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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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lucky6969b

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4 posts in this topic

D3DX: ID3DXEffect::BeginPass: Must be called between ID3DXEffect::Begin and ID3DXEffect::End
D3DX: ID3DXEffect::EndPass: EndPass called while not in a pass
D3DX: ID3DXEffect::End: Cannot be called without a preceding call to ID3DXEffect::Begin

 

 

Direct3D9: (ERROR) :All user created stateblocks must be freed before ResetEx can succeed. ResetEx Fails.
Direct3D9: (ERROR) :ResetEx failed and ResetEx/TestCooperativeLevel/Release are the only legal APIs to be called subsequently
Direct3D9: (INFO) :DDI threading stopped

Direct3D9: (ERROR) :Device is in an invalid state. Only Reset, TestCooperativeLevel, CheckDeviceState or Release could be called

 

#pragma once
 
#include "Camera\camera.h"
#include "SkinnedMesh\SkinnedMesh.h"
#include "common.h"

#include <QWidget.h>
#include <QtGui/QResizeEvent>
#include <QtGui/QMainWindow.h>
#include <QtGui/QStatusBar.h>
#include <QtGui/QVector2D.h>
#include <QtGui/QVector3D.h>
#include <QtGui/QVector4D.h>
#include <d3dx9.h>

extern IDirect3DDevice9 *g_pDevice;
extern ID3DXEffect *g_pEffect;

class DXWidget : public QWidget
{


public:
    DXWidget( QWidget *parent = 0, Qt::WFlags flags = 0 ) : QWidget( parent, flags )
    {
        setAttribute(Qt::WA_PaintOnScreen);
        setAttribute(Qt::WA_NoSystemBackground);

        m_standBy = false;
        m_lastRendered = 0;
        m_fTime = 0;
        m_iCurCam = 0;
        
    }

    ~DXWidget(void) { }

    virtual void    setVisible(bool visible)
    {
        if(visible)
        {
            QWidget::setVisible(visible);
            //initialize();
        }
        else
        {
            //uninitialize();
            QWidget::setVisible(visible);
        }
    }

    virtual HRESULT    initialize() = 0;
    virtual void    uninitialize() = 0;

    virtual HRESULT    restoreDeviceObjects() = 0;
    virtual HRESULT    invalidateDeviceObjects() = 0;

    virtual void setTime(double fTime)
    {
        m_fTime = fTime;
    }

    virtual HRESULT    render()
    {
        return S_OK;
    }

    virtual HRESULT    present()
    {
        return S_OK;
    }

    virtual void    initCamera()
    {
        /*
        perspective( 45.0f, width() / (float)height(), 0.1f, 5000.0f );
        lookAtCamera( vmVector3( 3.857, 2.5, -3.857 ), vmVector3( 0, 0, 0 ), vmVector3( 0, 1, 0 ) );
        */
 
    }

    virtual void initModels()
    {
    }

    virtual void initEffects()
    {
    }

    virtual void update()
    {
    }


    

    void setAspect(float aspect)
    {
        /*
        m_camera->setAspect(aspect);
        */
    }

    void perspective(float fovx, float aspect, float znear, float zfar)
    {
        /*
        m_camera->perspective(fovx, aspect, znear, zfar);
        emit setAngleOfView((double)fovx);
        emit setNearClipPlane((double)znear);
        emit setFarClipPlane((double)zfar);
        */
    }

    void moveCamera(float dx, float dy, float dz)
    {
        /*
        m_camera->move(dx, dy, dz);

        vmVector3 target = m_camera->getTarget();
        emit setCameraTranslate(QVector3D(target[0], target[1], target[2]));
        */
    }

    void rotateCamera(float headingDegrees, float pitchDegrees, float rollDegrees)
    {
        /*
        m_camera->rotate(headingDegrees, pitchDegrees, rollDegrees);

        vmVector3 euler;
        if(m_camera->getEulerAngle(euler))
        {
            emit setCameraRotate(QVector3D(btDegrees(euler[0]), btDegrees(euler[1]), btDegrees(euler[2])));
        }
        */
    }

