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📄 zfxd3d_init.cpp

📁 This is a book introduce some tech about Game Engine 3D
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// File: ZFXD3D_init.cpp

//#include <windows.h>        // type definitions

#include "ZFX.h"              // return values and stuff
#include "ZFXD3D.h"           // class definition
#include "ZFXD3D_skinman.h"   // material manager
#include "ZFXD3D_vcache.h"    // vertex cache manager
#include <vfw.h>              // show bmp's
#include "resource.h"         // control id's


bool g_bLF=false;


// we need this for dialog callback only
ZFXD3D *g_ZFXD3D=NULL;

// store result when dialog is closed
ZFXDEVICEINFO  g_xDevice;
D3DDISPLAYMODE g_Dspmd;
D3DFORMAT      g_fmtA;
D3DFORMAT      g_fmtB;
HBITMAP        g_hBMP;



/*-----------------------------------------------------------*/
/* DLL stuff implementation                                  *
/*-----------------------------------------------------------*/

/**
 * DLL Entry Point similar to WinMain()/main()
 */
BOOL WINAPI DllEntryPoint(HINSTANCE hDll,
                          DWORD     fdwReason,
                          LPVOID    lpvReserved) {
   switch(fdwReason) {
      // called when we attach to the DLL
      case DLL_PROCESS_ATTACH:
         /* dll init/setup stuff */
         break;
      case DLL_PROCESS_DETACH:
         /* dll shutdown/release stuff */
         break;
      default:
         break;
      };
   
   return TRUE;
   } // DllEntryPoint
/*----------------------------------------------------------------*/

/**
 * Exported create function: Creates a new ZFXRenderDevice object.
 */
HRESULT CreateRenderDevice(HINSTANCE hDLL, ZFXRenderDevice **pDevice) {
   if(!*pDevice) {
      *pDevice = new ZFXD3D(hDLL);
      return ZFX_OK;
      }
   return ZFX_FAIL;
   }
/*----------------------------------------------------------------*/

/**
 * Exported release function: Realeses the given ZFXRenderDevice object.
 */
HRESULT ReleaseRenderDevice(ZFXRenderDevice **pDevice) {
   if(!*pDevice) {
      return ZFX_FAIL;
      }
   delete *pDevice;
   *pDevice = NULL;
   return ZFX_OK;
   }
/*----------------------------------------------------------------*/



// give helping hand to class implementation of callback function
BOOL CALLBACK DlgProcWrap(HWND hDlg,UINT message,WPARAM wParam,LPARAM lParam)
   { return g_ZFXD3D->DlgProc(hDlg, message, wParam, lParam); }
/*----------------------------------------------------------------*/



/*-----------------------------------------------------------*/
/* ZFXD3D class implementation                               *
/*-----------------------------------------------------------*/

/**
 * Constructor
 */
ZFXD3D::ZFXD3D(HINSTANCE hDLL) {
   m_hDLL              = hDLL;
   m_pEnum             = NULL;
   m_pD3D              = NULL;
   m_pDevice           = NULL;
   m_pLog              = NULL;
   m_ClearColor        = D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f);
   m_bRunning          = false;
   m_bIsSceneRunning   = false;
   m_bUseShaders       = false;
   m_bCanDoShaders     = false;
   m_bAdditive         = false;
   m_bColorBuffer      = true;
   m_bTextures         = true;
   m_pSkinMan          = NULL;
   m_pVertexMan        = NULL;

   m_pDeclVertex       = NULL;
   m_pDeclPVertex      = NULL;
   m_pDeclLVertex      = NULL;
   m_pDeclCVertex      = NULL;
   m_pDecl3TVertex     = NULL;
   m_pDeclTVertex      = NULL;

   m_pFont             = NULL;

   // dont use swapchain at first
   m_nActivehWnd       = 0;
   m_nNumVShaders      = 0;
   m_nNumPShaders      = 0;
   m_nNumFonts         = 0;

   g_ZFXD3D = this;

   m_pLog = fopen("Log_ZFXRenderDevice.txt", "w");
   Log("online (waiting for initialization call)");
   }
/*----------------------------------------------------------------*/


/**
 * Destructor
 */ 
ZFXD3D::~ZFXD3D() {
   Release();
   }
/*----------------------------------------------------------------*/


/**
 * Release all of our own and the Direct3D COM stuff.
 */
void ZFXD3D::Release() {
   // our own stuff
   if (m_pEnum) {
      delete m_pEnum;
      m_pEnum = NULL;
      }
   if (m_pSkinMan) {
      delete m_pSkinMan;
      m_pSkinMan = NULL;
      }
   if (m_pVertexMan) {
      delete m_pVertexMan;
      m_pVertexMan = NULL;
      }

