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>
496 lines
17 KiB
C++
496 lines
17 KiB
C++
//-----------------------------------------------------------------------------
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// File: BumpLens.cpp
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//
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// Desc: Code to simulate a magnifying glass using bumpmapping.
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//
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// Note: Based on a sample from the Matrox web site
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <tchar.h>
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#include <math.h>
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#include <stdio.h>
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#include "D3DX8.h"
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#include "D3DApp.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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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Function prototypes and global (or static) variables
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//-----------------------------------------------------------------------------
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inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
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struct BUMPVERTEX // Vertex type used for bumpmap lens effect
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{
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D3DXVECTOR3 p;
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FLOAT tu1, tv1;
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FLOAT tu2, tv2;
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};
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struct BACKGROUNDVERTEX // Vertex type used for rendering background
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{
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D3DXVECTOR4 p;
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DWORD color;
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FLOAT tu, tv;
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};
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#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_TEX2)
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#define D3DFVF_BACKGROUNDVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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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;
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LPDIRECT3DVERTEXBUFFER8 m_pBackgroundVB;
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LPDIRECT3DVERTEXBUFFER8 m_pLensVB;
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FLOAT m_fLensX;
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FLOAT m_fLensY;
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LPDIRECT3DTEXTURE8 m_pBumpMapTexture;
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LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
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BOOL m_bDeviceValidationFailed;
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HRESULT CreateBumpMap( UINT iWidth, UINT iHeight );
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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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 Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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public:
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CMyD3DApplication();
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};
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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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CMyD3DApplication d3dApp;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return 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("BumpLens: Lens Effect Using BumpMapping");
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m_bUseDepthBuffer = FALSE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pBumpMapTexture = NULL;
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m_pBackgroundTexture = NULL;
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m_pBackgroundVB = NULL;
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m_pLensVB = NULL;
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m_bDeviceValidationFailed = FALSE;
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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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return S_OK;
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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 a triangle wave between -1 and 1
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m_fLensX = 2 * fabsf( 2 * ( (m_fTime/2) - floorf(m_fTime/2) ) - 1 ) - 1;
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// Get a regulated sine wave between -1 and 1
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m_fLensY = 2 * fabsf( sinf( m_fTime ) ) - 1;
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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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// Begin the scene
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if( FAILED( m_pd3dDevice->BeginScene() ) )
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return S_OK;
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// Render the background
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m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetVertexShader( D3DFVF_BACKGROUNDVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(BACKGROUNDVERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Render the lens
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m_pd3dDevice->SetTexture( 0, m_pBumpMapTexture );
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m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.2f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.2f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE, F2DW(1.0f) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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// Generate texture coords depending on objects camera space position
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D3DXMATRIX mat;
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mat._11 = 0.5f; mat._12 = 0.0f;
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mat._21 = 0.0f; mat._22 =-0.5f;
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mat._31 = 0.0f; mat._32 = 0.0f;
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mat._41 = 0.5f; mat._42 = 0.5f;
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// Scale-by-z here
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D3DXMATRIX matView, matProj;
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m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
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D3DXVECTOR3 vEyePt( matView._41, matView._42, matView._43 );
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FLOAT z = D3DXVec3Length( &vEyePt );
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mat._11 *= ( matProj._11 / ( matProj._33 * z + matProj._34 ) );
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mat._22 *= ( matProj._22 / ( matProj._33 * z + matProj._34 ) );
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m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1);
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// Position the lens
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D3DXMATRIX matWorld;
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D3DXMatrixTranslation( &matWorld, 0.7f * (1000.0f-256.0f)*m_fLensX,
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0.7f * (1000.0f-256.0f)*m_fLensY,
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0.0f );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pLensVB, sizeof(BUMPVERTEX) );
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// Verify that the texture operations are possible on the device
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DWORD dwNumPasses;
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if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
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{
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// The right thing to do when device validation fails is to try
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// a different rendering technique. This sample just warns the user.
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m_bDeviceValidationFailed = TRUE;
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}
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// Render the lens
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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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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if( m_bDeviceValidationFailed )
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{
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
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_T("Warning: Device validation failed. Rendering may not look right.") );
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}
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// End the scene.
