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📄 zfxd3d_init.cpp

📁 This is a book introduce some tech about Game Engine 3D
💻 CPP
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 */
HRESULT ZFXD3D::Go(void) {
   ZFXCOMBOINFO   xCombo;
   HRESULT        hr;
   HWND           hwnd;

   // 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;
      }

   // find the appropriate combo
   for (UINT i=0; i<g_xDevice.nNumCombo; i++) {
      if ( (g_xDevice.d3dCombo[i].bWindowed  == m_bWindowed)
        && (g_xDevice.d3dCombo[i].d3dDevType == g_xDevice.d3dDevType)
        && (g_xDevice.d3dCombo[i].fmtAdapter == g_fmtA)
        && (g_xDevice.d3dCombo[i].fmtBackBuffer == g_fmtB) ) 
         {
         xCombo = g_xDevice.d3dCombo[i];
         break;
         }
      }

   // prepare present parameters structure
   ZeroMemory(&m_d3dpp, sizeof(m_d3dpp));
   m_d3dpp.Windowed               = m_bWindowed;
   m_d3dpp.BackBufferCount        = 1;
   m_d3dpp.BackBufferFormat       = g_Dspmd.Format;
   m_d3dpp.EnableAutoDepthStencil = TRUE;
   m_d3dpp.AutoDepthStencilFormat = xCombo.fmtDepthStencil;
   m_d3dpp.MultiSampleType        = D3DMULTISAMPLE_NONE;
   m_d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;

   // stencil buffer active?
   if (  (xCombo.fmtDepthStencil == D3DFMT_D24S8)
      || (xCombo.fmtDepthStencil == D3DFMT_D24X4S4)
      || (xCombo.fmtDepthStencil == D3DFMT_D15S1) )
      m_bStencil = true;
   else
      m_bStencil = false;

   // fullscreen mode
   if (!m_bWindowed) {
      m_d3dpp.hDeviceWindow     = hwnd = m_hWndMain;
      m_d3dpp.BackBufferWidth   = g_Dspmd.Width;
      m_d3dpp.BackBufferHeight  = g_Dspmd.Height;
      m_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
      ShowCursor(FALSE);
      }
   // windowed mode
   else {
      m_d3dpp.hDeviceWindow     = hwnd = m_hWnd[0];
      m_d3dpp.BackBufferWidth   = GetSystemMetrics(SM_CXSCREEN);
	   m_d3dpp.BackBufferHeight  = GetSystemMetrics(SM_CYSCREEN);
      }

   // create direct3d device
   hr = m_pD3D->CreateDevice(g_xDevice.nAdapter, g_xDevice.d3dDevType,
                             hwnd, xCombo.dwBehavior, 
                             &m_d3dpp, &m_pDevice);
   

   // create additional swap chains if wished and possible
   if ( (m_nNumhWnd > 0) && m_bWindowed) {
      for (UINT i=0; i<m_nNumhWnd; i++) {
         m_d3dpp.hDeviceWindow = m_hWnd[i];
         m_pDevice->CreateAdditionalSwapChain(&m_d3dpp, &m_pChain[i]);
         }
      }


   m_pEnum->~ZFXD3DEnum();
   m_pEnum = NULL;

   if(FAILED(hr)) {
      Log("error: IDirect3D::CreateDevice()");
      return ZFX_CREATEDEVICE;
      }

   Log("initialized (online and ready)");
   LogDeviceCaps(&g_xDevice.d3dCaps);

   m_bRunning        = true;
   m_bIsSceneRunning = false;
   m_dwWidth         = m_d3dpp.BackBufferWidth;
   m_dwHeight        = m_d3dpp.BackBufferHeight;

   return OneTimeInit();
   } // Go
/*----------------------------------------------------------------*/


/**
 * Called by ZFXD3D::Go to initialize renderstates and stuff.
 */
HRESULT ZFXD3D::OneTimeInit(void) {

   if (!ZFX3DInitCPU()) Log("no SIMD compatible CPU detected");
   else Log("SIMD compatible CPU detected => using fast math");

   // solid rendering
   m_ShadeMode = RS_SHADE_SOLID;