    void zoomCamera(float zoom)
    {
        /*
        m_camera->zoom(zoom);

        emit setCenterOfInterest((double)m_camera->getCenterOfInterest());
        */
    }

    void lookAtCamera(const D3DXVECTOR3 &eye, const D3DXVECTOR3 &target, const D3DXVECTOR3 &up)
    {
        /*
        m_camera->lookAt(eye, target, up);

        emit setCameraTranslate(QVector3D(target[0], target[1], target[2]));

        emit setCenterOfInterest((double)m_camera->getCenterOfInterest());

        vmVector3 euler;
        if(m_camera->getEulerAngle(euler))
        {
            emit setCameraRotate(QVector3D(btDegrees(euler[0]), btDegrees(euler[1]), btDegrees(euler[2])));
        }

        emit setCameraScale(QVector3D(1, 1, 1));
        */
    }

signals:
    void    setCameraTranslate(QVector3D);
    void    setCameraRotate(QVector3D);
    void    setCameraScale(QVector3D);
    void    setCenterOfInterest(double);
    void    setAngleOfView(double);
    void    setNearClipPlane(double);
    void    setFarClipPlane(double);

public slots:
    void    cameraTranslateChanged(QVector3D p)
    {
        //m_camera->setTarget(vmVector3(p.x(), p.y(), p.z()));
        update();
    }

    void    cameraRotateChanged(QVector3D p)
    {
        //m_camera->setEulerAngle(vmVector3(btRadians(p.x()), btRadians(p.y()), btRadians(p.z())));
        update();
    }

    void    cameraScaleChanged(QVector3D p)
    {
    }

    void    angleOfViewChanged(double value)
    {
        //m_camera->setFovx(value);
        update();
    }

    void    nearClipPlaneChanged(double value)
    {
        //m_camera->setZnear(value);
        update();
    }

    void    farClipPlaneChanged(double value)
    {
        //m_camera->setZfar(value);
        update();
    }

    void    centerOfInterestChanged(double value)
    {
        //m_camera->setCenterOfInterest(value);
        update();
    }

protected:
    QPaintEngine *paintEngine() const { return 0; }
    virtual void onResize(UINT, UINT) = 0;

    virtual void    paintEvent(QPaintEvent *e)
    {
        Q_UNUSED(e);
        update();
        render();
    }

    virtual void    resizeEvent(QResizeEvent *p_event)
    {
        QSize newSize = size();
        if(p_event)
        {
            newSize = p_event->size();
            // if( width()==newSize.width() && height()==newSize.height() ) return;
            QWidget::resizeEvent( p_event );
        }
        onResize(newSize.width(), newSize.height());
    }

    void keyPressEvent(QKeyEvent *e)
    {
        switch (e->key()) {
            //case Qt::Key_Escape:
                break;
            default:
                QWidget::keyPressEvent(e);
        }
    }

    const D3DXMATRIX& ViewMatrix()  
    {
        return m_camera[m_iCurCam].GetViewMatrix();
    }

    const D3DXMATRIX& ProjMatrix()
    {
        return m_camera[m_iCurCam].GetProjMatrix();
    }

    static bool isCameraOperation(QMouseEvent *e)
    {
        return true/*e->modifiers() == Qt::AltModifier*/;
    }

    void showStatus(const QString &message)
    {
        qobject_cast<QMainWindow*>(parent())->statusBar()->showMessage(message);
    }

    void mousePressEvent(QMouseEvent *e)
    {
        /*
        m_clickPos = e->posF();

        if(isCameraOperation(e))
        {
            m_camera->backup();

            if((e->buttons() & Qt::LeftButton) && !(e->buttons() & Qt::RightButton))
            {
                // Shift to constrain rotaion
                showStatus(tr("Tumble Tool: LMB Drag: Use LMB or MMB to tumble"));
                setCursor(Qt::OpenHandCursor);
            }
            else if((e->buttons() & Qt::RightButton) && !(e->buttons() & Qt::LeftButton))
            {
                showStatus(tr("Dolly Tool: RMB Drag: Use mouse to dolly"));
                setCursor(Qt::SizeVerCursor);
            }
            else if(e->buttons() & Qt::MiddleButton)
            {
                showStatus(tr("Track Tool: MMB Drag: Use LMB or MMB to track"));
                setCursor(Qt::SizeAllCursor);
            
