353 lines
17 KiB
C
353 lines
17 KiB
C
//--------------------------------------------------------------------------------------
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// File: DXUT.h
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//--------------------------------------------------------------------------------------
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#pragma once
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#ifndef DXUT_H
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#define DXUT_H
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#ifndef UNICODE
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#error "DXUT requires a Unicode build."
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#endif
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#include "dxsdkver.h"
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#if ( _DXSDK_PRODUCT_MAJOR < 9 || _DXSDK_BUILD_MAJOR < 1949 )
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#error The installed DXSDK is out of date.
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#endif
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#ifndef STRICT
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#define STRICT
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#endif
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// If app hasn't choosen, set to work with Windows XP and beyond
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#ifndef WINVER
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#define WINVER 0x0501
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#endif
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#ifndef _WIN32_WINDOWS
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#define _WIN32_WINDOWS 0x0501
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#endif
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#ifndef _WIN32_WINNT
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#define _WIN32_WINNT 0x0600
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#endif
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// #define DXUT_AUTOLIB to automatically include the libs needed for DXUT
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#ifdef DXUT_AUTOLIB
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#pragma comment( lib, "dxerr.lib" )
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#pragma comment( lib, "dxguid.lib" )
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#pragma comment( lib, "d3d9.lib" )
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#pragma comment( lib, "d3d10.lib" )
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#if defined(DEBUG) || defined(_DEBUG)
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#pragma comment( lib, "d3dx9d.lib" )
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#pragma comment( lib, "d3dx10d.lib" )
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#else
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#pragma comment( lib, "d3dx9.lib" )
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#pragma comment( lib, "d3dx10.lib" )
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#endif
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#pragma comment( lib, "d3dcompiler.lib" )
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#pragma comment( lib, "winmm.lib" )
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#pragma comment( lib, "comctl32.lib" )
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#endif
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#pragma warning( disable : 4100 ) // disable unreference formal parameter warnings for /W4 builds
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// Enable extra D3D debugging in debug builds if using the debug DirectX runtime.
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// This makes D3D objects work well in the debugger watch window, but slows down
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// performance slightly.
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#if defined(DEBUG) || defined(_DEBUG)
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#ifndef D3D_DEBUG_INFO
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#define D3D_DEBUG_INFO
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#endif
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#endif
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// Standard Windows includes
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#include <windows.h>
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#include <initguid.h>
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#include <assert.h>
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#include <wchar.h>
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#include <mmsystem.h>
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#include <commctrl.h> // for InitCommonControls()
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#include <shellapi.h> // for ExtractIcon()
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#include <new.h> // for placement new
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#include <shlobj.h>
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#include <math.h>
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#include <limits.h>
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#include <stdio.h>
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// CRT's memory leak detection
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#if defined(DEBUG) || defined(_DEBUG)
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#include <crtdbg.h>
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#endif
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// Direct3D9 includes
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#include <d3d9.h>
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#include <d3dx9.h>
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// Direct3D10 includes
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#include <d3dcommon.h>
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#include <dxgi.h>
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#include <d3d10_1.h>
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#include <d3d10.h>
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#include <d3dcompiler.h>
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#include <d3dx10.h>
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// XInput includes
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#include <xinput.h>
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// HRESULT translation for Direct3D and other APIs
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#include <dxerr.h>
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#if defined(DEBUG) || defined(_DEBUG)
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#ifndef V
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#define V(x) { hr = (x); if( FAILED(hr) ) { DXUTTrace( __FILE__, (DWORD)__LINE__, hr, L#x, true ); } }
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#endif
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#ifndef V_RETURN
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#define V_RETURN(x) { hr = (x); if( FAILED(hr) ) { return DXUTTrace( __FILE__, (DWORD)__LINE__, hr, L#x, true ); } }
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#endif
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#else
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#ifndef V
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#define V(x) { hr = (x); }
