Source code of Windows XP (NT5)
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#include "stdafx.h"
#if 0
//-----------------------------------------------------------------------------
// File: D3DApp.cpp
//
// Desc: Application class for the Direct3D samples framework library.
//
// Copyright (c) 1998-1999 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <pbt.h>
#include <mmsystem.h>
#include <stdio.h>
#include <tchar.h>
#include "D3DApp.h"
//-----------------------------------------------------------------------------
// Internal function prototypes and variables
//-----------------------------------------------------------------------------
enum APPMSGTYPE { MSG_NONE, MSGERR_APPMUSTEXIT, MSGWARN_SWITCHEDTOSOFTWARE };
static INT CALLBACK AboutProc(HWND, UINT, WPARAM, LPARAM);
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
static CD3DApplication* g_pD3DApp;
//-----------------------------------------------------------------------------
// Name: CD3DApplication()
// Desc:
//-----------------------------------------------------------------------------
CD3DApplication::CD3DApplication()
{
m_pFramework = NULL;
m_hWnd = NULL;
m_pDD = NULL;
m_pD3D = NULL;
m_pd3dDevice = NULL;
m_pddsRenderTarget = NULL;
m_pddsRenderTargetLeft = NULL;
m_bActive = FALSE;
m_bReady = FALSE;
m_bFrameMoving = TRUE;
m_bSingleStep = FALSE;
m_strWindowTitle = TEXT("Direct3D Application");
m_bAppUseZBuffer = FALSE;
m_bAppUseStereo = FALSE;
m_bShowStats = FALSE;
m_fnConfirmDevice = NULL;
g_pD3DApp = this;
}
//-----------------------------------------------------------------------------
// Name: Create()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Create(HINSTANCE hInst, TCHAR* strCmdLine)
{
HRESULT hr;
// Enumerate available D3D devices. The callback is used so the app can
// confirm/reject each enumerated device depending on its capabilities.
if (FAILED(hr = D3DEnum_EnumerateDevices(m_fnConfirmDevice)))
{
DisplayFrameworkError(hr, MSGERR_APPMUSTEXIT);
return hr;
}
// Select a device. Ask for a hardware device that renders in a window.
if (FAILED(hr = D3DEnum_SelectDefaultDevice(&m_pDeviceInfo)))
{
DisplayFrameworkError(hr, MSGERR_APPMUSTEXIT);
return hr;
}
// Initialize the app's custom scene stuff
if (FAILED(hr = OneTimeSceneInit()))
{
DisplayFrameworkError(hr, MSGERR_APPMUSTEXIT);
return hr;
}
// Create a new CD3DFramework class. This class does all of our D3D
// initialization and manages the common D3D objects.
if (NULL == (m_pFramework = new CD3DFramework7()))
{
DisplayFrameworkError(E_OUTOFMEMORY, MSGERR_APPMUSTEXIT);
return E_OUTOFMEMORY;
}
// Register the window class
WNDCLASS wndClass = { 0, WndProc, 0, 0, hInst,
LoadIcon(hInst, MAKEINTRESOURCE(IDI_MAIN_ICON)),
LoadCursor(NULL, IDC_ARROW),
(HBRUSH)GetStockObject(WHITE_BRUSH),
NULL, TEXT("D3D Window") };
RegisterClass(&wndClass);
// Create the render window
m_hWnd = CreateWindow(TEXT("D3D Window"), m_strWindowTitle,
WS_OVERLAPPEDWINDOW|WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT, 300, 300, 0L,
LoadMenu(hInst, MAKEINTRESOURCE(IDR_MENU)),
hInst, 0L);
UpdateWindow(m_hWnd);
// Initialize the 3D environment for the app
if (FAILED(hr = Initialize3DEnvironment()))
{
DisplayFrameworkError(hr, MSGERR_APPMUSTEXIT);
Cleanup3DEnvironment();
return E_FAIL;
}
// Setup the app so it can support single-stepping
m_dwBaseTime = timeGetTime();
// The app is ready to go
m_bReady = TRUE;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Run()
// Desc: Message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT CD3DApplication::Run()
{
// Load keyboard accelerators
HACCEL hAccel = LoadAccelerators(NULL, MAKEINTRESOURCE(IDR_MAIN_ACCEL));
// Now we're ready to recieve and process Windows messages.