            }
        }
        */

        QWidget::mousePressEvent(e);
    }

    void mouseMoveEvent(QMouseEvent *e)
    {
        /*
        if(isCameraOperation(e) && height()>0)
        {
            if((e->buttons() & Qt::LeftButton) && !(e->buttons() & Qt::RightButton))
            {
                QPointF delta = (e->posF() - m_clickPos) / (float)height() * 180.0f;
                m_camera->recover();
                rotateCamera( delta.x(), delta.y(), 0.0f );
                update();
            }
            else if((e->buttons() & Qt::RightButton) && !(e->buttons() & Qt::LeftButton))
            {
                QPointF delta = (e->posF() - m_clickPos) / (float)height() * m_camera->getCenterOfInterest();
                m_camera->recover();
                moveCamera( 0, 0, delta.y() );
                update();
            }
            else if(e->buttons() & Qt::MiddleButton)
            {
                QPointF delta = (e->posF() - m_clickPos) / (float)height() * m_camera->getCenterOfInterest();
                m_camera->recover();
                moveCamera( -delta.x(), delta.y(), 0.0f );
                update();
            }
        }
        */
        update(); // Jacky

        QWidget::mouseMoveEvent(e);
    }

    void mouseReleaseEvent(QMouseEvent *e)
    {
        setCursor(Qt::ArrowCursor);
        showStatus("");
        
        QWidget::mouseReleaseEvent(e);
    }

    void wheelEvent(QWheelEvent *e)
    {
        QWidget::wheelEvent(e);

    //    zoomCamera(1.0f - (e->delta() / WHEEL_DELTA) * 0.125f);
        update();
    }

 
    
    Camera    m_camera[NO_CAMS];    

    //! if stand-by mode
    bool    m_standBy;

    // indicate the device has been lost
    bool    m_bDeviceLost;

    //! Last updated time
    double    m_lastRendered;

    //! Clicked mouse position
    QPointF    m_clickPos;

    //! Time
    double    m_fTime;

    int m_iCurCam;
};

 

#pragma once

 
#include "dxwidget.h"



class myDX9Widget :
    public DXWidget
{
public:
    
#ifdef QWIDGET_H
    myDX9Widget( QWidget *parent = 0, Qt::WFlags flags = 0 )
        : DXWidget( parent, flags ), m_pD3D(0)
    {
        
    }
#else
    myDX9Widget()
        : m_pD3D(0), g_pDevice(0)
    {
    }
#endif

    virtual ~myDX9Widget()
    {
        delete mOperatorMesh;
        uninitialize();
    }

    virtual void initCamera()
    {
        m_camera[0].Load("Data\\Others\\Demo1.cam");
        m_camera[1].Load("Data\\Others\\Demo2.cam");
        m_camera[2].Load("Data\\Others\\Demo3.cam");
    }

    virtual void initModels()
    {
        mOperatorMesh = new SkinnedMesh();
        mOperatorMesh->Load(L"Data/DemoWarehouse.x");

    }

    virtual void initEffects()
    {
        //Load Effect
        ID3DXBuffer *pErrorMsgs = NULL;
        HRESULT hRes = D3DXCreateEffectFromFile(g_pDevice, L"resources/fx/lighting.fx", NULL, NULL, D3DXSHADER_DEBUG, NULL, &g_pEffect, &pErrorMsgs);

    
        if(FAILED(hRes) && (pErrorMsgs != NULL))        //Failed to create Effect
        {
           MessageBox(NULL, L"Effect Compilation Error", L"Error", NULL);
           pErrorMsgs->Release();
           PostQuitMessage(0);
    
