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// ReInitialisieren
tbResult tbDirect3D::ReInit (tbConfig* pConfig,
char* pcWindowTitle,
HWND hOwnWindow, // = NULL
HICON hIcon)
{
tbDirect3D::Exit();
int game_window_width = 800;
int game_window_hight = 600;
if(!hIcon) hIcon = LoadIcon(tb_g_DLLHandle, MAKEINTRESOURCE(TB_IDI_ICON1));
HRESULT hResult;
D3DPRESENT_PARAMETERS PresentParams;
WNDCLASSEX WindowClass = {sizeof(WNDCLASSEX), CS_CLASSDC, WindowProc, 0, 0,
tb_g_DLLHandle, hIcon, LoadCursor(NULL, MAKEINTRESOURCE(IDC_ARROW)),
NULL, NULL, "TriBase Direct3D Window Class", NULL};
// Parameter prüfen
if(!pConfig) TB_ERROR_NULL_POINTER("pConfig", TB_ERROR);
memset(m_abIsRS, 255, 210 * sizeof(BOOL));
memset(m_abIsTSS, 255, 33 * sizeof(BOOL));
memset(m_abIsSS, 255, 14 * sizeof(BOOL));
m_abIsRS[0] = FALSE;
m_abIsRS[1] = FALSE;
m_abIsRS[2] = FALSE;
m_abIsRS[3] = FALSE;
m_abIsRS[4] = FALSE;
m_abIsRS[5] = FALSE;
m_abIsRS[6] = FALSE;
m_abIsRS[10] = FALSE;
m_abIsRS[11] = FALSE;
m_abIsRS[12] = FALSE;
m_abIsRS[13] = FALSE;
m_abIsRS[17] = FALSE;
m_abIsRS[18] = FALSE;
m_abIsRS[21] = FALSE;
m_abIsRS[30] = FALSE;
m_abIsRS[31] = FALSE;
m_abIsRS[32] = FALSE;
m_abIsRS[33] = FALSE;
m_abIsRS[39] = FALSE;
m_abIsRS[40] = FALSE;
m_abIsRS[41] = FALSE;
m_abIsRS[42] = FALSE;
m_abIsRS[43] = FALSE;
m_abIsRS[44] = FALSE;
m_abIsRS[45] = FALSE;
m_abIsRS[46] = FALSE;
m_abIsRS[49] = FALSE;
m_abIsRS[50] = FALSE;
m_abIsRS[51] = FALSE;
for(DWORD dwRS = 61; dwRS <= 127; dwRS++) m_abIsRS[dwRS] = FALSE;
m_abIsRS[144] = FALSE;
m_abIsRS[149] = FALSE;
m_abIsRS[150] = FALSE;
m_abIsRS[153] = FALSE;
m_abIsRS[164] = FALSE;
m_abIsRS[169] = FALSE;
m_abIsRS[177] = FALSE;
m_abIsRS[196] = FALSE;
m_abIsRS[197] = FALSE;
m_abIsTSS[0] = FALSE;
m_abIsTSS[12] = FALSE;
m_abIsTSS[13] = FALSE;
m_abIsTSS[14] = FALSE;
m_abIsTSS[15] = FALSE;
m_abIsTSS[16] = FALSE;
m_abIsTSS[17] = FALSE;
m_abIsTSS[18] = FALSE;
m_abIsTSS[19] = FALSE;
m_abIsTSS[20] = FALSE;
m_abIsTSS[21] = FALSE;
m_abIsTSS[25] = FALSE;
m_abIsTSS[29] = FALSE;
m_abIsTSS[30] = FALSE;
m_abIsTSS[31] = FALSE;
m_abIsSS[0] = FALSE;
// Eintragen, ob der Benutzer sein eigenes Fenster hat oder nicht.
// Wenn ja, das eigene Fenster eintragen.
m_bOwnWindow = hOwnWindow != NULL;
if(m_bOwnWindow) m_hWindow = hOwnWindow;
TB_INFO("Die Direct3D-Komponente wird initialisiert...");
// Muss ein Fenster erstellt werden?
if(!tb_g_hWindow)
{
if(!m_bOwnWindow)
{
TB_INFO("Erstellen des Fensters...");
// Die Fensterklasse registrieren
if(!RegisterClassEx(&WindowClass))
{
// Fehler!