BOOL bGotMsg;
MSG msg;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(WM_QUIT != msg.message)
{
// Use PeekMessage() if the app is active, so we can use idle time to
// render the scene. Else, use GetMessage() to avoid eating CPU time.
if (m_bActive)
bGotMsg = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
else
bGotMsg = GetMessage(&msg, NULL, 0U, 0U);
if (bGotMsg)
{
// Translate and dispatch the message
if (0 == TranslateAccelerator(m_hWnd, hAccel, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
// Render a frame during idle time (no messages are waiting)
if (m_bActive && m_bReady)
{
if (FAILED(Render3DEnvironment()))
DestroyWindow(m_hWnd);
}
}
}
return msg.wParam;
}
//-----------------------------------------------------------------------------
// Name: WndProc()
// Desc: Static msg handler which passes messages to the application class.
//-----------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (g_pD3DApp)
return g_pD3DApp->MsgProc(hWnd, uMsg, wParam, lParam);
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
//-----------------------------------------------------------------------------
// Name: AboutProc()
// Desc: Minimal message proc function for the about box
//-----------------------------------------------------------------------------
BOOL CALLBACK AboutProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM)
{
if (WM_COMMAND == uMsg)
if (IDOK == LOWORD(wParam) || IDCANCEL == LOWORD(wParam))
EndDialog(hWnd, TRUE);
return WM_INITDIALOG == uMsg ? TRUE : FALSE;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message handling function.
//-----------------------------------------------------------------------------
LRESULT CD3DApplication::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam)
{
HRESULT hr;
switch(uMsg)
{
case WM_PAINT:
// Handle paint messages when the app is not ready
if (m_pFramework && !m_bReady)
{
if (m_pDeviceInfo->bWindowed)
m_pFramework->ShowFrame();
else
m_pFramework->FlipToGDISurface(TRUE);
}
break;
case WM_MOVE:
// If in windowed mode, move the Framework's window
if (m_pFramework && m_bActive && m_bReady && m_pDeviceInfo->bWindowed)
m_pFramework->Move((SHORT)LOWORD(lParam), (SHORT)HIWORD(lParam));
break;
case WM_SIZE:
// Check to see if we are losing our window...
if (SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam)
m_bActive = FALSE;
else
m_bActive = TRUE;
// A new window size will require a new backbuffer
// size, so the 3D structures must be changed accordingly.
if (m_bActive && m_bReady && m_pDeviceInfo->bWindowed)
{
m_bReady = FALSE;
if (FAILED(hr = Change3DEnvironment()))
return 0;
m_bReady = TRUE;
}
break;
case WM_SETCURSOR:
// Prevent a cursor in fullscreen mode
if (m_bActive && m_bReady && !m_pDeviceInfo->bWindowed)
{
SetCursor(NULL);
return 1;
}
break;
case WM_ENTERMENULOOP:
// Pause the app when menus are displayed
Pause(TRUE);
break;
case WM_EXITMENULOOP:
Pause(FALSE);
break;
case WM_ENTERSIZEMOVE:
// Halt frame movement while the app is sizing or moving
if (m_bFrameMoving)
m_dwStopTime = timeGetTime();
break;
case WM_EXITSIZEMOVE:
if (m_bFrameMoving)
m_dwBaseTime += timeGetTime() - m_dwStopTime;
break;
case WM_CONTEXTMENU:
// Handle the app's context menu (via right mouse click)
TrackPopupMenuEx(
GetSubMenu(LoadMenu(0, MAKEINTRESOURCE(IDR_POPUP)), 0),
TPM_VERTICAL, LOWORD(lParam), HIWORD(lParam), hWnd, NULL);
break;
case WM_NCHITTEST:
// Prevent the user from selecting the menu in fullscreen mode
if (!m_pDeviceInfo->bWindowed)
return HTCLIENT;
break;
case WM_POWERBROADCAST:
switch(wParam)
{
case PBT_APMQUERYSUSPEND:
// At this point, the app should save any data for open
// network connections, files, etc.., and prepare to go into
// a suspended mode.