        }
        pErrorMsgs->Release();
    }
    //-----------------------------------------------------------------------------
    // Name: initialize()
    // Desc: This function will only be called once during the application's
    //       initialization phase. Therefore, it can't contain any resources that
    //       need to be restored every time the Direct3D device is lost or the
    //       window is resized.
    //-----------------------------------------------------------------------------
    HRESULT initialize()
    {
        HRESULT hr = S_OK;

        
        m_pD3D = 0;
        g_pDevice = 0;
        
/*        m_pVB = NULL;
        m_pIB = NULL;
        m_pVertexShader = NULL;
        m_pConstantTable = NULL;
        m_pVertexDeclaration = NULL;*/

        m_pD3D = Direct3DCreate9(D3D_SDK_VERSION); //Standard

        D3DCAPS9 Caps;
        m_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &Caps );

        DWORD BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;

        // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
        // then switch to SWVP.
        if( ( Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) == 0 ||
            Caps.VertexShaderVersion < D3DVS_VERSION( 2, 0 ) )
        {
            BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
        }

        ZeroMemory( &m_d3dpp, sizeof(m_d3dpp) );
        m_d3dpp.Windowed = TRUE;
        m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
        m_d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
        m_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
        m_d3dpp.MultiSampleQuality = 0;
        m_d3dpp.EnableAutoDepthStencil = TRUE;
        m_d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;

        for( int m=0; m<=(int)D3DMULTISAMPLE_4_SAMPLES; m+=2 )
        {
            DWORD QualityBackBuffer = 0;

            hr = m_pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT,
                                                     D3DDEVTYPE_HAL,
                                                     m_d3dpp.BackBufferFormat,
                                                     m_d3dpp.Windowed,
                                                     (D3DMULTISAMPLE_TYPE)m,
                                                     &QualityBackBuffer );
            if( FAILED(hr) ) break;
        
            if( QualityBackBuffer>0 )
            {
                m_d3dpp.MultiSampleType = (D3DMULTISAMPLE_TYPE)m;
                m_d3dpp.MultiSampleQuality = QualityBackBuffer-1;
            }
        }

        // Hardware Device
        hr = m_pD3D->CreateDevice(
            D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, winId(),
            BehaviorFlags, &m_d3dpp, &g_pDevice );

        if( FAILED(hr) )
        {
            m_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
            m_d3dpp.MultiSampleQuality = 0;
            // Reference Rasterizer
            hr = m_pD3D->CreateDevice(
                D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, winId(),
                D3DCREATE_SOFTWARE_VERTEXPROCESSING, &m_d3dpp, &g_pDevice );
        }

        
        

        if (SUCCEEDED(hr))
        {
            hr = restoreDeviceObjects();
        }

        initCamera();
        initModels();
        initEffects();

        return hr;
    }

    //-----------------------------------------------------------------------------
    // Name: uninitialize()
    // Desc: Releases all previously initialized objects
    //-----------------------------------------------------------------------------
    void uninitialize()
    {

        invalidateDeviceObjects();

        SAFE_RELEASE(g_pDevice);
        SAFE_RELEASE(m_pD3D);
        SAFE_RELEASE(g_pEffect);
    }

    virtual void update()
    {
        m_camera[m_iCurCam].Update(m_fTime);
        D3DXMATRIX matIden;
        D3DXMatrixIdentity(&matIden);
        g_pDevice->SetTransform(D3DTS_WORLD, &matIden);

    }

    //-----------------------------------------------------------------------------
    // Name: restoreDeviceObjects()
    // Desc: You are encouraged to develop applications with a single code path to
    //       respond to device loss. This code path is likely to be similar, if not
    //       identical, to the code path taken to initialize the device at startup.
    //-----------------------------------------------------------------------------
    HRESULT    restoreDeviceObjects()
    {
        if( !g_pDevice ) return E_FAIL;

        
        HRESULT hr = S_OK;

        
        /*
        DWORD VERTS_PER_EDGE = 64;
        DWORD dwNumVertices = VERTS_PER_EDGE * VERTS_PER_EDGE;
        DWORD dwNumIndices = 6 * ( VERTS_PER_EDGE - 1 ) * ( VERTS_PER_EDGE - 1 );