   // bring material and vertex cache managers online
   m_pSkinMan = new ZFXD3DSkinManager(m_pDevice, m_pLog);

   m_pVertexMan = new ZFXD3DVCManager((ZFXD3DSkinManager*)m_pSkinMan, 
                                      m_pDevice, this, 8192, 8192, m_pLog);

   // activate renderstates
   m_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
   m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); 
   m_pDevice->SetRenderState(D3DRS_ZENABLE,  D3DZB_TRUE);

   // create and set standard material
   memset(&m_StdMtrl, 0, sizeof(D3DMATERIAL9));
   m_StdMtrl.Ambient.r  = 1.0f;
   m_StdMtrl.Ambient.g  = 1.0f;
   m_StdMtrl.Ambient.b  = 1.0f;
   m_StdMtrl.Ambient.a  = 1.0f;

   if (FAILED(m_pDevice->SetMaterial(&m_StdMtrl))) {
      Log("error: set material (OneTimeInit)");
      return ZFX_FAIL;
      }

   // set texture filtering
   m_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

   // goto 3D mode in first stage
   ZFXVIEWPORT vpView = { 0, 0, m_dwWidth, m_dwHeight };
   m_Mode   = EMD_PERSPECTIVE;
   m_nStage = -1;
   SetActiveSkinID(MAX_ID);

   // identity matrix for view
   IDENTITY(m_mView3D);

   // set clipping plane values
   SetClippingPlanes(0.1f, 1000.0f);

   // check and init shaders
   PrepareShaderStuff();

   // create a default shader. Note: its ID is 0
   if (m_bCanDoShaders) {
      const char BaseShader[] =
         "vs.1.1                 \n"\
         "dcl_position0 v0       \n"\
         "dcl_normal0   v3       \n"\
         "dcl_texcoord0 v6       \n"\
         "m4x4 oPos, v0, c0      \n"\
         "mov oD0, c4            \n"\
         "mov oT0, v6            \n";

      if (FAILED(CreateVShader((void*)BaseShader, sizeof(BaseShader),
                               false, false, NULL))) {
         Log("CreateVShader() default failed");
         return ZFX_FAIL;
         }
      /*
      if (FAILED(ActivateVShader(0, VID_UU))) {
         Log("ActivateVShader() default failed");
         return ZFX_FAIL;
         }
      */
      } // default shader

   // Set Ambient light level
   SetAmbientLight(1.0f, 1.0f, 1.0f);

   SetTextureStage(0, RS_TEX_MODULATE);
   SetTextureStage(1, RS_NONE);
   SetTextureStage(2, RS_NONE);
   SetTextureStage(3, RS_NONE);
   SetTextureStage(4, RS_NONE);
   SetTextureStage(5, RS_NONE);
   SetTextureStage(6, RS_NONE);
   SetTextureStage(7, RS_NONE);

   // set perspective projection stage 0
   if (FAILED(InitStage(0.8f, &vpView, 0)))
      return ZFX_FAIL;

   // set perspective projection
   if (FAILED(SetMode(EMD_PERSPECTIVE, 0)))
      return ZFX_FAIL;

   // world matrix to identity, this is needed to set
   // correct values to vertex shader registers also
   SetWorldTransform(NULL);

   Log("one time scene init complete");
   return ZFX_OK;
   } // OneTimeInit
/*----------------------------------------------------------------*/


/**
 * write outputstring to attribut outputstream if exists
 * -> IN: char - format string to output
 *        ...  - output values
 */
void ZFXD3D::Log(char *chString, ...) {

   char ch[256];
   char *pArgs;
   
   pArgs = (char*) &chString + sizeof(chString);
   vsprintf(ch, chString, pArgs);
   fprintf(m_pLog, "[ZFXD3DDevice]: ");
   fprintf(m_pLog, ch);
   fprintf(m_pLog, "\n");
   
   if (g_bLF)
      fflush(m_pLog);
   } // Log
/*----------------------------------------------------------------*/


/**
 * Callback function to handle the device/mode selection dialog
 */
BOOL CALLBACK ZFXD3D::DlgProc(HWND hDlg, UINT message, 
                              WPARAM wParam, LPARAM lParam) {
   DIBSECTION dibSection;
   HRESULT    hr;
   BOOL       bWnd=FALSE;
   