return OnQuerySuspend((DWORD)lParam);
case PBT_APMRESUMESUSPEND:
// At this point, the app should recover any data, network
// connections, files, etc.., and resume running from when
// the app was suspended.
return OnResumeSuspend((DWORD)lParam);
}
break;
case WM_SYSCOMMAND:
// Prevent moving/sizing and power loss in fullscreen mode
switch(wParam)
{
case SC_MOVE:
case SC_SIZE:
case SC_MAXIMIZE:
case SC_MONITORPOWER:
if (FALSE == m_pDeviceInfo->bWindowed)
return 1;
break;
}
break;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDM_TOGGLESTART:
// Toggle frame movement
m_bFrameMoving = !m_bFrameMoving;
if (m_bFrameMoving)
m_dwBaseTime += timeGetTime() - m_dwStopTime;
else
m_dwStopTime = timeGetTime();
break;
case IDM_SINGLESTEP:
// Single-step frame movement
if (FALSE == m_bFrameMoving)
m_dwBaseTime += timeGetTime() - (m_dwStopTime + 100);
m_dwStopTime = timeGetTime();
m_bFrameMoving = FALSE;
m_bSingleStep = TRUE;
break;
case IDM_CHANGEDEVICE:
// Display the device-selection dialog box.
if (m_bActive && m_bReady)
{
Pause(TRUE);
if (SUCCEEDED(D3DEnum_UserChangeDevice(&m_pDeviceInfo)))
{
if (FAILED(hr = Change3DEnvironment()))
return 0;
}
Pause(FALSE);
}
return 0;
case IDM_TOGGLEFULLSCREEN:
// Toggle the fullscreen/window mode
if (m_bActive && m_bReady)
{
m_bReady = FALSE;
m_pDeviceInfo->bWindowed = !m_pDeviceInfo->bWindowed;
if (FAILED(hr = Change3DEnvironment()))
return 0;
m_bReady = TRUE;
}
return 0;
case IDM_ABOUT:
// Display the About box
Pause(TRUE);
DialogBox((HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE),
MAKEINTRESOURCE(IDD_ABOUT), hWnd, AboutProc);
Pause(FALSE);
return 0;
case IDM_EXIT:
// Recieved key/menu command to exit app
SendMessage(hWnd, WM_CLOSE, 0, 0);
return 0;
}
break;
case WM_GETMINMAXINFO:
((MINMAXINFO*)lParam)->ptMinTrackSize.x = 100;
((MINMAXINFO*)lParam)->ptMinTrackSize.y = 100;
break;
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
Cleanup3DEnvironment();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
//-----------------------------------------------------------------------------
// Name: Initialize3DEnvironment()
// Desc: Initializes the sample framework, then calls the app-specific function
// to initialize device specific objects. This code is structured to
// handled any errors that may occur duing initialization
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Initialize3DEnvironment()
{
HRESULT hr;
DWORD dwFrameworkFlags = 0L;
dwFrameworkFlags |= (!m_pDeviceInfo->bWindowed ? D3DFW_FULLSCREEN : 0L);
dwFrameworkFlags |= (m_pDeviceInfo->bStereo ? D3DFW_STEREO : 0L);
dwFrameworkFlags |= (m_bAppUseZBuffer ? D3DFW_ZBUFFER : 0L);
// Initialize the D3D framework
if (SUCCEEDED(hr = m_pFramework->Initialize(m_hWnd,
m_pDeviceInfo->pDriverGUID, m_pDeviceInfo->pDeviceGUID,
&m_pDeviceInfo->ddsdFullscreenMode, dwFrameworkFlags)))
{
m_pDD = m_pFramework->GetDirectDraw();
m_pD3D = m_pFramework->GetDirect3D();
m_pd3dDevice = m_pFramework->GetD3DDevice();
m_pddsRenderTarget = m_pFramework->GetRenderSurface();
m_pddsRenderTargetLeft = m_pFramework->GetRenderSurfaceLeft();
m_ddsdRenderTarget.dwSize = sizeof(m_ddsdRenderTarget);
m_pddsRenderTarget->GetSurfaceDesc(&m_ddsdRenderTarget);
// Let the app run its startup code which creates the 3d scene.
