#include "defines.h" int c_iScreenSizeX= DEFAULTSCREENX; int c_iScreenSizeY= DEFAULTSCREENY; #ifdef WINDOWED bool bWindowed= true; #else bool bWindowed= false; #endif #ifdef LOW_DETAIL bool bLowDetail= true; #else bool bLowDetail= false; #endif int c_iRealScreenY= c_iScreenSizeY; #ifdef STARTMUSIC #include "v2mplayer.h" #include "libv2.h" #include "music.h" #include "musicdata.h" static V2MPlayer player; #endif #include "intrin.h" #include #include #include #include #include "globals.h" #include "camera.h" #include "city.h" #include "TargetValue.h" #include "camerahelper.h" #include "ShaderFactory.h" #include "Renderpipe.h" #include "textinfo.h" #undef WINAPI #define WINAPI __declspec(nothrow) __stdcall ///////////////////////////////////////////////////////////////////////// //// // CRT replacement functions ///////////////////////////////////////////////////////////////////////////// //extern "C" int _fltused = 1; int __cdecl main(){return 0;}; #undef ZeroMemory #ifdef EXTRACODE #include #include #include #include #include "StringHelper.h" #include "TextFileReader.h" #include "ConfigFiles.h" #endif #include "mesher.h" #include "camera.h" #include "picstuff.h" #include "bar16to9.h" #include "textout.h" #include "bowfront.h" #include "flockspline.h" #include "BlockTree.h" void PrepareDemoSetup() { #ifndef DISABLEAUTOSCREEN c_iScreenSizeX = GetSystemMetrics( SM_CXSCREEN ); c_iScreenSizeY = GetSystemMetrics( SM_CYSCREEN ); #endif /***********************************************************************************/ char* pcCommand; pcCommand= GetCommandLine(); { int i= 0; int iNumber= 0; int iBool= -1; { while( pcCommand[ i ] != 0 ) { if( pcCommand[ i ] == '+' ) { iBool= 1; iNumber= 0; } else if( pcCommand[ i ] == '-' ) { iBool= 0; iNumber= 0; } else if( pcCommand[ i ] >= '0' && pcCommand[ i ] <= '9' ) { iNumber= 10 * iNumber + pcCommand[ i ] - '0'; } else if( pcCommand[ i ] == 'w' ) { if( iBool != -1 ) { bWindowed= iBool == 1; } iBool= -1; iNumber= 0; } else if( pcCommand[ i ] == 'l' ) { if( iBool != -1 ) { bLowDetail= iBool == 1; } iBool= -1; iNumber= 0; } else if( pcCommand[ i ] == 'x' ) { if( iNumber > 0 ) { c_iScreenSizeX= iNumber; } iNumber= 0; } else if( pcCommand[ i ] == 'y' ) { if( iNumber > 0 ) { c_iScreenSizeY= iNumber; } iNumber= 0; } else { iNumber= 0; iBool= -1; } i++; } } } c_iRealScreenY= c_iScreenSizeX * 9 / 16; if( c_iRealScreenY > c_iScreenSizeY ) { c_iRealScreenY= c_iScreenSizeY; } } #ifdef EXTRACODE LRESULT MessageCallback(HWND ar_Handle, UINT aw_Message, WPARAM aw_Param, LPARAM al_Param) { return DefWindowProc(ar_Handle, aw_Message, aw_Param, al_Param); } #endif void CreateWnd() { HWND& hwnd= d3dpp.hDeviceWindow; #ifdef EXTRACODE WNDCLASSEX wndclass; wndclass.cbSize = sizeof (wndclass) ; wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wndclass.lpfnWndProc = (WNDPROC)MessageCallback ; wndclass.cbClsExtra = 0 ; wndclass.cbWndExtra = 0 ; wndclass.hInstance = NULL ; wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ; wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ; wndclass.hbrBackground = (HBRUSH) GetStockObject (DKGRAY_BRUSH) ; wndclass.lpszMenuName = NULL; wndclass.lpszClassName = "Window" ; wndclass.hIconSm = LoadIcon (NULL, IDI_APPLICATION) ; RegisterClassEx(&wndclass); hwnd = CreateWindow( "Window", /* Classname */ WindowTitle, /* Title Text */ WS_EX_APPWINDOW, /* default window */ 10, /* Windows decides the position */ 30, /* where the window ends up on the screen */ c_iScreenSizeX, /* The programs width */ c_iScreenSizeY, /* and height in pixels */ NULL, /* The window is a child-window to desktop */ NULL, /* No menu */ GetModuleHandle(NULL), //GetModuleHandle(NULL), /* Program Instance handler */ NULL /* No Window Creation data */ ); #else hwnd = CreateWindow( "STATIC", /* Classname */ WindowTitle, /* Title Text */ WS_POPUP, /* default window */ 10, /* Windows decides the position */ 30, /* where the window ends up on the screen */ c_iScreenSizeX, /* The programs width */ c_iScreenSizeY, /* and height in pixels */ NULL, /* The window is a child-window to desktop */ NULL, /* No menu */ 0, //GetModuleHandle(NULL), /* Program Instance handler */ NULL /* No Window Creation data */ ); #endif #ifndef _DEBUG ShowCursor(false); #endif #ifdef CAMERATESTER EditorHelp::SetHWND( hwnd ); #endif } void CreateD3DDevice() { HWND& hwnd= d3dpp.hDeviceWindow; g_D3D = Direct3DCreate9( D3D_SDK_VERSION ); if( bWindowed ) { ShowWindow (hwnd , SW_NORMAL ); #ifdef EXTRACODE // set exact client size RECT rcClient, rcWindow; POINT ptDiff; GetClientRect(hwnd, &rcClient); GetWindowRect(hwnd, &rcWindow); ptDiff.x = (rcWindow.right - rcWindow.left) - rcClient.right; ptDiff.y = (rcWindow.bottom - rcWindow.top) - rcClient.bottom; MoveWindow(hwnd,rcWindow.left, rcWindow.top, c_iScreenSizeX + ptDiff.x, c_iScreenSizeY + ptDiff.y, TRUE); #endif } d3dpp.Windowed = bWindowed; d3dpp.BackBufferWidth= c_iScreenSizeX; d3dpp.BackBufferHeight= c_iScreenSizeY; if(d3dpp.Windowed) d3dpp.FullScreen_RefreshRateInHz = 0; if( !bLowDetail ) { if( g_d3d_device == NULL ) { g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device); } if( g_d3d_device == NULL ) { d3dpp.MultiSampleType= D3DMULTISAMPLE_8_SAMPLES; g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device); } if( g_d3d_device == NULL ) { d3dpp.MultiSampleType= D3DMULTISAMPLE_4_SAMPLES; g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device); } if( g_d3d_device == NULL ) { d3dpp.MultiSampleType= D3DMULTISAMPLE_2_SAMPLES; g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device); } } if( g_d3d_device == NULL ) { d3dpp.MultiSampleType= D3DMULTISAMPLE_NONE; g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device); } if( g_d3d_device == NULL ) { d3dpp.MultiSampleType= D3DMULTISAMPLE_NONE; g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device); } if( g_d3d_device == NULL ) { MessageBox( NULL, "D3D not initialized!", "fatal Error", MB_OK ); ExitProcess( -1 ); } } void WinEntry(void) { InitGlobals(); PrepareDemoSetup(); CreateWnd(); CreateD3DDevice(); #ifdef EXTRACODE StartFileWatch(); ReadDataFromDisc(); #else PreparePlayCam(); #endif g_fResolutionFactor = max(d3dpp.BackBufferWidth / 1024.f, d3dpp.BackBufferHeight / 768.f); { g_iResolutionFactorExp = 0; float fResFactor = g_fResolutionFactor; while(fResFactor <= .75f) { g_iResolutionFactorExp--; fResFactor *= 2.f; } while(fResFactor >= 1.75f) { g_iResolutionFactorExp++; fResFactor *= 0.5f; } } g_nShadowResolution= 2 * max(d3dpp.BackBufferWidth, d3dpp.BackBufferHeight);//config g_nShadowResolution= min( g_nShadowResolution, 4096 ); g_nShadowResolution= max( g_nShadowResolution, 1536 ); Renderpipe::PrepareRenderTargets( d3dpp.BackBufferWidth, d3dpp.BackBufferHeight, g_nShadowResolution, d3dpp.MultiSampleType ); #ifdef CAMERATESTER ReadCameraAll(); HomeCam(); EditorHelp::PreparePrint(); #endif /***********************************************************************************/ //Renderstates g_d3d_device->SetMaterial( &d3dMaterial ); g_d3d_device->SetRenderState( D3DRS_SPECULARENABLE, TRUE ); g_d3d_device->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1 ); g_d3d_device->SetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL ); g_d3d_device->SetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR1 ); g_d3d_device->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE ); //g_d3d_device->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); //g_d3d_device->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME ); //g_d3d_device->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT ); g_d3d_device->SetLight( 0, &d3dLight[ 0 ] ); g_d3d_device->SetLight( 1, &d3dLight[ 1 ] ); g_d3d_device->SetLight( 1, &d3dLight[ 2 ] ); g_d3d_device->LightEnable( 0, TRUE ); g_d3d_device->LightEnable( 1, TRUE ); g_d3d_device->LightEnable( 2, TRUE ); g_d3d_device->SetRenderState(D3DRS_FOGCOLOR, 0xffe0b0a0 ); g_d3d_device->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_EXP2); float fDensity= 1.0f / 16.0f; g_d3d_device->SetRenderState( D3DRS_FOGDENSITY, *(DWORD *)(&fDensity) ); g_d3d_device->SetRenderState( D3DRS_FOGENABLE, TRUE ); PrepareText(); RenderLoading( 1 ); PrepareShaders(); /***********************************************************************************/ //generate Demo Zeugs... RenderLoading( 45 ); CreateAllBuildings(); RenderLoading( 60 ); g_Random.setSeed( 27 ); PrepareFlockObjects(); RenderLoading( 50 ); g_Random.setSeed( 13 ); GenerateBowFront(); RenderLoading( 70 ); PrepareBlockTrees(); /***********************************************************************************/ //prep picture RenderLoading( 80 ); g_pTextures[ TI_RotMatrix ].Create( 32, 32, 1, 1 ); g_pTextures[ TI_RotMatrix ].PrepareRotMatrix(); g_pTextures[ TI_Random ].Create( 32, 32, 1, 0 ); g_pTextures[ TI_Random ].PrepareRandomTexture(); g_pTextures[ TI_RandomCube ].Create( 32, 32, 32, 0 ); g_pTextures[ TI_RandomCube ].PrepareRandomTexture(); RenderLoading( 90 ); Texture::Prepare1DTextures(); g_FullScreenQuad.InitFullScreenQuad(); g_PSSM.m_iSplitCount = 6; //config g_PSSM.m_fRange = 240.0f; g_SkyBox.Create( 24, 36 ); g_SkyBox.m_iUsedPreShader= SkyDepth; g_SkyBox.m_iUsedShader[ 0 ]= Sky; g_SkyBox.Lock(); g_SkyBox.AddBox( D3DXVECTOR3( 0.0f, 0.0f, 0.0f), D3DXVECTOR3( 1.0f, 1.0f, 1.0f), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ), 0xff20b0f0); g_SkyBox.Unlock(); g_Objects[ 1 ].Create( 127 * 127 * 4, 127 * 127 * 6 ); g_Objects[ 1 ].m_iUsedPreShader= PreDepth; g_Objects[ 1 ].m_iUsedShader[ 0 ]= Tarmac; g_Objects[ 1 ].m_iUsedShader[ 1 ]= Grass; g_Objects[ 1 ].m_bAlphaEnable[ 1 ]= true; g_Objects[ 1 ].m_SrcBlend[ 1 ]= D3DBLEND_ONE; g_Objects[ 1 ].m_DestBlend[ 1 ]= D3DBLEND_INVSRCALPHA; g_Objects[ 1 ].m_BlendOp[ 1 ]= D3DBLENDOP_ADD; g_Objects[ 1 ].Lock(); g_Objects[ 1 ].AddGround( D3DXVECTOR3( 0.0f, -1.0f, 0.0f ), D3DXVECTOR3( 500.0f, 1.0f, 500.