   // shader stuff
   if (m_pDeclVertex) {
      m_pDeclVertex->Release();
      m_pDeclVertex = NULL;
      }
   if (m_pDeclPVertex) {
      m_pDeclPVertex->Release();
      m_pDeclPVertex = NULL;
      }
   if (m_pDeclLVertex) {
      m_pDeclLVertex->Release();
      m_pDeclLVertex = NULL;
      }

   if (m_pDeclCVertex) {
      m_pDeclCVertex->Release();
      m_pDeclCVertex = NULL;
      }

   if (m_pDecl3TVertex) {
      m_pDecl3TVertex->Release();
      m_pDecl3TVertex = NULL;
      }

   if (m_pDeclTVertex) {
      m_pDeclTVertex->Release();
      m_pDeclTVertex = NULL;
      }

   for (UINT i=0; i<m_nNumVShaders; i++) {
      if (m_pVShader[i]) {
         m_pVShader[i]->Release();
         m_pVShader[i] = NULL;
         }
      }
   for (UINT j=0; j<m_nNumPShaders; j++) {
      if (m_pPShader[j]) {
         m_pPShader[j]->Release();
         m_pPShader[j] = NULL;
         }
      }

   for (UINT k=0; k<m_nNumFonts; k++) {
      if (m_pFont[k]) {
         m_pFont[k]->Release();
         m_pFont[k] = NULL;
         }
      }

   if (m_pFont) {
      free(m_pFont);
      m_pFont = NULL;
      }

   // main objects
   if(m_pDevice) {
      m_pDevice->Release();
      m_pDevice = NULL;
      }
   if(m_pD3D) {
      m_pD3D->Release();
      m_pD3D = NULL;
      }
   Log("offline (ok)");
   fclose(m_pLog);
   }
/*----------------------------------------------------------------*/


/**
 * Initialize dialogbox to select device and format. Dialog must
 * have ID using -"- signs and must have combobox "IDC_ADAPTER",
 * listbox "IDC_MODES", radiobuttons "IDC_FULL" and "IDC_WND",
 * and Buttons "IDOK" and "IDCANCEL".
 * -> IN: HWND      - handle of application window
 *        HWND      - array to render child-window HWNDs or NULL
 *        int       - number of child HWNDs in array
 *        int       - minimum number of depth bits
 *        int       - minimum number of stencil bits
 *        bool      - create a save but slow log?
 */
HRESULT ZFXD3D::Init(HWND hWnd, const HWND *hWnd3D, 
                     int nNumhWnd, int nMinDepth, 
                     int nMinStencil, bool bSaveLog) {
   int nResult;

   g_bLF = bSaveLog;
   
   // are there any child windows to use?
   if (nNumhWnd > 0) {
      if (nNumhWnd > MAX_3DHWND) nNumhWnd = MAX_3DHWND;
      memcpy(&m_hWnd[0], hWnd3D, sizeof(HWND)*nNumhWnd);
      m_nNumhWnd = nNumhWnd;
      }
   // else store handle to main window at least
   else {
      m_hWnd[0] = hWnd;
      m_nNumhWnd = 0;
      }
 
   m_hWndMain = hWnd;

   if (nMinStencil > 0)
      m_bStencil = true;

   // create enum object
   m_pEnum = new ZFXD3DEnum(nMinDepth, nMinStencil);

   Log("calling dialog");

   // load bmp logo
   g_hBMP = (HBITMAP)LoadImage(NULL, "zfx.bmp",
                               IMAGE_BITMAP,0,0,
                               LR_LOADFROMFILE |
                               LR_CREATEDIBSECTION);

   // call device selection dialog
   nResult = DialogBox(m_hDLL, "dlgChangeDevice", hWnd, DlgProcWrap);
   
   // delete bmp if any
   if (g_hBMP) DeleteObject(g_hBMP);

   Log("dialog finished");

   // dialog failed somehow
   if (nResult == -1) {
      Log("error: selection dialog error");
      return ZFX_FAIL;
      }
   // dialog was canceled by user
   else if (nResult == 0) {
      Log("warning: selection dialog canceled by user");
      return ZFX_CANCELED;
      }
   else if (nResult == -2) {
      Log("error: no compatible graphics adapter");
      return ZFX_NOTCOMPATIBLE;
      }
   // dialog ended with ok button
   else {
      Log("firing up MS Direct3D");
      return Go();
      }
   }
/*----------------------------------------------------------------*/