if (SUCCEEDED(hr = InitDeviceObjects()))
return S_OK;
else
{
DeleteDeviceObjects();
m_pFramework->DestroyObjects();
}
}
// If we get here, the first initialization passed failed. If that was with a
// hardware device, try again using a software rasterizer instead.
if (m_pDeviceInfo->bHardware)
{
// Try again with a software rasterizer
DisplayFrameworkError(hr, MSGWARN_SWITCHEDTOSOFTWARE);
D3DEnum_SelectDefaultDevice(&m_pDeviceInfo, D3DENUM_SOFTWAREONLY);
return Initialize3DEnvironment();
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: Change3DEnvironment()
// Desc: Handles driver, device, and/or mode changes for the app.
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Change3DEnvironment()
{
HRESULT hr;
static BOOL bOldWindowedState = TRUE;
static DWORD dwSavedStyle;
static RECT rcSaved;
// Release all scene objects that will be re-created for the new device
DeleteDeviceObjects();
// Release framework objects, so a new device can be created
if (FAILED(hr = m_pFramework->DestroyObjects()))
{
DisplayFrameworkError(hr, MSGERR_APPMUSTEXIT);
SendMessage(m_hWnd, WM_CLOSE, 0, 0);
return hr;
}
// Check if going from fullscreen to windowed mode, or vice versa.
if (bOldWindowedState != m_pDeviceInfo->bWindowed)
{
if (m_pDeviceInfo->bWindowed)
{
// Coming from fullscreen mode, so restore window properties
SetWindowLong(m_hWnd, GWL_STYLE, dwSavedStyle);
SetWindowPos(m_hWnd, HWND_NOTOPMOST, rcSaved.left, rcSaved.top,
(rcSaved.right - rcSaved.left),
(rcSaved.bottom - rcSaved.top), SWP_SHOWWINDOW);
}
else
{
// Going to fullscreen mode, save/set window properties as needed
dwSavedStyle = GetWindowLong(m_hWnd, GWL_STYLE);
GetWindowRect(m_hWnd, &rcSaved);
SetWindowLong(m_hWnd, GWL_STYLE, WS_POPUP|WS_SYSMENU|WS_VISIBLE);
}
bOldWindowedState = m_pDeviceInfo->bWindowed;
}
// Inform the framework class of the driver change. It will internally
// re-create valid surfaces, a d3ddevice, etc.
if (FAILED(hr = Initialize3DEnvironment()))
{
DisplayFrameworkError(hr, MSGERR_APPMUSTEXIT);
SendMessage(m_hWnd, WM_CLOSE, 0, 0);
return hr;
}
// If the app is paused, trigger the rendering of the current frame
if (FALSE == m_bFrameMoving)
{
m_bSingleStep = TRUE;
m_dwBaseTime += timeGetTime() - m_dwStopTime;
m_dwStopTime = timeGetTime();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render3DEnvironment()
// Desc: Draws the scene.