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ), 0xFFFFDCB5, // 0x8040ff40 80.0f, 112.0f, 1.0f, 48.0f, 127, 127); g_Objects[ 1 ].Unlock(); g_Objects[ OI_BowFront ].Create( 96 * 128 * 4, 96 * 128 * 4 * 4, true ); g_Objects[ OI_BowFront ].m_iUsedShader[ 0 ]= Rainbow; g_Objects[ OI_BowFront ].m_iUsedPreShader= PreDepth; RenderLoading( 95 ); CreateTextRenderJobs(); /***********************************************************************************/ // Sound // Sound #ifdef STARTMUSIC player.Init(); # ifdef MUSICLOAD if( loadMusic() ) { player.Open(pLoadSong); } # else player.Open(pSong); # endif dsInit(player.RenderProxy,&player,GetForegroundWindow()); # ifdef SCRIPTEDITOR player.Play( g_iSkipTicks * g_iTempo / 1411 ); g_iSampleOffset= g_iSampleOffsetGeneral - g_iSkipTicks * g_iTempo / 32; # else player.Play(); # endif #else g_dwTimeReplaceStart= timeGetTime(); #endif /***********************************************************************************/ //Mainloop int LastCamTick= 0; //g_ScriptState.Prepare(); //STargetValue tvBumping1( 1.0f, 1.0f, 0.0f, 0.05f, 0.85f ); do { #ifdef EXTRACODE if( CheckFileWatch() ) { # ifndef STARTMUSIC g_dwTimeReplaceStart= timeGetTime(); # else # ifdef SCRIPTEDITOR player.Play( g_iSkipTicks * g_iTempo / 1411 ); g_iSampleOffset= player.GetPlayTick() + g_iSampleOffsetGeneral - g_iSkipTicks * g_iTempo / 32; # else player.Play(); g_iSampleOffset= player.GetPlayTick() + g_iSampleOffsetGeneral; # endif # endif //g_ScriptState.Prepare(); } #endif #ifdef STARTMUSIC g_dwSamplesPassed= (int)player.GetPlayTick() - g_iSampleOffset; #else g_dwSamplesPassed= (timeGetTime() - g_dwTimeReplaceStart ) * 441 / 10; #endif DWORD dwNewSamples= g_dwSamplesPassed - g_dwSamples; g_dwSamples= g_dwSamplesPassed; /***********************************************************************************/ #ifdef STARTMUSIC float fL, fR; player.GetChannelVU( 3, &fL, &fR ); g_vuLightBeat.Set( g_dwSamples / 100 + 88, fL + fR ); player.GetChannelVU( 2, &fL, &fR ); g_vuOffBeat.Set( g_dwSamples / 100 + 88, fL + fR ); #endif // Testkamera setzen #ifdef CAMERATESTER // EditCam(); EditorHelp::CheckKeys(); float fCamTime= (float)dwNewSamples / (float)g_iTempo * (float)g_iCamTickFactor; InterpolateCamGlobal((int)fCamTime, g_Camera); # ifdef STARTMUSIC static DWORD LastMusicSetTick= timeGetTime(); if( !IsFreeCam() && EditorHelp::m_KeyPressed[ 'M' ] ) { if( timeGetTime() > LastMusicSetTick + 1000 ) { float fNeededSec= (float)GetRealTime() / (float)g_iCamTickFactor * (float)g_iTempo / 44100.0f; float fMusicSec= (float)player.GetPlayTickOffset() / 44100.0f; float fDiff= abs( fMusicSec - fNeededSec ); if( fDiff > 0.1f ) { LastMusicSetTick= timeGetTime(); player.Play( (int)(fNeededSec * 1000.0f ) ); /*g_iSampleOffset= player.GetPlayTick() + g_iSampleOffsetGeneral;*/ } } } # endif #else float fCamTime= (float)g_dwSamples / (float)g_iTempo * (float)g_iCamTickFactor; int CurCamTick= (int)fCamTime; PlayCam( CurCamTick - LastCamTick, g_Camera); LastCamTick= CurCamTick; #endif //float fRes= 1.0f - minimum( 1.0f,( g_vuLightBeat.Get( g_dwSamples / 100 ) ) * 