   // get handles
   HWND hFULL       = GetDlgItem(hDlg, IDC_FULL);
   HWND hWND        = GetDlgItem(hDlg, IDC_WND);
   HWND hADAPTER    = GetDlgItem(hDlg, IDC_ADAPTER);
   HWND hMODE       = GetDlgItem(hDlg, IDC_MODE);
   HWND hADAPTERFMT = GetDlgItem(hDlg, IDC_ADAPTERFMT);
   HWND hBACKFMT    = GetDlgItem(hDlg, IDC_BACKFMT);
   HWND hDEVICE     = GetDlgItem(hDlg, IDC_DEVICE);
   
   switch (message) {
      
      // preselect windowed
      case WM_INITDIALOG: {
         SendMessage(hWND, BM_SETCHECK, BST_CHECKED, 0);
         hr = m_pEnum->Enum(hADAPTER, hMODE, hDEVICE, 
                            hADAPTERFMT, hBACKFMT,
                            hWND, hFULL, m_pLog);

         if (hr == ZFX_NOTCOMPATIBLE)
            EndDialog(hDlg, -2);
         else if (hr == ZFX_FAIL)
            EndDialog(hDlg, -1);
        
         return TRUE;
         }
         
      // draw zfx logo
      case WM_PAINT: {
         if (g_hBMP) {
            GetObject(g_hBMP, sizeof(DIBSECTION), &dibSection);
            HDC      hdc = GetDC(hDlg);
            HDRAWDIB hdd = DrawDibOpen();
            DrawDibDraw(hdd, hdc, 50, 10, 95, 99, 
                        &dibSection.dsBmih,
                        dibSection.dsBm.bmBits, 0, 0, 
                        dibSection.dsBmih.biWidth, 
                        dibSection.dsBmih.biHeight, 0);
            DrawDibClose(hdd);
            ReleaseDC(hDlg, hdc);
            }
         } break;

      // control changed
      case WM_COMMAND: {
         switch (LOWORD(wParam)) {
            
            // okay button => read selections
            case IDOK: {
               m_bWindowed = !SendMessage(hFULL, BM_GETCHECK, 0, 0);
               m_pEnum->GetSelections(&g_xDevice, &g_Dspmd, &g_fmtA, &g_fmtB);
               GetWindowText(hADAPTER, m_chAdapter, 256);
               EndDialog(hDlg, 1);
               return TRUE;
               } break;
               
            // cancel button
            case IDCANCEL: {
               EndDialog(hDlg, 0);
               return TRUE;
               } break;

               
            case IDC_ADAPTER: {
               if(HIWORD(wParam)==CBN_SELCHANGE)
                  m_pEnum->ChangedAdapter();
               } break;


            case IDC_DEVICE: {
               if(HIWORD(wParam)==CBN_SELCHANGE) {
                  m_pEnum->ChangedDevice();
                  }
               } break;

            case IDC_ADAPTERFMT: {
               if(HIWORD(wParam)==CBN_SELCHANGE)
                  m_pEnum->ChangedAdapterFmt();
               } break;


            case IDC_FULL: case IDC_WND: {
               m_pEnum->ChangedWindowMode();
               } break;
             
            } // switch [CMD]
         } break; // case [CMD]
      } // switch [MSG]
   return FALSE;
   }
/*----------------------------------------------------------------*/


/**
 * Log all nice features of a device for eye candy
 */
void ZFXD3D::LogDeviceCaps(D3DCAPS9 *pCaps) {

   Log("ADAPTERINFO: {");

   if (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
      Log("   adapter features hardware TnL");
      if (pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE)
         Log("   (pure device possible)");
      else Log("   (no pure device possible)");
      }
   else
      Log("   adapter only features software TnL");

   // TEXTURE STUFF
   Log("   max. texture stages: %d" , pCaps->MaxTextureBlendStages);
   Log("   max. textures for single pass: %d" , pCaps->MaxSimultaneousTextures);
   Log("   max. texture width: %d" , pCaps->MaxTextureWidth);
   Log("   max. texture height: %d" , pCaps->MaxTextureHeight);