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#endif
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#ifndef V_RETURN
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#define V_RETURN(x) { hr = (x); if( FAILED(hr) ) { return hr; } }
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#endif
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#endif
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#ifndef SAFE_DELETE
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#define SAFE_DELETE(p) { if (p) { delete (p); (p)=NULL; } }
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#endif
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#ifndef SAFE_DELETE_ARRAY
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#define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p); (p)=NULL; } }
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#endif
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#ifndef SAFE_RELEASE
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#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
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#endif
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//--------------------------------------------------------------------------------------
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// Structs
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//--------------------------------------------------------------------------------------
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struct DXUTD3D9DeviceSettings
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{
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UINT AdapterOrdinal;
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D3DDEVTYPE DeviceType;
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D3DFORMAT AdapterFormat;
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DWORD BehaviorFlags;
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D3DPRESENT_PARAMETERS pp;
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};
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struct DXUTD3D10DeviceSettings
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{
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UINT AdapterOrdinal;
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D3D10_DRIVER_TYPE DriverType;
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UINT Output;
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DXGI_SWAP_CHAIN_DESC sd;
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UINT32 CreateFlags;
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UINT32 SyncInterval;
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DWORD PresentFlags;
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bool AutoCreateDepthStencil; // DXUT will create the a depth stencil resource and view if true
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DXGI_FORMAT AutoDepthStencilFormat;
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};
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enum DXUTDeviceVersion { DXUT_D3D9_DEVICE, DXUT_D3D10_DEVICE };
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struct DXUTDeviceSettings
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{
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DXUTDeviceVersion ver;
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union
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{
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DXUTD3D9DeviceSettings d3d9; // only valid if ver == DXUT_D3D9_DEVICE
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DXUTD3D10DeviceSettings d3d10; // only valid if ver == DXUT_D3D10_DEVICE
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};
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};
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//--------------------------------------------------------------------------------------
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// Error codes
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//--------------------------------------------------------------------------------------
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#define DXUTERR_NODIRECT3D MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0901)
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#define DXUTERR_NOCOMPATIBLEDEVICES MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0902)
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#define DXUTERR_MEDIANOTFOUND MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0903)
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#define DXUTERR_NONZEROREFCOUNT MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0904)
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#define DXUTERR_CREATINGDEVICE MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0905)
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#define DXUTERR_RESETTINGDEVICE MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0906)
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#define DXUTERR_CREATINGDEVICEOBJECTS MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0907)
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#define DXUTERR_RESETTINGDEVICEOBJECTS MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0908)
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#define DXUTERR_DEVICEREMOVED MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x090A)
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//--------------------------------------------------------------------------------------
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// Callback registration
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//--------------------------------------------------------------------------------------
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// General callbacks
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typedef void (CALLBACK *LPDXUTCALLBACKFRAMEMOVE)( double fTime, float fElapsedTime, void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKKEYBOARD)( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKMOUSE)( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext );
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typedef LRESULT (CALLBACK *LPDXUTCALLBACKMSGPROC)( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKTIMER)( UINT idEvent, void* pUserContext );
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typedef bool (CALLBACK *LPDXUTCALLBACKMODIFYDEVICESETTINGS)( DXUTDeviceSettings* pDeviceSettings, void* pUserContext );
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typedef bool (CALLBACK *LPDXUTCALLBACKDEVICEREMOVED)( void* pUserContext );
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// Direct3D 9 callbacks
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typedef bool (CALLBACK *LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE)( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
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typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D9DEVICECREATED)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D9DEVICERESET)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKD3D9FRAMERENDER)( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKD3D9DEVICELOST)( void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKD3D9DEVICEDESTROYED)( void* pUserContext );
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// Direct3D 10 callbacks
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typedef bool (CALLBACK *LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE)( UINT Adapter, UINT Output, D3D10_DRIVER_TYPE DeviceType, DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