0.475f ); //d3dMaterial.Power= 1.25f + mypow( fRes, 0.33f ) * 31.0f; /***********************************************************************************/ //paar Objekte zusammenbauen //Bow Test { float fBowTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor; AddBowFrontToScene( fBowTime ); } //Spline Test { float fSplineTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor; if( fSplineTime < 96.0f ) { AddFlockObjectsToScene( fSplineTime - 256.0f ); } else if( fSplineTime < 192.0f ) { AddFlockObjectsToScene( 192.0f - fSplineTime ); } else if( fSplineTime < 256.0f ) { AddFlockObjectsToScene( 256.0f - fSplineTime ); } else { AddFlockObjectsToScene( fSplineTime ); } } //Tree Test { float fTreeTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor; if( fTreeTime < 96.0f ) { AddBlockTreesToScene( fTreeTime ); } else { AddBlockTreesToScene( -32.0f ); } } /***********************************************************************************/ // Sonne bewegen { float fPreTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor; float fTime= fPreTime; float fBaseHeight= 1.1f; if( fTime > 10.0f && fTime < 49.0f ) { fBaseHeight= 0.375f; } else if( fTime > 128.0f && fTime < 192.0f ) { fBaseHeight= 0.6f; } if( fPreTime > 240.0f ) { fTime/= 8.0f; } D3DXMATRIX mSunRotX, mSunRotY, mSunRotZ, mSun; D3DXMatrixRotationX( &mSunRotX, fBaseHeight - 0.4f * sin( 0.08f * fTime )); D3DXMatrixRotationY( &mSunRotY, 0.3f * fTime ); D3DXMatrixRotationZ( &mSunRotZ, 0.3f ); mSun = mSunRotX * mSunRotY * mSunRotZ; g_LightDir.x = -mSun._21; g_LightDir.y = -mSun._22; g_LightDir.z = -mSun._23; D3DXVec3Normalize(&g_LightDir, &g_LightDir); } { /*int time= timeGetTime(); g_fGlow= 1.0f + sin( 0.01f * (float)time ); g_fGlow= 0.25f * g_fGlow * g_fGlow;*/ g_fGlow= g_vuOffBeat.Get( g_dwSamples / 100 ); g_fGlow= 0.5f * g_fGlow * g_fGlow; g_fGlow= min( g_fGlow, 1.5f ); g_fGlow= max( g_fGlow, 0.0f ); } { g_fPlasmaGrid= g_vuLightBeat.Get( g_dwSamples / 100 ); g_fPlasmaGrid= 1.0f - 0.5f * g_fPlasmaGrid; g_fPlasmaGrid= max( g_fPlasmaGrid, 1.0f / 8.0f ); g_fPlasmaGrid= min( g_fPlasmaGrid, 0.5f ); } { float fCloudTime= (float)g_dwSamples / (float)g_iTempo; g_fClouds= 0.0f; if( fCloudTime > 66.0f ) { g_fClouds= 1.0f; } else if( fCloudTime > 62.0f ) { g_fClouds= (fCloudTime - 62.0f ) * 0.25f; } g_fClouds= 0.1875f + 0.35f * g_fClouds; } SetTextPos( (int)(1000.0f * (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor ) ); /***********************************************************************************/ //begin paint loop g_d3d_device->BeginScene(); /***********************************************************************************/ // normaler Renderdurchlauf // Projektion D3DXMATRIX& mat= g_matProjection; float zf= 1200.0f; float zn= 0.125f; float xScale = g_Camera.m_fFOV * g_Camera.m_fFOV; float yScale= xScale / (float)c_iScreenSizeY * (float)c_iScreenSizeX; mat._11= xScale; mat._12= 0; mat._13= 0; mat._14= 0; mat._21= 0; mat._22= yScale; mat._23= 0; mat._24= 0; mat._31= 0; mat._32= 0; mat._33= zf/(zf-zn); mat._34= 1; mat._41= 0; mat._42= 0; mat._43= -zn*zf/(zf-zn);mat._44= 0; FillCameraMatrix( g_Camera.m_vec3Pos, g_Camera.m_vec3Rot, &g_matView ); // Shadow splits aktualisieren