[1777] | 1 | //--------------------------------------------------------------------------------------
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| 2 | // File: Ocean.cpp
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| 3 | //
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| 4 | // Empty starting point for new Direct3D applications
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| 5 | //
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| 6 | // Copyright (c) Microsoft Corporation. All rights reserved.
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| 7 | //--------------------------------------------------------------------------------------
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| 8 | #include "dxstdafx.h"
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| 9 | #include "resource.h"
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| 10 |
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| 11 | #include "OceanEffect.h"
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| 12 |
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| 13 | OceanEffect* oceanEffect = NULL;
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| 14 |
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| 15 | //--------------------------------------------------------------------------------------
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| 16 | // Rejects any devices that aren't acceptable by returning false
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| 17 | //--------------------------------------------------------------------------------------
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| 18 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
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| 19 | D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
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| 20 | {
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| 21 | // Typically want to skip backbuffer formats that don't support alpha blending
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| 22 | IDirect3D9* pD3D = DXUTGetD3DObject();
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| 23 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 24 | AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
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| 25 | D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
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| 26 | return false;
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| 27 |
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| 28 | return true;
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| 29 | }
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| 30 |
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| 31 |
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| 32 | //--------------------------------------------------------------------------------------
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| 33 | // Before a device is created, modify the device settings as needed
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| 34 | //--------------------------------------------------------------------------------------
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| 35 | bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
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| 36 | {
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| 37 | pDeviceSettings->pp.Flags &= ~D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
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| 38 | return true;
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| 39 | }
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| 40 |
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| 41 |
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| 42 | //--------------------------------------------------------------------------------------
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| 43 | // Create any D3DPOOL_MANAGED resources here
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| 44 | //--------------------------------------------------------------------------------------
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| 45 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 46 | {
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| 47 |
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| 48 | return S_OK;
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| 49 | }
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| 50 |
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| 51 |
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| 52 | //--------------------------------------------------------------------------------------
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| 53 | // Create any D3DPOOL_DEFAULT resources here
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| 54 | //--------------------------------------------------------------------------------------
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| 55 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
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| 56 | const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 57 | {
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| 58 | oceanEffect = new OceanEffect(pd3dDevice);
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| 59 | return S_OK;
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| 60 | }
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| 61 |
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| 62 |
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| 63 | //--------------------------------------------------------------------------------------
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| 64 | // Handle updates to the scene
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| 65 | //--------------------------------------------------------------------------------------
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| 66 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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| 67 | {
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| 68 | if(oceanEffect)
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| 69 | oceanEffect->move(fTime, fElapsedTime);
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| 70 | }
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| 71 |
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| 72 |
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| 73 | //--------------------------------------------------------------------------------------
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| 74 | // Render the scene
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| 75 | //--------------------------------------------------------------------------------------
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| 76 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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| 77 | {
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| 78 | HRESULT hr;
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| 79 |
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| 80 | // Clear the render target and the zbuffer
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| 81 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
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| 82 |
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| 83 | // Render the scene
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| 84 | if(oceanEffect)
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| 85 | oceanEffect->render();
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| 86 | }
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| 87 |
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| 88 |
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| 89 | //--------------------------------------------------------------------------------------
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| 90 | // Handle messages to the application
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| 91 | //--------------------------------------------------------------------------------------
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| 92 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
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| 93 | bool* pbNoFurtherProcessing, void* pUserContext )
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| 94 | {
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| 95 | if(oceanEffect)
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| 96 | oceanEffect->message(hWnd, uMsg, wParam, lParam);
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| 97 | return 0;
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| 98 | }
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| 99 |
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| 100 |
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| 101 | //--------------------------------------------------------------------------------------
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| 102 | // Release resources created in the OnResetDevice callback here
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| 103 | //--------------------------------------------------------------------------------------
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| 104 | void CALLBACK OnLostDevice( void* pUserContext )
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| 105 | {
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| 106 | delete oceanEffect;
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| 107 | oceanEffect = NULL;
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| 108 | }
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| 109 |
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| 110 |
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| 111 | //--------------------------------------------------------------------------------------
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| 112 | // Release resources created in the OnCreateDevice callback here
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| 113 | //--------------------------------------------------------------------------------------
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| 114 | void CALLBACK OnDestroyDevice( void* pUserContext )
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| 115 | {
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| 116 |
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| 117 | }
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| 118 |
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| 119 |
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| 120 |
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| 121 | //--------------------------------------------------------------------------------------
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| 122 | // Initialize everything and go into a render loop
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| 123 | //--------------------------------------------------------------------------------------
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| 124 | INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
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| 125 | {
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| 126 | // Enable run-time memory check for debug builds.
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| 127 | #if defined(DEBUG) | defined(_DEBUG)
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| 128 | _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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| 129 | #endif
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| 130 |
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| 131 | // Set the callback functions
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| 132 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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| 133 | DXUTSetCallbackDeviceReset( OnResetDevice );
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| 134 | DXUTSetCallbackDeviceLost( OnLostDevice );
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| 135 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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| 136 | DXUTSetCallbackMsgProc( MsgProc );
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| 137 | DXUTSetCallbackFrameRender( OnFrameRender );
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| 138 | DXUTSetCallbackFrameMove( OnFrameMove );
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| 139 |
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| 140 | // TODO: Perform any application-level initialization here
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| 141 |
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| 142 | // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
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| 143 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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| 144 | DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
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| 145 | DXUTCreateWindow( L"Ocean" );
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| 146 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );
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| 147 |
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| 148 | // Start the render loop
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| 149 | DXUTMainLoop();
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| 150 |
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| 151 | // TODO: Perform any application-level cleanup here
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| 152 |
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| 153 | return DXUTGetExitCode();
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| 154 | }
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| 155 |
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| 156 |
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