grid m_n*m_m for rendering the water
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_nTriangles*3*sizeof(VERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
- D3DPOOL_MANAGED, &m_pWaterVB ) ) )
- return E_FAIL;
- m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 );
- float dX = 2000.0f/(m_n-1);
- float dZ = 1250.0f/(m_m-1);
- float x0 = -1000;
- float z0 = -1250;
- float dU = 1.0f/(m_n-1);
- float dV = 0.7f/(m_m-1);
- UINT k = 0;
- for (UINT z=0; z < (m_m-1); z++)
- {
- for (UINT x=0; x < (m_n-1); x++)
- {
- v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
- v[k].tu = x*dU;
- v[k].tv = z*dV;
- k++;
- v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + (z+1)*dZ );
- v[k].tu = x*dU;
- v[k].tv = (z+1)*dV;
- k++;
- v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
- v[k].tu = (x+1)*dU;
- v[k].tv = (z+1)*dV;
- k++;
- v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
- v[k].tu = x*dU;
- v[k].tv = z*dV;
- k++;
- v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
- v[k].tu = (x+1)*dU;
- v[k].tv = (z+1)*dV;
- k++;
- v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + z*dZ );
- v[k].tu = (x+1)*dU;
- v[k].tv = z*dV;
- k++;
- }
- }
- m_pWaterVB->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- HRESULT hr;
-
- m_pFont->RestoreDeviceObjects();
-
- // Set the transform matrices
- D3DXVECTOR3 vEyePt( 0.0f, 400.0f, -1650.0f );
- D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
- D3DXMATRIX matWorld, matView, matProj;
-
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 1.0f, 10000.0f );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set any appropiate state
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
-
- if ( m_bUseVertexShader )
- {
- DWORD dwWaveDecl[] =
- {
- D3DVSD_STREAM( 0 ),
- D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position
- D3DVSD_REG( 1, D3DVSDT_FLOAT2 ), // Tex coords
- D3DVSD_END()
- };
-
- LPD3DXBUFFER pCode;
- if( FAILED( hr = D3DXAssembleShader( g_strVertexShader,
- strlen(g_strVertexShader),
- 0, NULL, &pCode, NULL ) ) )
- {
- return hr;
- }
- hr = m_pd3dDevice->CreateVertexShader( dwWaveDecl,
- (DWORD*)pCode->GetBufferPointer(),
- &m_dwVertexShader, 0);
- if( FAILED( hr ) )
- {
- return hr;
- }
- pCode->Release();
-
- D3DXMATRIX matCamera, matFinal;
- D3DXMatrixMultiply( &matCamera, &matWorld, &matView );
- D3DXMatrixMultiply( &matFinal, &matCamera, &matProj );
- D3DXMatrixTranspose(&matCamera, &matCamera);
- D3DXMatrixTranspose(&matFinal, &matFinal);
- matCamera(0, 0) *= 0.8f;
- matCamera(0, 1) *= 0.8f;
- matCamera(0, 2) *= 0.8f;
- matCamera(0, 3) *= 0.8f;
- matCamera(1, 0) *= 0.8f;
- matCamera(1, 1) *= 0.8f;
- matCamera(1, 2) *= 0.8f;
- matCamera(1, 3) *= 0.8f;
- if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(0, &matCamera, 3) ) )
- {
- return hr;
- }
- if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(3, &matFinal, 4) ) )
- {
- return hr;
- }
- FLOAT data[4] = {0.5f, -0.5f, 0, 0};
- if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(8, &data, 1) ) )
- {
- return hr;
- }
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- if( m_dwVertexShader != 0 )
- {
- m_pd3dDevice->DeleteVertexShader( m_dwVertexShader );
- m_dwVertexShader = 0;
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DeleteDeviceObjects()
- // Desc: Called when the app is exiting, or the device is being changed,
- // this function deletes any device dependent objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::DeleteDeviceObjects()
- {
- m_pFont->DeleteDeviceObjects();
- SAFE_RELEASE( m_pBackgroundTexture );
- SAFE_RELEASE( m_psBumpMap );
- SAFE_RELEASE( m_pBackgroundVB );
- SAFE_RELEASE( m_pWaterVB );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FinalCleanup()
- // Desc: Called before the app exits, this function gives the app the chance
- // to cleanup after itself.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FinalCleanup()
- {
- SAFE_DELETE( m_pFont );
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ConfirmDevice()
- // Desc: Called during device intialization, this code checks the device
- // for some minimum set of capabilities
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
- D3DFORMAT Format )
- {
- // Device must be able to do bumpmapping
- if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) )
- return E_FAIL;
-
- // Accept devices that can create D3DFMT_V8U8 textures
- if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_V8U8 ) ) )
- return S_OK;
-
- // Else, reject the device
- return E_FAIL;
- }
-
-
-