g_PSSM.UpdateSplits(g_LightDir, g_matView, g_matProjection); #ifdef ULTRASHOT // Ultra-shot if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_SHIFT) && GetAsyncKeyState('U')) { const int iTilesX = ULTRASHOT_TILES, iTilesY = ULTRASHOT_TILES; D3DXMATRIX matProjectionFull = g_matProjection; LPDIRECT3DSURFACE9 pReadBackTarget = NULL; // Allocate read-back buffer g_d3d_device->CreateOffscreenPlainSurface(d3dpp.BackBufferWidth, d3dpp.BackBufferHeight, d3dpp.BackBufferFormat, D3DPOOL_SYSTEMMEM, &pReadBackTarget, NULL); float xTileScale = xScale * iTilesX; float yTileScale = yScale * iTilesY; for(int x = 0; x < iTilesX; x++) { for(int y = 0; y < iTilesY; y++) { // Projection matrix g_matProjection._11= xTileScale; g_matProjection._22= yTileScale; g_matProjection._31= (float)((iTilesX - 1) - 2 * x); g_matProjection._32= (float)(-(iTilesY - 1) + 2 * y); // Render g_d3d_device->SetTransform( D3DTS_PROJECTION, &g_matProjection ); g_d3d_device->SetTransform( D3DTS_VIEW, &g_matView ); Shader::SetShaderConstants(); Renderpipe::RenderPassPostProcessing(); // Resolve render target g_d3d_device->StretchRect( g_pFullScreenRTS[ RTS_COLOR_MS ], NULL, g_pFullScreenRTS[ RTS_COLOR ], NULL, D3DTEXF_NONE ); // Read back target data g_d3d_device->GetRenderTargetData( g_pFullScreenRTS[ RTS_COLOR ], pReadBackTarget ); char acFilename[512]; // Save to file sprintf( acFilename, "ScreenTile%d_%d_%d.bmp", g_Camera.m_iDemoTime, x, y ); D3DXSaveSurfaceToFile( acFilename, D3DXIFF_BMP, pReadBackTarget, NULL, NULL ); } } // Release read-back buffer pReadBackTarget->Release(); // Reset projection matrix g_matProjection = matProjectionFull; } #endif g_d3d_device->SetTransform( D3DTS_PROJECTION, &g_matProjection ); g_d3d_device->SetTransform( D3DTS_VIEW, &g_matView ); Shader::SetShaderConstants(); #ifndef DISABLEPOSTPROCESSING Renderpipe::RenderPassPostProcessing(); #else Renderpipe::SimpleRenderPass(); #endif /***********************************************************************************/ // Renderdurchlauf abschliessen //Shader aus Shader::Deactivate(); // Kinobalken RenderBars(); #ifdef CAMERATESTER DrawCameraDebugOutput(); #endif g_d3d_device->EndScene(); g_d3d_device->Present( NULL, NULL, NULL, NULL ); /***********************************************************************************/ #ifdef _DEBUG Sleep( 5 ); #endif /***********************************************************************************/ #ifdef EXTRACODE // Allow the window to get focus when clicking in it or at the taskbar icon. MSG msg; if (PeekMessage(&msg, d3dpp.hDeviceWindow, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } #endif #ifdef DISABLEAUTOQUIT bool bEsc= GetAsyncKeyState( VK_ESCAPE ) != 0; bool bCtrl= GetAsyncKeyState( VK_CONTROL ) != 0 || GetAsyncKeyState( VK_SHIFT) != 0; if( bEsc && bCtrl ) { break; } } while ( true ); #else if( g_dwSamples > 246 * g_iTempo ) { break; } } while ( !GetAsyncKeyState( VK_ESCAPE ) ); #endif /***********************************************************************************/ //Shutdown ExitProcess( 0 ); } #ifdef EXTRACODE int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int iCmdShow) { WinEntry(); return 0; } #endif /* Declare Windows procedure */ LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);