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Render3DEnvironment()
{
HRESULT hr;
// Check the cooperative level before rendering
if (FAILED(hr = m_pDD->TestCooperativeLevel()))
{
switch(hr)
{
case DDERR_EXCLUSIVEMODEALREADYSET:
case DDERR_NOEXCLUSIVEMODE:
// Do nothing because some other app has exclusive mode
return S_OK;
case DDERR_WRONGMODE:
// The display mode changed on us. Resize accordingly
if (m_pDeviceInfo->bWindowed)
return Change3DEnvironment();
break;
}
return hr;
}
// Get the relative time, in seconds
FLOAT fTime = (timeGetTime() - m_dwBaseTime) * 0.001f;
// FrameMove (animate) the scene
if (m_bFrameMoving || m_bSingleStep)
{
if (FAILED(hr = FrameMove(fTime)))
return hr;
m_bSingleStep = FALSE;
}
// If the display is in a stereo mode, render the scene from the left eye
// first, then the right eye.
if (m_bAppUseStereo && m_pDeviceInfo->bStereo && !m_pDeviceInfo->bWindowed)
{
// Render the scene from the left eye
m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matLeftView);
if (FAILED(hr = m_pd3dDevice->SetRenderTarget(m_pddsRenderTargetLeft, 0)))
return hr;
if (FAILED(hr = Render()))
return hr;
//Render the scene from the right eye
m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matRightView);
if (FAILED(hr = m_pd3dDevice->SetRenderTarget(m_pddsRenderTarget, 0)))
return hr;
if (FAILED(hr = Render()))
return hr;
}
else
{
// Set center viewing matrix if app is stereo-enabled
if (m_bAppUseStereo)
m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matView);
// Render the scene as normal
if (FAILED(hr = Render()))
return hr;
}
// Show the frame rate, etc.
if (m_bShowStats)
ShowStats();
// Show the frame on the primary surface.
if (FAILED(hr = m_pFramework->ShowFrame()))
{
if (DDERR_SURFACELOST != hr)
return hr;
m_pFramework->RestoreSurfaces();
RestoreSurfaces();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup3DEnvironment()
// Desc: Cleanup scene objects
//-----------------------------------------------------------------------------
VOID CD3DApplication::Cleanup3DEnvironment()
{
m_bActive = FALSE;
m_bReady = FALSE;
if (m_pFramework)
{
DeleteDeviceObjects();
SAFE_DELETE(m_pFramework);
FinalCleanup();
}
D3DEnum_FreeResources();
}
//-----------------------------------------------------------------------------
// Name: Pause()
// Desc: Called in to toggle the pause state of the app. This function
// brings the GDI surface to the front of the display, so drawing
// output like message boxes and menus may be displayed.
//-----------------------------------------------------------------------------
VOID CD3DApplication::Pause(BOOL bPause)
{
static DWORD dwAppPausedCount = 0L;
dwAppPausedCount += (bPause ? +1 : -1);
m_bReady = (dwAppPausedCount ? FALSE : TRUE);
// Handle the first pause request (of many, nestable pause requests)
if (bPause && (1 == dwAppPausedCount))
{
// Get a surface for the GDI
if (m_pFramework)
m_pFramework->FlipToGDISurface(TRUE);
// Stop the scene from animating
if (m_bFrameMoving)
m_dwStopTime = timeGetTime();
}
if (0 == dwAppPausedCount)
{
// Restart the scene
if (m_bFrameMoving)
m_dwBaseTime += timeGetTime() - m_dwStopTime;
}
}
//-----------------------------------------------------------------------------
// Name: OnQuerySuspend()
// Desc: Called when the app receives a PBT_APMQUERYSUSPEND message, meaning
// the computer is about to be suspended. At this point, the app should
// save any data for open network connections, files, etc.., and prepare
// to go into a suspended mode.
//-----------------------------------------------------------------------------
LRESULT CD3DApplication::OnQuerySuspend(DWORD dwFlags)
{
Pause(TRUE);
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: OnResumeSuspend()
// Desc: Called when the app receives a PBT_APMRESUMESUSPEND message, meaning
// the computer has just resumed from a suspended state. At this point,
// the app should recover any data, network connections, files, etc..,
// and resume running from when the app was suspended.
//-----------------------------------------------------------------------------
LRESULT CD3DApplication::OnResumeSuspend(DWORD dwData)
{
Pause(FALSE);
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: ShowStats()
// Desc: Shows frame rate and dimensions of the rendering device.
