Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
566 lines
19 KiB
C++
566 lines
19 KiB
C++
//-----------------------------------------------------------------------------
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// File: Billboard.cpp
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//
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// Desc: Example code showing how to do billboarding. The sample uses
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// billboarding to draw some trees.
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//
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// Note: This implementation is for billboards that are fixed to rotate
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// about the Y-axis, which is good for things like trees. For
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// unconstrained billboards, like explosions in a flight sim, the
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// technique is the same, but the the billboards are positioned slightly
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// differently. Try using the inverse of the view matrix, TL-vertices, or
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// some other technique.
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//
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// Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <basetsd.h>
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#include <stdio.h>
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#include <math.h>
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#include <D3DX8.h>
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#include "D3DApp.h"
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#include "D3DFile.h"
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#include "D3DFont.h"
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#include "D3DUtil.h"
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#include "DXUtil.h"
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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#define NUM_TREES 500
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// Need global access to the eye direction used by the callback to sort trees
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D3DXVECTOR3 g_vDir;
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// Simple function to define "hilliness" for terrain
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inline FLOAT HeightField( FLOAT x, FLOAT y )
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{
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return 9*(cosf(x/20+0.2f)*cosf(y/15-0.2f)+1.0f);
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}
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// Custom vertex type for the trees
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struct TREEVERTEX
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{
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D3DXVECTOR3 p; // Vertex position
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DWORD color; // Vertex color
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FLOAT tu, tv; // Vertex texture coordinates
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};
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#define D3DFVF_TREEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// Tree textures to use
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TCHAR* g_strTreeTextures[] =
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{
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_T("Tree02S.tga"),
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_T("Tree35S.tga"),
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_T("Tree01S.tga"),
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};
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#define NUMTREETEXTURES 3
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//-----------------------------------------------------------------------------
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// Name: Tree
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// Desc: Simple structure to hold data for rendering a tree
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//-----------------------------------------------------------------------------
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struct Tree
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{
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TREEVERTEX v[4]; // Four corners of billboard quad
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D3DXVECTOR3 vPos; // Origin of tree
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DWORD dwTreeTexture; // Which texture map to use
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DWORD dwOffset; // Offset into vertex buffer of tree's vertices
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};
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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CD3DFont* m_pFont; // Font for drawing text
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CD3DMesh* m_pTerrain; // Terrain object
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CD3DMesh* m_pSkyBox; // Skybox background object
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LPDIRECT3DVERTEXBUFFER8 m_pTreeVB; // Vertex buffer for rendering a tree
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LPDIRECT3DTEXTURE8 m_pTreeTextures[NUMTREETEXTURES]; // Tree images
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D3DXMATRIX m_matBillboardMatrix; // Used for billboard orientation
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Tree m_Trees[NUM_TREES]; // Array of tree info
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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HRESULT DrawBackground();
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HRESULT DrawTrees();
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT FinalCleanup();
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HRESULT Render();
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HRESULT FrameMove();
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public:
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CMyD3DApplication();
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};
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CMyD3DApplication g_d3dApp;
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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if( FAILED( g_d3dApp.Create( hInst ) ) )
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return 0;
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return g_d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("Billboard: D3D Billboarding Example");
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m_bUseDepthBuffer = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pSkyBox = new CD3DMesh();