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typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D10DEVICECREATED)( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D10SWAPCHAINRESIZED)( ID3D10Device* pd3dDevice, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKD3D10FRAMERENDER)( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKD3D10SWAPCHAINRELEASING)( void* pUserContext );
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typedef void (CALLBACK *LPDXUTCALLBACKD3D10DEVICEDESTROYED)( void* pUserContext );
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// General callbacks
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void WINAPI DXUTSetCallbackFrameMove( LPDXUTCALLBACKFRAMEMOVE pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackKeyboard( LPDXUTCALLBACKKEYBOARD pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackMouse( LPDXUTCALLBACKMOUSE pCallback, bool bIncludeMouseMove = false, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackMsgProc( LPDXUTCALLBACKMSGPROC pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackDeviceChanging( LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackDeviceRemoved( LPDXUTCALLBACKDEVICEREMOVED pCallback, void* pUserContext = NULL );
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// Direct3D 9 callbacks
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void WINAPI DXUTSetCallbackD3D9DeviceAcceptable( LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D9DeviceCreated( LPDXUTCALLBACKD3D9DEVICECREATED pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D9DeviceReset( LPDXUTCALLBACKD3D9DEVICERESET pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D9FrameRender( LPDXUTCALLBACKD3D9FRAMERENDER pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D9DeviceLost( LPDXUTCALLBACKD3D9DEVICELOST pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D9DeviceDestroyed( LPDXUTCALLBACKD3D9DEVICEDESTROYED pCallback, void* pUserContext = NULL );
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// Direct3D 10 callbacks
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void WINAPI DXUTSetCallbackD3D10DeviceAcceptable( LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D10DeviceCreated( LPDXUTCALLBACKD3D10DEVICECREATED pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D10SwapChainResized( LPDXUTCALLBACKD3D10SWAPCHAINRESIZED pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D10FrameRender( LPDXUTCALLBACKD3D10FRAMERENDER pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D10SwapChainReleasing( LPDXUTCALLBACKD3D10SWAPCHAINRELEASING pCallback, void* pUserContext = NULL );
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void WINAPI DXUTSetCallbackD3D10DeviceDestroyed( LPDXUTCALLBACKD3D10DEVICEDESTROYED pCallback, void* pUserContext = NULL );
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//--------------------------------------------------------------------------------------
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// Initialization
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//--------------------------------------------------------------------------------------
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HRESULT WINAPI DXUTInit( bool bParseCommandLine = true,
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bool bShowMsgBoxOnError = true,
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__in_opt WCHAR* strExtraCommandLineParams = NULL,
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bool bThreadSafeDXUT = false );
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// Choose either DXUTCreateWindow or DXUTSetWindow. If using DXUTSetWindow, consider using DXUTStaticWndProc
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HRESULT WINAPI DXUTCreateWindow( const WCHAR* strWindowTitle = L"Direct3D Window",
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HINSTANCE hInstance = NULL, HICON hIcon = NULL, HMENU hMenu = NULL,
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int x = CW_USEDEFAULT, int y = CW_USEDEFAULT );
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HRESULT WINAPI DXUTSetWindow( HWND hWndFocus, HWND hWndDeviceFullScreen, HWND hWndDeviceWindowed, bool bHandleMessages = true );
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LRESULT CALLBACK DXUTStaticWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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// Choose either DXUTCreateDevice or DXUTSetD3D*Device or DXUTCreateD3DDeviceFromSettings
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HRESULT WINAPI DXUTCreateDevice( bool bWindowed = true, int nSuggestedWidth = 0, int nSuggestedHeight = 0 );
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HRESULT WINAPI DXUTCreateDeviceFromSettings( DXUTDeviceSettings* pDeviceSettings, bool bPreserveInput = false, bool bClipWindowToSingleAdapter = true );
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HRESULT WINAPI DXUTSetD3D9Device( IDirect3DDevice9* pd3dDevice );
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HRESULT WINAPI DXUTSetD3D10Device( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain );
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// Choose either DXUTMainLoop or implement your own main loop
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HRESULT WINAPI DXUTMainLoop( HACCEL hAccel = NULL );
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// If not using DXUTMainLoop consider using DXUTRender3DEnvironment
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void WINAPI DXUTRender3DEnvironment();
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//--------------------------------------------------------------------------------------
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// Common Tasks
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//--------------------------------------------------------------------------------------
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HRESULT WINAPI DXUTToggleFullScreen();
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HRESULT WINAPI DXUTToggleREF();
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HRESULT WINAPI DXUTToggleWARP();
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void WINAPI DXUTPause( bool bPauseTime, bool bPauseRendering );
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void WINAPI DXUTSetConstantFrameTime( bool bConstantFrameTime, float fTimePerFrame = 0.0333f );
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void WINAPI DXUTSetCursorSettings( bool bShowCursorWhenFullScreen = false, bool bClipCursorWhenFullScreen = false );
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void WINAPI DXUTSetD3DVersionSupport( bool bAppCanUseD3D9 = true, bool bAppCanUseD3D10 = true );
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void WINAPI DXUTSetHotkeyHandling( bool bAltEnterToToggleFullscreen = true, bool bEscapeToQuit = true, bool bPauseToToggleTimePause = true );
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void WINAPI DXUTSetMultimonSettings( bool bAutoChangeAdapter = true );
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void WINAPI DXUTSetShortcutKeySettings( bool bAllowWhenFullscreen = false, bool bAllowWhenWindowed = true ); // Controls the Windows key, and accessibility shortcut keys
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void WINAPI DXUTSetWindowSettings( bool bCallDefWindowProc = true );