//-----------------------------------------------------------------------------
VOID CD3DApplication::ShowStats()
{
static FLOAT fFPS = 0.0f;
static FLOAT fLastTime = 0.0f;
static DWORD dwFrames = 0L;
// Keep track of the time lapse and frame count
FLOAT fTime = timeGetTime() * 0.001f; // Get current time in seconds
++dwFrames;
// Update the frame rate once per second
if (fTime - fLastTime > 1.0f)
{
fFPS = dwFrames / (fTime - fLastTime);
fLastTime = fTime;
dwFrames = 0L;
}
// Setup the text buffer to write out dimensions
TCHAR buffer[80];
sprintf(buffer, TEXT("%7.02f fps (%dx%dx%d)"), fFPS,
m_ddsdRenderTarget.dwWidth, m_ddsdRenderTarget.dwHeight,
m_ddsdRenderTarget.ddpfPixelFormat.dwRGBBitCount);
OutputText(0, 0, buffer);
}
//-----------------------------------------------------------------------------
// Name: OutputText()
// Desc: Draws text on the window.
//-----------------------------------------------------------------------------
VOID CD3DApplication::OutputText(DWORD x, DWORD y, TCHAR* str)
{
HDC hDC;
// Get a DC for the surface. Then, write out the buffer
if (m_pddsRenderTarget)
{
if (SUCCEEDED(m_pddsRenderTarget->GetDC(&hDC)))
{
SetTextColor(hDC, RGB(255,255,0));
SetBkMode(hDC, TRANSPARENT);
ExtTextOut(hDC, x, y, 0, NULL, str, lstrlen(str), NULL);
m_pddsRenderTarget->ReleaseDC(hDC);
}
}
// Do the same for the left surface (in case of stereoscopic viewing).
if (m_pddsRenderTargetLeft)
{
if (SUCCEEDED(m_pddsRenderTargetLeft->GetDC(&hDC)))
{
// Use a different color to help distinguish left eye view
SetTextColor(hDC, RGB(255,0,255));
SetBkMode(hDC, TRANSPARENT);
ExtTextOut(hDC, x, y, 0, NULL, str, lstrlen(str), NULL);
m_pddsRenderTargetLeft->ReleaseDC(hDC);
}
}
}
//-----------------------------------------------------------------------------
// Name: DisplayFrameworkError()
// Desc: Displays error messages in a message box
//-----------------------------------------------------------------------------
VOID CD3DApplication::DisplayFrameworkError(HRESULT hr, DWORD dwType)
{
TCHAR strMsg[512];
switch(hr)
{
case D3DENUMERR_NODIRECTDRAW:
lstrcpy(strMsg, TEXT("Could not create DirectDraw!"));
break;
case D3DENUMERR_NOCOMPATIBLEDEVICES:
lstrcpy(strMsg, TEXT("Could not find any compatible Direct3D\n"
"devices."));
break;
case D3DENUMERR_SUGGESTREFRAST:
lstrcpy(strMsg, TEXT("Could not find any compatible devices.\n\n"
"Try enabling the reference rasterizer using\n"
"EnableRefRast.reg."));
break;
case D3DENUMERR_ENUMERATIONFAILED:
lstrcpy(strMsg, TEXT("Enumeration failed. Your system may be in an\n"
"unstable state and need to be rebooted"));
break;
case D3DFWERR_INITIALIZATIONFAILED:
lstrcpy(strMsg, TEXT("Generic initialization error.\n\nEnable "
"debug output for detailed information."));
break;
case D3DFWERR_NODIRECTDRAW:
lstrcpy(strMsg, TEXT("No DirectDraw"));
break;
case D3DFWERR_NODIRECT3D:
lstrcpy(strMsg, TEXT("No Direct3D"));
break;
case D3DFWERR_INVALIDMODE:
lstrcpy(strMsg, TEXT("This sample requires a 16-bit (or higher) "