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m_pTerrain = new CD3DMesh();
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m_pTreeVB = NULL;
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for( DWORD i=0; i<NUMTREETEXTURES; i++ )
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m_pTreeTextures[i] = NULL;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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// Initialize the tree data
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for( WORD i=0; i<NUM_TREES; i++ )
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{
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// Position the trees randomly
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FLOAT fTheta = 2.0f*D3DX_PI*(FLOAT)rand()/RAND_MAX;
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FLOAT fRadius = 25.0f + 55.0f * (FLOAT)rand()/RAND_MAX;
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m_Trees[i].vPos.x = fRadius * sinf(fTheta);
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m_Trees[i].vPos.z = fRadius * cosf(fTheta);
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m_Trees[i].vPos.y = HeightField( m_Trees[i].vPos.x, m_Trees[i].vPos.z );
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// Size the trees randomly
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FLOAT fWidth = 1.0f + 0.2f * (FLOAT)(rand()-rand())/RAND_MAX;
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FLOAT fHeight = 1.4f + 0.4f * (FLOAT)(rand()-rand())/RAND_MAX;
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// Each tree is a random color between red and green
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DWORD r = (255-190) + (DWORD)(190*(FLOAT)(rand())/RAND_MAX);
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DWORD g = (255-190) + (DWORD)(190*(FLOAT)(rand())/RAND_MAX);
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DWORD b = 0;
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DWORD dwColor = 0xff000000 + (r<<16) + (g<<8) + (b<<0);
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m_Trees[i].v[0].p = D3DXVECTOR3(-fWidth, 0*fHeight, 0.0f );
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m_Trees[i].v[0].color = dwColor;
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m_Trees[i].v[0].tu = 0.0f; m_Trees[i].v[0].tv = 1.0f;
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m_Trees[i].v[1].p = D3DXVECTOR3(-fWidth, 2*fHeight, 0.0f );
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m_Trees[i].v[1].color = dwColor;
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m_Trees[i].v[1].tu = 0.0f; m_Trees[i].v[1].tv = 0.0f;
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m_Trees[i].v[2].p = D3DXVECTOR3( fWidth, 0*fHeight, 0.0f );
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m_Trees[i].v[2].color = dwColor;
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m_Trees[i].v[2].tu = 1.0f; m_Trees[i].v[2].tv = 1.0f;
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m_Trees[i].v[3].p = D3DXVECTOR3( fWidth, 2*fHeight, 0.0f );
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m_Trees[i].v[3].color = dwColor;
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m_Trees[i].v[3].tu = 1.0f; m_Trees[i].v[3].tv = 0.0f;
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// Pick a random texture for the tree
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m_Trees[i].dwTreeTexture = (DWORD)( ( NUMTREETEXTURES * rand() ) / (FLOAT)RAND_MAX );
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: TreeSortCB()
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// Desc: Callback function for sorting trees in back-to-front order
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//-----------------------------------------------------------------------------
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int TreeSortCB( const VOID* arg1, const VOID* arg2 )
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{
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Tree* p1 = (Tree*)arg1;
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Tree* p2 = (Tree*)arg2;
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FLOAT d1 = p1->vPos.x * g_vDir.x + p1->vPos.z * g_vDir.z;
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FLOAT d2 = p2->vPos.x * g_vDir.x + p2->vPos.z * g_vDir.z;
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if (d1 < d2)
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return +1;
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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// Get the eye and lookat points from the camera's path
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D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
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D3DXVECTOR3 vEyePt;
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D3DXVECTOR3 vLookatPt;
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vEyePt.x = 30.0f*cosf( 0.8f * ( m_fTime ) );
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vEyePt.z = 30.0f*sinf( 0.8f * ( m_fTime ) );
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vEyePt.y = 4 + HeightField( vEyePt.x, vEyePt.z );
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vLookatPt.x = 30.0f*cosf( 0.8f * ( m_fTime + 0.5f ) );
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vLookatPt.z = 30.0f*sinf( 0.8f * ( m_fTime + 0.5f ) );
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vLookatPt.y = vEyePt.y - 1.0f;
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// Set the app view matrix for normal viewing
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// Set up a rotation matrix to orient the billboard towards the camera.
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D3DXVECTOR3 vDir = vLookatPt - vEyePt;
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if( vDir.x > 0.0f )
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D3DXMatrixRotationY( &m_matBillboardMatrix, -atanf(vDir.z/vDir.x)+D3DX_PI/2 );
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else
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D3DXMatrixRotationY( &m_matBillboardMatrix, -atanf(vDir.z/vDir.x)-D3DX_PI/2 );
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// Sort trees in back-to-front order
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g_vDir = vDir;
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qsort( m_Trees, NUM_TREES, sizeof(Tree), TreeSortCB );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DrawTrees()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::DrawTrees()
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{
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// Set diffuse blending for alpha set in vertices.
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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// Enable alpha testing (skips pixels with less than a certain alpha.)