        // Create and initialize index buffer
        WORD* pIndices;
        V_RETURN( g_pDevice->CreateIndexBuffer( dwNumIndices * sizeof( WORD ),
                                                 0, D3DFMT_INDEX16,
                                                 D3DPOOL_DEFAULT, &m_pIB, NULL ) );
        V_RETURN( m_pIB->Lock( 0, 0, ( void** )&pIndices, 0 ) );

        DWORD y;
        for( y = 1; y < VERTS_PER_EDGE; y++ )
        {
            for( DWORD x = 1; x < VERTS_PER_EDGE; x++ )
            {
                *pIndices++ = ( WORD )( ( y - 1 ) * VERTS_PER_EDGE + ( x - 1 ) );
                *pIndices++ = ( WORD )( ( y - 0 ) * VERTS_PER_EDGE + ( x - 1 ) );
                *pIndices++ = ( WORD )( ( y - 1 ) * VERTS_PER_EDGE + ( x - 0 ) );

                *pIndices++ = ( WORD )( ( y - 1 ) * VERTS_PER_EDGE + ( x - 0 ) );
                *pIndices++ = ( WORD )( ( y - 0 ) * VERTS_PER_EDGE + ( x - 1 ) );
                *pIndices++ = ( WORD )( ( y - 0 ) * VERTS_PER_EDGE + ( x - 0 ) );
            }
        }
        V_RETURN( m_pIB->Unlock() );

        // Create and initialize vertex buffer
        V_RETURN( g_pDevice->CreateVertexBuffer( dwNumVertices * sizeof( D3DXVECTOR2 ), 0, 0,
                                                  D3DPOOL_DEFAULT, &m_pVB, NULL ) );

        D3DXVECTOR2* pVertices;
        V_RETURN( m_pVB->Lock( 0, 0, ( void** )&pVertices, 0 ) );
        for( y = 0; y < VERTS_PER_EDGE; y++ )
        {
            for( DWORD x = 0; x < VERTS_PER_EDGE; x++ )
            {
                *pVertices++ = D3DXVECTOR2( ( ( float )x / ( float )( VERTS_PER_EDGE - 1 ) - 0.5f ) * D3DX_PI,
                                            ( ( float )y / ( float )( VERTS_PER_EDGE - 1 ) - 0.5f ) * D3DX_PI );
            }
        }
        V_RETURN( hr = m_pVB->Unlock() );


        LPD3DXBUFFER pCode;
        D3DVERTEXELEMENT9 decl[] =
        {
            { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
            D3DDECL_END()
        };
        V_RETURN( g_pDevice->CreateVertexDeclaration( decl, &m_pVertexDeclaration ) );

        DWORD dwShaderFlags = 0;
#ifdef DEBUG_VS
        dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
    #endif
#ifdef DEBUG_PS
        dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
#endif
        V_RETURN( D3DXCompileShaderFromFileW( L"HLSLwithoutFX.vsh", NULL, NULL, "Ripple",
                                             "vs_2_0", dwShaderFlags, &pCode,
                                             NULL, &m_pConstantTable ) );
        hr = g_pDevice->CreateVertexShader( ( DWORD* )pCode->GetBufferPointer(), &m_pVertexShader );
        pCode->Release();
        if( FAILED( hr ) )
            return hr;

        */

    /*    g_pDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
        g_pDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
        g_pDevice->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, TRUE );*/
        
        return S_OK;
    }

    //-----------------------------------------------------------------------------
    // Name: invalidateDeviceObjects()
    // Desc: If the lost device can be restored, the application prepares the
    //       device by destroying all video-memory resources and any
    //       swap chains. This is typically accomplished by using the SAFE_RELEASE
    //       macro.
    //-----------------------------------------------------------------------------
    HRESULT invalidateDeviceObjects()
    {
        if( !g_pDevice ) return E_FAIL;
        