"display mode\nto run in a window.\n\nPlease "
"switch your desktop settings accordingly."));
break;
case D3DFWERR_COULDNTSETCOOPLEVEL:
lstrcpy(strMsg, TEXT("Could not set Cooperative Level"));
break;
case D3DFWERR_NO3DDEVICE:
lstrcpy(strMsg, TEXT("Could not create the Direct3DDevice object."));
if (MSGWARN_SWITCHEDTOSOFTWARE == dwType)
lstrcat(strMsg, TEXT("\nThe 3D hardware chipset may not support"
"\nrendering in the current display mode."));
break;
case D3DFWERR_NOZBUFFER:
lstrcpy(strMsg, TEXT("No ZBuffer"));
break;
case D3DFWERR_INVALIDZBUFFERDEPTH:
lstrcpy(strMsg, TEXT("Invalid Z-buffer depth. Try switching modes\n"
"from 16- to 32-bit (or vice versa)"));
break;
case D3DFWERR_NOVIEWPORT:
lstrcpy(strMsg, TEXT("No Viewport"));
break;
case D3DFWERR_NOPRIMARY:
lstrcpy(strMsg, TEXT("No primary"));
break;
case D3DFWERR_NOCLIPPER:
lstrcpy(strMsg, TEXT("No Clipper"));
break;
case D3DFWERR_BADDISPLAYMODE:
lstrcpy(strMsg, TEXT("Bad display mode"));
break;
case D3DFWERR_NOBACKBUFFER:
lstrcpy(strMsg, TEXT("No backbuffer"));
break;
case D3DFWERR_NONZEROREFCOUNT:
lstrcpy(strMsg, TEXT("A DDraw object has a non-zero reference\n"
"count (meaning it was not properly cleaned up)."));
break;
case D3DFWERR_NORENDERTARGET:
lstrcpy(strMsg, TEXT("No render target"));
break;
case E_OUTOFMEMORY:
lstrcpy(strMsg, TEXT("Not enough memory!"));
break;
case DDERR_OUTOFVIDEOMEMORY:
lstrcpy(strMsg, TEXT("There was insufficient video memory "
"to use the\nhardware device."));
break;
default:
lstrcpy(strMsg, TEXT("Generic application error.\n\nEnable "
"debug output for detailed information."));
}
if (MSGERR_APPMUSTEXIT == dwType)
{
lstrcat(strMsg, TEXT("\n\nThis sample will now exit."));
MessageBox(NULL, strMsg, m_strWindowTitle, MB_ICONERROR|MB_OK);
}
else
{
if (MSGWARN_SWITCHEDTOSOFTWARE == dwType)
lstrcat(strMsg, TEXT("\n\nSwitching to software rasterizer."));
MessageBox(NULL, strMsg, m_strWindowTitle, MB_ICONWARNING|MB_OK);
}
}
//-----------------------------------------------------------------------------
// Name: SetViewParams()
// Desc: Sets the parameters to be used by the SetViewMatrix() function. You
// must call this function rather than setting the D3D view matrix
// yourself in order for stereo modes to work properly.
//-----------------------------------------------------------------------------
VOID CD3DApplication::SetViewParams(D3DVECTOR* vEyePt, D3DVECTOR* vLookatPt,
D3DVECTOR* vUpVec, FLOAT fEyeDistance)
{
// Adjust camera position for left or right eye along the axis
// perpendicular to the view direction vector and the up vector.
D3DVECTOR vView = (*vLookatPt) - (*vEyePt);
vView = CrossProduct(vView, (*vUpVec));
vView = Normalize(vView) * fEyeDistance;
D3DVECTOR vLeftEyePt = (*vEyePt) + vView;
D3DVECTOR vRightEyePt = (*vEyePt) - vView;
// Set the view matrices
D3DUtil_SetViewMatrix(m_matLeftView, vLeftEyePt, *vLookatPt, *vUpVec);
D3DUtil_SetViewMatrix(m_matRightView, vRightEyePt, *vLookatPt, *vUpVec);
D3DUtil_SetViewMatrix(m_matView, *vEyePt, *vLookatPt, *vUpVec);
}
#endif