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📄 d3dapp.cpp

📁 3d 游戏编程入门教程之例子源码--滚动的色子
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// Desc: Reset the device if the client area size has changed.
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::HandlePossibleSizeChange()
{
    HRESULT hr = S_OK;
    RECT rcClientOld;
    rcClientOld = m_rcWindowClient;

    if( m_bIgnoreSizeChange )
        return S_OK;

    // Update window properties
    GetWindowRect( m_hWnd, &m_rcWindowBounds );
    GetClientRect( m_hWnd, &m_rcWindowClient );

    if( rcClientOld.right - rcClientOld.left !=
        m_rcWindowClient.right - m_rcWindowClient.left ||
        rcClientOld.bottom - rcClientOld.top !=
        m_rcWindowClient.bottom - m_rcWindowClient.top)
    {
        // A new window size will require a new backbuffer
        // size, so the 3D structures must be changed accordingly.
        Pause( true );

        m_d3dpp.BackBufferWidth  = m_rcWindowClient.right - m_rcWindowClient.left;
        m_d3dpp.BackBufferHeight = m_rcWindowClient.bottom - m_rcWindowClient.top;
    
        if( m_pd3dDevice != NULL )
        {
            // Reset the 3D environment
            if( FAILED( hr = Reset3DEnvironment() ) )
            {
                if( hr != D3DERR_OUTOFVIDEOMEMORY )
                    hr = D3DAPPERR_RESETFAILED;
                DisplayErrorMsg( hr, MSGERR_APPMUSTEXIT );
            }
        }
        Pause( false );
    }
    return hr;
}




//-----------------------------------------------------------------------------
// Name: Initialize3DEnvironment()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Initialize3DEnvironment()
{
    HRESULT hr;

    D3DAdapterInfo* pAdapterInfo = m_d3dSettings.PAdapterInfo();
    D3DDeviceInfo* pDeviceInfo = m_d3dSettings.PDeviceInfo();

    m_bWindowed = m_d3dSettings.IsWindowed;

    // Prepare window for possible windowed/fullscreen change
    AdjustWindowForChange();

    // Set up the presentation parameters
    BuildPresentParamsFromSettings();

    if( pDeviceInfo->Caps.PrimitiveMiscCaps & D3DPMISCCAPS_NULLREFERENCE )
    {
        // Warn user about null ref device that can't render anything
        DisplayErrorMsg( D3DAPPERR_NULLREFDEVICE, 0 );
    }

    DWORD behaviorFlags;
    if (m_d3dSettings.GetVertexProcessingType() == SOFTWARE_VP)
        behaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == MIXED_VP)
        behaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == HARDWARE_VP)
        behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    else if (m_d3dSettings.GetVertexProcessingType() == PURE_HARDWARE_VP)
        behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE;
    else
        behaviorFlags = 0; // TODO: throw exception

    // Create the device
    hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), pDeviceInfo->DevType,
                               m_hWndFocus, behaviorFlags, &m_d3dpp,
                               &m_pd3dDevice );

    if( SUCCEEDED(hr) )
    {
        // When moving from fullscreen to windowed mode, it is important to
        // adjust the window size after recreating the device rather than
        // beforehand to ensure that you get the window size you want.  For
        // example, when switching from 640x480 fullscreen to windowed with
        // a 1000x600 window on a 1024x768 desktop, it is impossible to set
        // the window size to 1000x600 until after the display mode has
        // changed to 1024x768, because windows cannot be larger than the
        // desktop.
        if( m_bWindowed )
        {
            SetWindowPos( m_hWnd, HWND_NOTOPMOST,
                          m_rcWindowBounds.left, m_rcWindowBounds.top,
                          ( m_rcWindowBounds.right - m_rcWindowBounds.left ),
                          ( m_rcWindowBounds.bottom - m_rcWindowBounds.top ),
                          SWP_SHOWWINDOW );
        }

        // Store device Caps
        m_pd3dDevice->GetDeviceCaps( &m_d3dCaps );
        m_dwCreateFlags = behaviorFlags;