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if( m_d3dCaps.AlphaCmpCaps & D3DPCMPCAPS_GREATEREQUAL )
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{
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m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
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}
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// Loop through and render all trees
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m_pd3dDevice->SetStreamSource( 0, m_pTreeVB, sizeof(TREEVERTEX) );
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m_pd3dDevice->SetVertexShader( D3DFVF_TREEVERTEX );
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for( DWORD i=0; i<NUM_TREES; i++ )
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{
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// Set the tree texture
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m_pd3dDevice->SetTexture( 0, m_pTreeTextures[m_Trees[i].dwTreeTexture] );
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// Translate the billboard into place
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m_matBillboardMatrix._41 = m_Trees[i].vPos.x;
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m_matBillboardMatrix._42 = m_Trees[i].vPos.y;
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m_matBillboardMatrix._43 = m_Trees[i].vPos.z;
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matBillboardMatrix );
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// Render the billboard
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, m_Trees[i].dwOffset, 2 );
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}
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// Restore state
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D3DXMATRIX matWorld;
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D3DXMatrixIdentity( &matWorld );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Clear the viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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// Render the Skybox
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{
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// Center view matrix for skybox and disable zbuffer
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D3DXMATRIX matView, matViewSave;
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m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
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matView = matViewSave;
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matView._41 = 0.0f; matView._42 = -0.3f; matView._43 = 0.0f;
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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// Some cards do not disable writing to Z when
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// D3DRS_ZENABLE is FALSE. So do it explicitly
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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// Render the skybox
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m_pSkyBox->Render( m_pd3dDevice );
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// Restore the render states
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
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}
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// Draw the terrain
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m_pTerrain->Render( m_pd3dDevice );
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// Draw the trees
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DrawTrees();
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// Output statistics
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m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: This creates all device-dependent managed objects, such as managed
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// textures and managed vertex buffers.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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// Initialize the font's internal textures
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Create the tree textures
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for( DWORD i=0; i<NUMTREETEXTURES; i++ )
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{
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if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, g_strTreeTextures[i],
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&m_pTreeTextures[i] ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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}
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// Create a quad for rendering each tree
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( NUM_TREES*4*sizeof(TREEVERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_TREEVERTEX,
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D3DPOOL_MANAGED, &m_pTreeVB ) ) )
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{
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return E_FAIL;
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}
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// Copy tree mesh data into vertexbuffer
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TREEVERTEX* v;
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m_pTreeVB->Lock( 0, 0, (BYTE**)&v, 0 );
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INT iTree;
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DWORD dwOffset = 0;
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for( iTree = 0; iTree < NUM_TREES; iTree++ )
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{
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memcpy( &v[dwOffset], m_Trees[iTree].v, 4*sizeof(TREEVERTEX) );
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m_Trees[iTree].dwOffset = dwOffset;
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dwOffset += 4;
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}
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m_pTreeVB->Unlock();
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// Load the skybox
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if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("SkyBox2.x") ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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// Load the terrain
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if( FAILED( m_pTerrain->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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// Add some "hilliness" to the terrain
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LPDIRECT3DVERTEXBUFFER8 pVB;
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if( SUCCEEDED( m_pTerrain->GetSysMemMesh()->GetVertexBuffer( &pVB ) ) )
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{
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struct VERTEX { FLOAT x,y,z,tu,tv; };
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VERTEX* pVertices;
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DWORD dwNumVertices = m_pTerrain->GetSysMemMesh()->GetNumVertices();
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pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
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for( DWORD i=0; i<dwNumVertices; i++ )
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pVertices[i].y = HeightField( pVertices[i].x, pVertices[i].z );
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pVB->Unlock();
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pVB->Release();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc: Restore device-memory objects and state after a device is created or
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// resized.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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// Restore the device objects for the meshes and fonts
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m_pTerrain->RestoreDeviceObjects( m_pd3dDevice );
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m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
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m_pFont->RestoreDeviceObjects();
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// Set the transform matrices (view and world are updated per frame)
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D3DXMATRIX matProj;
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FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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|
|
|
// Set up the default texture states
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
|
|
|
|
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InvalidateDeviceObjects()
|
|
// Desc: Called when the device-dependent objects are about to be lost.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
|
{
|
|
m_pTerrain->InvalidateDeviceObjects();
|
|
m_pSkyBox->InvalidateDeviceObjects();
|
|
m_pFont->InvalidateDeviceObjects();
|
|
|
|
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();
|
|
|
|
m_pTerrain->Destroy();
|
|
m_pSkyBox->Destroy();
|
|
|
|
for( DWORD i=0; i<NUMTREETEXTURES; i++ )
|
|
SAFE_RELEASE( m_pTreeTextures[i] );
|
|
|
|
SAFE_RELEASE( m_pTreeVB )
|
|
|
|
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 );
|
|
SAFE_DELETE( m_pTerrain );
|
|
SAFE_DELETE( m_pSkyBox );
|
|
|
|
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 )
|
|
{
|
|
if( dwBehavior & D3DCREATE_PUREDEVICE )
|
|
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
|
|
|
|
// This sample uses alpha textures and/or straight alpha. Make sure the
|
|
// device supports them
|
|
if( pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE )
|
|
return S_OK;
|
|
if( pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHA )
|
|
return S_OK;
|
|
|
|
return E_FAIL;
|
|
}
|
|
|
|
|
|
|
|
|