TB_ERROR("Fehler beim Registrieren der Fensterklasse!", TB_ERROR);
}
int iWidth = game_window_width;
int iHeight = game_window_hight;
RECT Rect;
SetRect(&Rect, 0, 0, game_window_width, game_window_hight);
AdjustWindowRect(&Rect, WS_VISIBLE | WS_OVERLAPPEDWINDOW, FALSE);
iWidth = Rect.right - Rect.left;
iHeight = Rect.bottom - Rect.top;
// Fenster erstellen und prüfen, ob es funktioniert hat
m_hWindow = CreateWindow("TriBase Direct3D Window Class",
pcWindowTitle,
WS_VISIBLE | WS_OVERLAPPEDWINDOW,
GetSystemMetrics(SM_CXSCREEN) / 2 - game_window_width / 2,
GetSystemMetrics(SM_CYSCREEN) / 2 - game_window_hight / 2,
game_window_width,
game_window_hight,
NULL,
NULL,
tb_g_DLLHandle,
NULL);
if(!m_hWindow)
{
// Fehler!
TB_ERROR("Erstellung des Fensters ist fehlgeschlagen!", TB_ERROR);
}
}
tb_g_hWindow = m_hWindow;
}
else m_hWindow = tb_g_hWindow;
TB_INFO("Initialisierung von Direct3D...");
// IDirect3D9-Schnittstelle erzeugen
m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(!m_pD3D)
{
// Fehler!
TB_ERROR("Fehler beim Erstellen der IDirect3D9-Schnittstelle! DirectX 9 oder höher wird benötigt!", TB_ERROR);
}
// Präsentationsstruktur ausfüllen
ZeroMemory(&PresentParams, sizeof(D3DPRESENT_PARAMETERS));
PresentParams.BackBufferWidth = game_window_width;
PresentParams.BackBufferHeight = game_window_hight;
PresentParams.BackBufferFormat = pConfig->Direct3D.BackBufferFormat;
PresentParams.BackBufferCount = 1;
PresentParams.MultiSampleType = pConfig->Direct3D.MultiSamplingType;
PresentParams.MultiSampleQuality = pConfig->Direct3D.dwMultiSamplingQuality;
PresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
PresentParams.hDeviceWindow = m_hWindow;
PresentParams.Windowed = pConfig->Direct3D.bWindowed;
PresentParams.EnableAutoDepthStencil = TRUE;
PresentParams.AutoDepthStencilFormat = pConfig->Direct3D.ZStencilBufferFormat;
PresentParams.Flags = pConfig->Direct3D.ZStencilBufferFormat != D3DFMT_D16_LOCKABLE ? D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL : 0;
PresentParams.FullScreen_RefreshRateInHz = pConfig->Direct3D.bWindowed ? D3DPRESENT_RATE_DEFAULT : pConfig->Direct3D.VideoMode.RefreshRate;
PresentParams.PresentationInterval = pConfig->Direct3D.bVSync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
// Und nun die Geräteschnittstelle generieren
if(FAILED(hResult = m_pD3D->CreateDevice(pConfig->Direct3D.iAdapter,
pConfig->Direct3D.DeviceType,
m_hWindow,
pConfig->Direct3D.dwFlags,
&PresentParams,
&m_pD3DDevice)))
{
// Fehler beim Generieren der Schnittstelle!
TB_ERROR_DIRECTX("m_pD3D->CreateDevice", hResult, TB_ERROR);
}
// Parameter eintragen
m_PresentParams = PresentParams;
// Die Gerätefähigkeiten abfragen und den aktuellen Status speichern
m_pD3DDevice->GetDeviceCaps(&m_Caps);
Capture();
// Cursor im Vollbildmodus ausblenden
if(!pConfig->Direct3D.bWindowed) ShowCursor(FALSE);
// Standardeinstellungen
SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1);
SetRS(D3DRS_DITHERENABLE, TRUE);
for(DWORD dwStage = 0; dwStage < m_Caps.MaxTextureBlendStages; dwStage++)
{
if(m_Caps.PrimitiveMiscCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) SetSS(dwStage, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
else SetSS(dwStage, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
if(m_Caps.PrimitiveMiscCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) SetSS(dwStage, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
else SetSS(dwStage, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
SetSS(dwStage, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
SetSS(dwStage, D3DSAMP_MAXANISOTROPY, m_Caps.MaxAnisotropy);
}
m_vScreenSize.x = (float)(PresentParams.BackBufferWidth);
m_vScreenSize.y = (float)(PresentParams.BackBufferHeight);
TB_INFO("Die Initialisierung der Direct3D-Komponente ist abgeschlossen!");
m_PresentResult = TB_OK;
m_bInitialized = TRUE;
return TB_OK;
}
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