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HRESULT WINAPI DXUTSetTimer( LPDXUTCALLBACKTIMER pCallbackTimer, float fTimeoutInSecs = 1.0f, UINT* pnIDEvent = NULL, void* pCallbackUserContext = NULL );
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HRESULT WINAPI DXUTKillTimer( UINT nIDEvent );
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void WINAPI DXUTResetFrameworkState();
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void WINAPI DXUTShutdown( int nExitCode = 0 );
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void WINAPI DXUTSetIsInGammaCorrectMode( bool bGammaCorrect );
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//--------------------------------------------------------------------------------------
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// State Retrieval
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//--------------------------------------------------------------------------------------
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// Direct3D 9
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IDirect3D9* WINAPI DXUTGetD3D9Object(); // Does not addref unlike typical Get* APIs
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IDirect3DDevice9* WINAPI DXUTGetD3D9Device(); // Does not addref unlike typical Get* APIs
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D3DPRESENT_PARAMETERS WINAPI DXUTGetD3D9PresentParameters();
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const D3DSURFACE_DESC* WINAPI DXUTGetD3D9BackBufferSurfaceDesc();
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const D3DCAPS9* WINAPI DXUTGetD3D9DeviceCaps();
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HRESULT WINAPI DXUTGetD3D9DeviceCaps( DXUTDeviceSettings* pDeviceSettings, D3DCAPS9* pCaps );
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bool WINAPI DXUTDoesAppSupportD3D9();
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bool WINAPI DXUTIsAppRenderingWithD3D9();
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// Direct3D 10
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bool WINAPI DXUTIsD3D10Available(); // If D3D10 APIs are availible
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IDXGIFactory* WINAPI DXUTGetDXGIFactory(); // Does not addref unlike typical Get* APIs
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ID3D10Device* WINAPI DXUTGetD3D10Device(); // Does not addref unlike typical Get* APIs
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ID3D10Device1* WINAPI DXUTGetD3D10Device1(); // Does not addref unlike typical Get* APIs
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IDXGISwapChain* WINAPI DXUTGetDXGISwapChain(); // Does not addref unlike typical Get* APIs
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ID3D10RenderTargetView* WINAPI DXUTGetD3D10RenderTargetView(); // Does not addref unlike typical Get* APIs
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ID3D10DepthStencilView* WINAPI DXUTGetD3D10DepthStencilView(); // Does not addref unlike typical Get* APIs
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const DXGI_SURFACE_DESC* WINAPI DXUTGetDXGIBackBufferSurfaceDesc();
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bool WINAPI DXUTDoesAppSupportD3D10();
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bool WINAPI DXUTIsAppRenderingWithD3D10();
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// General
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DXUTDeviceSettings WINAPI DXUTGetDeviceSettings();
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HINSTANCE WINAPI DXUTGetHINSTANCE();
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HWND WINAPI DXUTGetHWND();
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HWND WINAPI DXUTGetHWNDFocus();
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HWND WINAPI DXUTGetHWNDDeviceFullScreen();
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HWND WINAPI DXUTGetHWNDDeviceWindowed();
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RECT WINAPI DXUTGetWindowClientRect();
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LONG WINAPI DXUTGetWindowWidth();
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LONG WINAPI DXUTGetWindowHeight();
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RECT WINAPI DXUTGetWindowClientRectAtModeChange(); // Useful for returning to windowed mode with the same resolution as before toggle to full screen mode
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RECT WINAPI DXUTGetFullsceenClientRectAtModeChange(); // Useful for returning to full screen mode with the same resolution as before toggle to windowed mode
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double WINAPI DXUTGetTime();
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float WINAPI DXUTGetElapsedTime();
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bool WINAPI DXUTIsWindowed();
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bool WINAPI DXUTIsInGammaCorrectMode();
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float WINAPI DXUTGetFPS();
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LPCWSTR WINAPI DXUTGetWindowTitle();
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LPCWSTR WINAPI DXUTGetFrameStats( bool bIncludeFPS = false );
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LPCWSTR WINAPI DXUTGetDeviceStats();
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LPCWSTR WINAPI DXUTGetD3D10CounterStats();
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bool WINAPI DXUTIsVsyncEnabled();
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bool WINAPI DXUTIsRenderingPaused();
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bool WINAPI DXUTIsTimePaused();
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bool WINAPI DXUTIsActive();
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int WINAPI DXUTGetExitCode();
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bool WINAPI DXUTGetShowMsgBoxOnError();
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bool WINAPI DXUTGetAutomation(); // Returns true if -automation parameter is used to launch the app
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bool WINAPI DXUTIsKeyDown( BYTE vKey ); // Pass a virtual-key code, ex. VK_F1, 'A', VK_RETURN, VK_LSHIFT, etc
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bool WINAPI DXUTWasKeyPressed( BYTE vKey ); // Like DXUTIsKeyDown() but return true only if the key was just pressed
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bool WINAPI DXUTIsMouseButtonDown( BYTE vButton ); // Pass a virtual-key code: VK_LBUTTON, VK_RBUTTON, VK_MBUTTON, VK_XBUTTON1, VK_XBUTTON2
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HRESULT WINAPI DXUTCreateState(); // Optional method to create DXUT's memory. If its not called by the application it will be automatically called when needed
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void WINAPI DXUTDestroyState(); // Optional method to destroy DXUT's memory. If its not called by the application it will be automatically called after the application exits WinMain
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//--------------------------------------------------------------------------------------
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// DXUT core layer includes
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//--------------------------------------------------------------------------------------
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#include "DXUTmisc.h"
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#include "DXUTenum.h"
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#endif
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