/**
 * -> IN: HWND      - handle of application window
 *        HWND      - array to render child-window HWNDs or NULL
 *        int       - number of child HWNDs in array
 *        bool      - create a save but slow log?
 */
HRESULT ZFXD3D::InitWindowed(HWND hWnd, const HWND *hWnd3D, 
                             int nNumhWnd, bool bSaveLog) {
   HRESULT  hr;
   D3DCAPS9 caps;
   RECT     rc;

   g_bLF = bSaveLog;
   
   // are there any child windows to use?
   if (nNumhWnd > 0) {
      if (nNumhWnd > MAX_3DHWND) nNumhWnd = MAX_3DHWND;
      memcpy(&m_hWnd[0], hWnd3D, sizeof(HWND)*nNumhWnd);
      m_nNumhWnd = nNumhWnd;
      }
   // else store handle to main window at least
   else {
      m_hWnd[0] = hWnd;
      m_nNumhWnd = 0;
      }
 
   m_hWndMain  = hWnd;
   m_bWindowed = true;

   // build main direct3d object
   if (m_pD3D) {
      m_pD3D->Release();
      m_pD3D = NULL;
      }
   m_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
   if(!m_pD3D) {
      Log("error: Direct3DCreate8()");
      return ZFX_CREATEAPI;
      }

   m_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,
                         D3DDEVTYPE_HAL,
                         &caps);

   if ( (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0) {
      Log("error: no hardware vertexprocessing");
      m_pD3D->Release();
      m_pD3D = NULL;
      return ZFX_NOTCOMPATIBLE;
      }

   // prepare present parameters structure
   ZeroMemory(&m_d3dpp, sizeof(m_d3dpp));
   m_d3dpp.Windowed               = m_bWindowed;
   m_d3dpp.BackBufferCount        = 1;
   m_d3dpp.BackBufferFormat       = D3DFMT_X8R8G8B8;
   m_d3dpp.EnableAutoDepthStencil = TRUE;
   m_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
   m_d3dpp.MultiSampleType        = D3DMULTISAMPLE_NONE;
   m_d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;
   m_bStencil = false;

   // windowed mode
   GetClientRect(m_hWnd[0], &rc);
   m_d3dpp.hDeviceWindow     = m_hWnd[0];
   m_d3dpp.BackBufferWidth   = rc.right;
   m_d3dpp.BackBufferHeight  = rc.bottom;

   // create direct3d device
   hr = m_pD3D->CreateDevice(D3DADAPTER_DEFAULT, 
                             D3DDEVTYPE_HAL,
                             m_hWnd[0], 
                             D3DCREATE_HARDWARE_VERTEXPROCESSING, 
                             &m_d3dpp, 
                             &m_pDevice);

   
   if(FAILED(hr)) {
      Log("error: IDirect3D::CreateDevice()");
      if (hr == D3DERR_NOTAVAILABLE)
         Log("D3DERR_NOTAVAILABLE");
      else if (hr == D3DERR_INVALIDCALL)
         Log("D3DERR_INVALIDCALL");
      else if (hr == D3DERR_OUTOFVIDEOMEMORY)
         Log("D3DERR_OUTOFVIDEOMEMORY");
      else
         Log("unknown error");

      return ZFX_CREATEDEVICE;
      }

   // create additional swap chains if wished and possible
   if ( (m_nNumhWnd > 0) && m_bWindowed) {
      for (UINT i=0; i<m_nNumhWnd; i++) {
         GetClientRect(m_hWnd[i], &rc);
         m_d3dpp.hDeviceWindow    = m_hWnd[i];
         m_d3dpp.BackBufferWidth  = rc.right;
         m_d3dpp.BackBufferHeight = rc.bottom;

         hr = m_pDevice->CreateAdditionalSwapChain(&m_d3dpp, &m_pChain[i]);
         if (FAILED(hr)) break;
         }
      }

   Log("initialized (online and ready)");
   m_pDevice->GetDeviceCaps(&g_xDevice.d3dCaps);
   LogDeviceCaps(&g_xDevice.d3dCaps);

   m_bRunning        = true;
   m_bIsSceneRunning = false;
   m_dwWidth         = m_d3dpp.BackBufferWidth;
   m_dwHeight        = m_d3dpp.BackBufferHeight;
   
   return OneTimeInit();
   } // InitWnd
/*----------------------------------------------------------------*/


/**
 * Start the API with values from dialogbox.

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