        
        /*SAFE_RELEASE( m_pVertexShader );
        SAFE_RELEASE( m_pConstantTable );
        SAFE_RELEASE( m_pVertexDeclaration );
        SAFE_RELEASE( m_pIB );
        SAFE_RELEASE( m_pVB );*/
        

        return S_OK;
    }

    //-----------------------------------------------------------------------------
    // Name: render()
    // Desc: Draws the scene
    //-----------------------------------------------------------------------------
    virtual HRESULT    render()
    {
        
        if( !g_pDevice ) return E_FAIL;

        
        HRESULT hr = S_OK;

        
        clearScene( D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f, 0 );

        D3DXMATRIX matIden;
        D3DXMatrixIdentity(&matIden);

    
        if( SUCCEEDED(beginScene()) )
        {
            D3DXMATRIXA16 mWorldViewProj = D3DXMATRIXA16((float*)&ViewMatrix()) * D3DXMATRIXA16((float*)&ProjMatrix());
            // DX10 spec only guarantees Sincos function from -100 * Pi to 100 * Pi
            float fBoundedTime = (float) m_fTime - (floor( (float) m_fTime / (2.0f * D3DX_PI)) * 2.0f * D3DX_PI);

            //m_pConstantTable->SetMatrix( g_pDevice, "mWorldViewProj", &mWorldViewProj );
            //m_pConstantTable->SetFloat( g_pDevice, "fTime", fBoundedTime );
            g_pEffect->SetMatrix("matVP", &mWorldViewProj);

            g_pEffect->SetVector("lightPos", &D3DXVECTOR4(0.0f, -1.0f, 0.0f, 0.0f));
            //g_pEffect->SetFloat("fTime", fBoundedTime);
            
             mOperatorMesh->Draw(matIden);
    

            endScene();
        }
    

        hr = present();
        m_lastRendered = m_fTime;
        

        return S_OK;
    }

    //-----------------------------------------------------------------------------
    // Name: clearScene()
    // Desc: Clear the render target and depth stencil
    //-----------------------------------------------------------------------------
    void    clearScene( D3DXCOLOR ClearColor, float Z, DWORD Stencil )
    {
        g_pDevice->Clear( 0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, (DWORD)ClearColor, Z, Stencil );
    }

    //-----------------------------------------------------------------------------
    // Name: clearRenderTarget()
    // Desc: Clear the render target
    //-----------------------------------------------------------------------------
    void    clearRenderTarget( D3DXCOLOR ClearColor )
    {
        g_pDevice->Clear( 0, 0, D3DCLEAR_TARGET,(DWORD)ClearColor, 1.0f, 0 );
    }

    //-----------------------------------------------------------------------------
    // Name: clearScene()
    // Desc: Clear the render target
    //-----------------------------------------------------------------------------
    void    clearDepthStencil( float Z, DWORD Stencil )
    {
        g_pDevice->Clear( 0, 0, D3DCLEAR_TARGET, 0, Z, Stencil );
    }

    //-----------------------------------------------------------------------------
    // Name: beginScene()
    // Desc: Begin the scene
    //-----------------------------------------------------------------------------
    HRESULT    beginScene()
    {
        return g_pDevice->BeginScene();
    }

    //-----------------------------------------------------------------------------
    // Name: endScene()
    // Desc: End the scene
    //-----------------------------------------------------------------------------
    HRESULT    endScene()
    {
        return g_pDevice->EndScene();
    }

    //-----------------------------------------------------------------------------
    // Name: present()
    // Desc: Present the backbuffer contents to the display
    //-----------------------------------------------------------------------------
    HRESULT    present()
    {

        HRESULT hr;

        
        hr = g_pDevice->Present( 0, 0, 0, 0 );

        // The following code refer to "Direct3D (DirectX 9.0) Code Samples Page6: Lost Device Recovery".
        // URL: http://www.codesampler.com/dx9src.htm

        //
        // If Present fails with D3DERR_DEVICELOST the application needs to be
        // notified so it cleanup resources and reset the device.
        //

        if( D3DERR_DEVICELOST == hr )
        {
            // Yield some CPU time to other processes
            Sleep( 100 ); // 100 milliseconds