        // Store device description
        if( pDeviceInfo->DevType == D3DDEVTYPE_REF )
            lstrcpy( m_strDeviceStats, TEXT("REF") );
        else if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
            lstrcpy( m_strDeviceStats, TEXT("HAL") );
        else if( pDeviceInfo->DevType == D3DDEVTYPE_SW )
            lstrcpy( m_strDeviceStats, TEXT("SW") );

        if( behaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING &&
            behaviorFlags & D3DCREATE_PUREDEVICE )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (pure hw vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated pure hw vp)") );
        }
        else if( behaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (hw vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated hw vp)") );
        }
        else if( behaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING )
        {
            if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
                lstrcat( m_strDeviceStats, TEXT(" (mixed vp)") );
            else
                lstrcat( m_strDeviceStats, TEXT(" (simulated mixed vp)") );
        }
        else if( behaviorFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING )
        {
            lstrcat( m_strDeviceStats, TEXT(" (sw vp)") );
        }

        if( pDeviceInfo->DevType == D3DDEVTYPE_HAL )
        {
            // Be sure not to overflow m_strDeviceStats when appending the adapter 
            // description, since it can be long.  Note that the adapter description
            // is initially CHAR and must be converted to TCHAR.
            lstrcat( m_strDeviceStats, TEXT(": ") );
            const int cchDesc = sizeof(pAdapterInfo->AdapterIdentifier.Description);
            TCHAR szDescription[cchDesc];
            DXUtil_ConvertAnsiStringToGenericCch( szDescription, 
                pAdapterInfo->AdapterIdentifier.Description, cchDesc );
            int maxAppend = sizeof(m_strDeviceStats) / sizeof(TCHAR) -
                lstrlen( m_strDeviceStats ) - 1;
            _tcsncat( m_strDeviceStats, szDescription, maxAppend );
        }

        // Store render target surface desc
        LPDIRECT3DSURFACE9 pBackBuffer = NULL;
        m_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );
        pBackBuffer->GetDesc( &m_d3dsdBackBuffer );
        pBackBuffer->Release();

        // Set up the fullscreen cursor
        if( m_bShowCursorWhenFullscreen && !m_bWindowed )
        {
            HCURSOR hCursor;
#ifdef _WIN64
            hCursor = (HCURSOR)GetClassLongPtr( m_hWnd, GCLP_HCURSOR );
#else
            hCursor = (HCURSOR)ULongToHandle( GetClassLong( m_hWnd, GCL_HCURSOR ) );
#endif
            D3DUtil_SetDeviceCursor( m_pd3dDevice, hCursor, true );
            m_pd3dDevice->ShowCursor( true );
        }

        // Confine cursor to fullscreen window
        if( m_bClipCursorWhenFullscreen )
        {
            if (!m_bWindowed )
            {
                RECT rcWindow;
                GetWindowRect( m_hWnd, &rcWindow );
                ClipCursor( &rcWindow );
            }
            else
            {
                ClipCursor( NULL );
            }
        }

        // Initialize the app's device-dependent objects
        hr = InitDeviceObjects();
        if( FAILED(hr) )
        {
            DeleteDeviceObjects();
        }
        else
        {
            m_bDeviceObjectsInited = true;
            hr = RestoreDeviceObjects();
            if( FAILED(hr) )
            {
                InvalidateDeviceObjects();
            }
            else
            {
                m_bDeviceObjectsRestored = true;
                return S_OK;
            }
        }

        // Cleanup before we try again
        Cleanup3DEnvironment();
    }

    // If that failed, fall back to the reference rasterizer
    if( hr != D3DAPPERR_MEDIANOTFOUND && 
        hr != HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) && 
        pDeviceInfo->DevType == D3DDEVTYPE_HAL )
    {
        if (FindBestWindowedMode(false, true))
        {
            m_bWindowed = true;
            AdjustWindowForChange();
            // Make sure main window isn't topmost, so error message is visible
            SetWindowPos( m_hWnd, HWND_NOTOPMOST,
                          m_rcWindowBounds.left, m_rcWindowBounds.top,
                          ( m_rcWindowBounds.right - m_rcWindowBounds.left ),
                          ( m_rcWindowBounds.bottom - m_rcWindowBounds.top ),
                          SWP_SHOWWINDOW );