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m_pd3dDevice->EndScene();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: CreateBumpmap()
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// Desc: Create a bump map texture and fill its content to BUMPDUDV format
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::CreateBumpMap( UINT iWidth, UINT iHeight )
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{
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// Create the bumpmap's surface and texture objects
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if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0,
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D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMapTexture ) ) )
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{
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return E_FAIL;
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}
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// Fill the bumpmap texels to simulate a lens
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D3DLOCKED_RECT d3dlr;
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m_pBumpMapTexture->LockRect( 0, &d3dlr, 0, 0 );
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DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
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BYTE* pDst = (BYTE*)d3dlr.pBits;
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UINT mid = iWidth/2;
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for( DWORD y0 = 0; y0 < iHeight; y0++ )
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{
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CHAR* pDst = (CHAR*)d3dlr.pBits + y0*d3dlr.Pitch;
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for( DWORD x0 = 0; x0 < iWidth; x0++ )
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{
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DWORD x1 = ( (x0==iWidth-1) ? x0 : x0+1 );
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DWORD y1 = ( (x0==iHeight-1) ? y0 : y0+1 );
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FLOAT fDistSq00 = (FLOAT)( (x0-mid)*(x0-mid) + (y0-mid)*(y0-mid) );
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FLOAT fDistSq01 = (FLOAT)( (x1-mid)*(x1-mid) + (y0-mid)*(y0-mid) );
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FLOAT fDistSq10 = (FLOAT)( (x0-mid)*(x0-mid) + (y1-mid)*(y1-mid) );
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FLOAT v00 = ( fDistSq00 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq00 );
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FLOAT v01 = ( fDistSq01 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq01 );
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FLOAT v10 = ( fDistSq10 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq10 );
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FLOAT iDu = (128/D3DX_PI)*atanf(v00-v01); // The delta-u bump value
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FLOAT iDv = (128/D3DX_PI)*atanf(v00-v10); // The delta-v bump value
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*pDst++ = (CHAR)(iDu);
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*pDst++ = (CHAR)(iDv);
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}
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}
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m_pBumpMapTexture->UnlockRect(0);
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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: Initialize scene objects
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Load the texture for the background image
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if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
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&m_pBackgroundTexture ) ) )
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return E_FAIL;
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// Create the bump map texture
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if( FAILED( CreateBumpMap( 256, 256 ) ) )
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return E_FAIL;
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// Create a square for rendering the background
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BACKGROUNDVERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_BACKGROUNDVERTEX,
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D3DPOOL_MANAGED, &m_pBackgroundVB ) ) )
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return E_FAIL;
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// Create a square for rendering the lens
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX,
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D3DPOOL_MANAGED, &m_pLensVB ) ) )
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return E_FAIL;
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BUMPVERTEX* vLens;
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m_pLensVB->Lock( 0, 0, (BYTE**)&vLens, 0 );
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vLens[0].p = D3DXVECTOR3(-256.0f,-256.0f, 0.0f );
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vLens[1].p = D3DXVECTOR3(-256.0f, 256.0f, 0.0f );
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vLens[2].p = D3DXVECTOR3( 256.0f,-256.0f, 0.0f );
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vLens[3].p = D3DXVECTOR3( 256.0f, 256.0f, 0.0f );
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vLens[0].tu1 = 0.0f; vLens[0].tv1 = 1.0f;
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vLens[1].tu1 = 0.0f; vLens[1].tv1 = 0.0f;
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vLens[2].tu1 = 1.0f; vLens[2].tv1 = 1.0f;
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vLens[3].tu1 = 1.0f; vLens[3].tv1 = 0.0f;
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m_pLensVB->Unlock();
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m_bDeviceValidationFailed = FALSE;
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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: Initialize scene objects
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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m_pFont->RestoreDeviceObjects();
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// Set the transform matrices
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D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -2001.0f );
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D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX matWorld, matView, matProj;
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D3DXMatrixIdentity( &matWorld );
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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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, 3000.0f );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Set any appropiate state
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE );
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// Size the background image
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BACKGROUNDVERTEX* vBackground;
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m_pBackgroundVB->Lock( 0, 0, (BYTE**)&vBackground, 0 );
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for( UINT i=0; i<4; i ++ )
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{
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vBackground[i].p = D3DXVECTOR4( 0.0f, 0.0f, 0.9f, 1.0f );
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vBackground[i].color = 0xffffffff;
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}
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vBackground[0].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
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vBackground[2].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
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vBackground[2].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
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vBackground[3].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
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vBackground[0].tu = 0.0f; vBackground[0].tv = 1.0f;
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vBackground[1].tu = 0.0f; vBackground[1].tv = 0.0f;
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vBackground[2].tu = 1.0f; vBackground[2].tv = 1.0f;
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vBackground[3].tu = 1.0f; vBackground[3].tv = 0.0f;
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m_pBackgroundVB->Unlock();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InvalidateDeviceObjects()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InvalidateDeviceObjects()
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{
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m_pFont->InvalidateDeviceObjects();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DeleteDeviceObjects()
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// Desc: Called when the app is exiting, or the device is being changed,
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// this function deletes any device dependent objects.
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//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::DeleteDeviceObjects()
|
|
{
|
|
m_pFont->DeleteDeviceObjects();
|
|
SAFE_RELEASE( m_pBackgroundTexture );
|
|
SAFE_RELEASE( m_pBumpMapTexture );
|
|
SAFE_RELEASE( m_pBackgroundVB );
|
|
SAFE_RELEASE( m_pLensVB );
|
|
|
|
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 );
|
|
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
|
|
|
|
// Device must be able to do bumpmapping
|
|
if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) )
|
|
return E_FAIL;
|
|
|
|
// Accept devices that can create D3DFMT_V8U8 textures
|
|
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
|
|
pCaps->DeviceType, Format,
|
|
0, D3DRTYPE_TEXTURE,
|
|
D3DFMT_V8U8 ) ) )
|
|
return S_OK;
|
|
|
|
return E_FAIL;
|
|
}
|
|
|
|
|
|
|