            //
            // Test the cooperative level to see if it's okay to render.
            // The application can determine what to do on encountering a lost
            // device by querying the return value of the TestCooperativeLevel
            // method.
            //

            if( FAILED( hr = g_pDevice->TestCooperativeLevel() ) )
            {
                // The device has been lost but cannot be reset at this time.
                // Therefore, rendering is not possible and we'll have to return
                // and try again at a later time.
                if( hr == D3DERR_DEVICELOST )
                {
                    if (m_bDeviceLost == false)
                    {
                        try
                        {
                            g_pEffect->OnLostDevice();
                            m_bDeviceLost = true;
                        }
                        catch(...)
                        {
                            MessageBox(NULL, L"Error occured in Application::DeviceLost()", L"Error", NULL);
                        }
                    }

                    return hr;
                }

                // The device has been lost but it can be reset at this time.
                if( hr == D3DERR_DEVICENOTRESET )
                {
                    if (m_bDeviceLost == true)
                    {
                        try
                        {
                            //
                            // If the device can be restored, the application prepares the
                            // device by destroying all video-memory resources and any
                            // swap chains.
                            //
                    
                            invalidateDeviceObjects();

                            //
                            // Then, the application calls the Reset method.
                            //
                            // Reset is the only method that has an effect when a device
                            // is lost, and is the only method by which an application can
                            // change the device from a lost to an operational state.
                            // Reset will fail unless the application releases all
                            // resources that are allocated in D3DPOOL_DEFAULT, including
                            // those created by the IDirect3DDevice9::CreateRenderTarget
                            // and IDirect3DDevice9::CreateDepthStencilSurface methods.
                            //

                            hr = g_pDevice->Reset( &m_d3dpp );
                            if( FAILED( hr ) )
                                return hr;

                            hr = g_pEffect->OnResetDevice();
                            if (FAILED( hr))
                                return hr;

                            //
                            // Finally, a lost device must re-create resources (including  
                            // video memory resources) after it has been reset.
                            //

                            restoreDeviceObjects();
                            m_bDeviceLost = false;
                        }
                        catch (...)
                        {
                            MessageBox(NULL, L"Error occured in Application::DeviceGained()", L"Error", NULL);
                        }
                    }
                }
            }
        }
        

        return hr;
    }

    virtual void    paintEvent(QPaintEvent *e)
    {
        Q_UNUSED(e);
        render();
    }

    void    onResize( UINT nWidth, UINT nHeight )
    {
        HRESULT hr = S_OK;

        if( !g_pDevice ) return;

        
        m_d3dpp.BackBufferWidth = nWidth;
        m_d3dpp.BackBufferHeight = nHeight;

        invalidateDeviceObjects();

        hr = g_pDevice->Reset(&m_d3dpp);

        restoreDeviceObjects();
        
        // Camera ---------------------------------------------------

        setAspect( width() / (float)height() );
        

        render();
    }

private:
    //! Used to create the D3DDevice
    IDirect3D9*                m_pD3D;

    //! Our rendering device
    //IDirect3DDevice9*        m_pDevice;

    //! D3D Device Parameterss
    D3DPRESENT_PARAMETERS    m_d3dpp;

    /*LPDIRECT3DVERTEXBUFFER9         m_pVB;
    LPDIRECT3DINDEXBUFFER9          m_pIB;
    LPDIRECT3DVERTEXSHADER9         m_pVertexShader;
    LPD3DXCONSTANTTABLE             m_pConstantTable;
    LPDIRECT3DVERTEXDECLARATION9    m_pVertexDeclaration;*/

    SkinnedMesh *mOperatorMesh;

};

 

 

void SkinnedMesh::UpdateMatrices(Bone* bone, D3DXMATRIX *parentMatrix)
{
    if(bone == NULL)return;

    D3DXMatrixMultiply(&bone->CombinedTransformationMatrix,
                       &bone->TransformationMatrix,
                       parentMatrix);

    if(bone->pFrameSibling)UpdateMatrices((Bone*)bone->pFrameSibling, parentMatrix);
    if(bone->pFrameFirstChild)UpdateMatrices((Bone*)bone->pFrameFirstChild, &bone->CombinedTransformationMatrix);
}

void SkinnedMesh::Render(Bone *bone)
{
    
    if(bone == NULL)bone = (Bone*)m_pRootBone;