            // Let the user know we are switching from HAL to the reference rasterizer
            DisplayErrorMsg( hr, MSGWARN_SWITCHEDTOREF );

            hr = Initialize3DEnvironment();
        }
    }
    return hr;
}




//-----------------------------------------------------------------------------
// Name: BuildPresentParamsFromSettings()
// Desc:
//-----------------------------------------------------------------------------
void CD3DApplication::BuildPresentParamsFromSettings()
{
    m_d3dpp.Windowed               = m_d3dSettings.IsWindowed;
    m_d3dpp.BackBufferCount        = 1;
    m_d3dpp.MultiSampleType        = m_d3dSettings.MultisampleType();
    m_d3dpp.MultiSampleQuality     = m_d3dSettings.MultisampleQuality();
    m_d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;
    m_d3dpp.EnableAutoDepthStencil = m_d3dEnumeration.AppUsesDepthBuffer;
    m_d3dpp.hDeviceWindow          = m_hWnd;
    if( m_d3dEnumeration.AppUsesDepthBuffer )
    {
        m_d3dpp.Flags              = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
        m_d3dpp.AutoDepthStencilFormat = m_d3dSettings.DepthStencilBufferFormat();
    }
    else
    {
        m_d3dpp.Flags              = 0;
    }

    if( m_bWindowed )
    {
        m_d3dpp.BackBufferWidth  = m_rcWindowClient.right - m_rcWindowClient.left;
        m_d3dpp.BackBufferHeight = m_rcWindowClient.bottom - m_rcWindowClient.top;
        m_d3dpp.BackBufferFormat = m_d3dSettings.PDeviceCombo()->BackBufferFormat;
        m_d3dpp.FullScreen_RefreshRateInHz = 0;
        m_d3dpp.PresentationInterval = m_d3dSettings.PresentInterval();
    }
    else
    {
        m_d3dpp.BackBufferWidth  = m_d3dSettings.DisplayMode().Width;
        m_d3dpp.BackBufferHeight = m_d3dSettings.DisplayMode().Height;
        m_d3dpp.BackBufferFormat = m_d3dSettings.PDeviceCombo()->BackBufferFormat;
        m_d3dpp.FullScreen_RefreshRateInHz = m_d3dSettings.Fullscreen_DisplayMode.RefreshRate;
        m_d3dpp.PresentationInterval = m_d3dSettings.PresentInterval();
    }
}




//-----------------------------------------------------------------------------
// Name: Reset3DEnvironment()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Reset3DEnvironment()
{
    HRESULT hr;

    // Release all vidmem objects
    if( m_bDeviceObjectsRestored )
    {
        m_bDeviceObjectsRestored = false;
        InvalidateDeviceObjects();
    }
    // Reset the device
    if( FAILED( hr = m_pd3dDevice->Reset( &m_d3dpp ) ) )
        return hr;

    // Store render target surface desc
    LPDIRECT3DSURFACE9 pBackBuffer;
    m_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );
    pBackBuffer->GetDesc( &m_d3dsdBackBuffer );
    pBackBuffer->Release();

    // Set up the fullscreen cursor
    if( m_bShowCursorWhenFullscreen && !m_bWindowed )
    {
        HCURSOR hCursor;
#ifdef _WIN64
        hCursor = (HCURSOR)GetClassLongPtr( m_hWnd, GCLP_HCURSOR );
#else
        hCursor = (HCURSOR)ULongToHandle( GetClassLong( m_hWnd, GCL_HCURSOR ) );
#endif
        D3DUtil_SetDeviceCursor( m_pd3dDevice, hCursor, true );
        m_pd3dDevice->ShowCursor( true );
    }

    // Confine cursor to fullscreen window

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