   // VERTEX SHADER VERSION
   if (pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
      Log("   Vertex Shader Version 1.0");
   else if (pCaps->VertexShaderVersion < D3DVS_VERSION(2,0) )
      Log("   Vertex Shader Version 1.1");
   else  
      Log("   Vertex Shader Version 2.0 or better");

   // PIXEL SHADER VERSION
   if (pCaps->PixelShaderVersion < D3DPS_VERSION(1,1) )
      Log("   Pixel Shader Version 1.0");
   else if (pCaps->PixelShaderVersion < D3DPS_VERSION(1,2) )
      Log("   Pixel Shader Version 1.1");
   else if (pCaps->PixelShaderVersion < D3DPS_VERSION(1,3) )
      Log("   Pixel Shader Version 1.2");
   else if (pCaps->PixelShaderVersion < D3DPS_VERSION(1,4) )
      Log("   Pixel Shader Version 1.3");
   else if (pCaps->PixelShaderVersion < D3DPS_VERSION(2,0) )
      Log("   Pixel Shader Version 1.4");
   else
      Log("   Pixel Shader Version 2.0 or better");
   Log("   } ENDINFO");


   // SCREEN RESOLUTION, FORMAT AND STUFF
   Log("DISPLAYINFO {");
   LPDIRECT3DSURFACE9 pDepthStencil=NULL;
   D3DSURFACE_DESC desc;
   D3DFORMAT Format = D3DFMT_UNKNOWN;
   D3DDISPLAYMODE mode = {0,0,0,D3DFMT_UNKNOWN};
   
   if (FAILED(m_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &mode)))
      Log("Error: IDirect3D::GetAdapterDisplayMode failed");

   if (FAILED(m_pDevice->GetDepthStencilSurface(&pDepthStencil)))
      Log("Error: IDirect3DDevice::GetDepthStencilSurface failed");
   else {
      if (FAILED(pDepthStencil->GetDesc(&desc))) {
         Log("Error: IDirect3DSurface::GetDesc failed");
         Format = D3DFMT_UNKNOWN;
         }
      }

   Log("   Resolution: %dx%d", mode.Width, mode.Height);
   Log("   Refreshrate: %d", mode.RefreshRate);

   // backbuffer format
   switch(mode.Format) {
      case D3DFMT_A2R10G10B10: Log("   Pixelformat: D3DFMT_A2R10G10B10"); break;
      case D3DFMT_A8R8G8B8:    Log("   Pixelformat: D3DFMT_A8R8G8B8"); break;
      case D3DFMT_X8R8G8B8:    Log("   Pixelformat: D3DFMT_X8R8G8B8"); break;
      case D3DFMT_A1R5G5B5 :   Log("   Pixelformat: D3DFMT_A1R5G5B5"); break;
      case D3DFMT_X1R5G5B5:    Log("   Pixelformat: D3DFMT_X1R5G5B5"); break;
      case D3DFMT_R5G6B5:      Log("   Pixelformat: D3DFMT_R5G6B5");   break;
      default: break;
      } // switch

   // depth buffer format
   switch(desc.Format) {
      case D3DFMT_D16_LOCKABLE:  Log("   Depth/Stencil: D3DFMT_D16_LOCKABLE");  break;
      case D3DFMT_D32F_LOCKABLE: Log("   Depth/Stencil: D3DFMT_D32F_LOCKABLE"); break;
      case D3DFMT_D32:     Log("   Depth/Stencil: D3DFMT_D32");     break;
      case D3DFMT_D15S1:   Log("   Depth/Stencil: D3DFMT_D15S1");   break;
      case D3DFMT_D24S8:   Log("   Depth/Stencil: D3DFMT_D24S8");   break;
      case D3DFMT_D24X8:   Log("   Depth/Stencil: D3DFMT_D24X8");   break;
      case D3DFMT_D24X4S4: Log("   Depth/Stencil: D3DFMT_D24X4S4"); break;
      case D3DFMT_D24FS8:  Log("   Depth/Stencil: D3DFMT_D24FS8");  break;
      case D3DFMT_D16:     Log("   Depth/Stencil: D3DFMT_D16");     break;
      default: break;
      } // switch
   
   pDepthStencil->Release();
   Log("   } ENDINFO");
   } // LogDeviceCaps
/*----------------------------------------------------------------*/

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