    //If there is a mesh to render...
    if(bone->pMeshContainer != NULL)
    {
        BoneMesh *boneMesh = (BoneMesh*)bone->pMeshContainer;

        if (boneMesh->pSkinInfo != NULL)
        {        
            // set up bone transforms
            int numBones = boneMesh->pSkinInfo->GetNumBones();
            for(int i=0;i < numBones;i++)
            {
                D3DXMatrixMultiply(&boneMesh->currentBoneMatrices[i],
                                   &boneMesh->boneOffsetMatrices[i],
                                   boneMesh->boneMatrixPtrs[i]);
            }

            D3DXMATRIX view, proj, identity;                
            g_pEffect->SetMatrixArray("FinalTransforms", boneMesh->currentBoneMatrices, boneMesh->pSkinInfo->GetNumBones());
            D3DXMatrixIdentity(&identity);

            //Render the mesh
            for(int i=0;i < (int)boneMesh->NumAttributeGroups;i++)
            {
                int mtrlIndex = boneMesh->attributeTable[i].AttribId;
                g_pDevice->SetMaterial(&(boneMesh->materials[mtrlIndex]));
                g_pDevice->SetTexture(0, boneMesh->textures[mtrlIndex]);
                g_pEffect->SetMatrix("matW", &identity);

                g_pEffect->SetTexture("texDiffuse", boneMesh->textures[mtrlIndex]);
                D3DXHANDLE hTech = g_pEffect->GetTechniqueByName("Skinning");
                g_pEffect->SetTechnique(hTech);
                g_pEffect->Begin(NULL, NULL);
                g_pEffect->BeginPass(0);

                boneMesh->MeshData.pMesh->DrawSubset(mtrlIndex);

                g_pEffect->EndPass();
                g_pEffect->End();
            }
        }
        else
        {
            //Normal Static Mesh
            g_pEffect->SetMatrix("matW", &bone->CombinedTransformationMatrix);

            D3DXHANDLE hTech = g_pEffect->GetTechniqueByName("Lighting");
            g_pEffect->SetTechnique(hTech);

            //Render the mesh
            int numMaterials = (int)boneMesh->materials.size();

            for(int i=0;i < numMaterials;i++)
            {
                g_pDevice->SetMaterial(&boneMesh->materials[i]);
                g_pEffect->SetVector( "materialColor",
                                         ( D3DXVECTOR4* )&(
                                         boneMesh->materials[i].Diffuse ) );
                g_pEffect->SetTexture("texDiffuse", boneMesh->textures[i]);

                g_pEffect->Begin(NULL, NULL);
                g_pEffect->BeginPass(0);

                boneMesh->OriginalMesh->DrawSubset(i);

                g_pEffect->EndPass();
                g_pEffect->End();
            }
        }
    }
    
    if(bone->pFrameSibling != NULL)Render((Bone*)bone->pFrameSibling);
    if(bone->pFrameFirstChild != NULL)Render((Bone*)bone->pFrameFirstChild);
}

void SkinnedMesh::SetupBoneMatrixPointers(Bone *bone)
{
    if(bone->pMeshContainer != NULL)
    {
        BoneMesh *boneMesh = (BoneMesh*)bone->pMeshContainer;

        if(boneMesh->pSkinInfo != NULL)
        {
            int NumBones = boneMesh->pSkinInfo->GetNumBones();
            boneMesh->boneMatrixPtrs = new D3DXMATRIX*[NumBones];

            for(int i=0;i < NumBones;i++)
            {
                Bone *b = (Bone*)D3DXFrameFind(m_pRootBone, boneMesh->pSkinInfo->GetBoneName(i));
                if(b != NULL)boneMesh->boneMatrixPtrs[i] = &b->CombinedTransformationMatrix;
                else boneMesh->boneMatrixPtrs[i] = NULL;
            }
        }
    }

    if(bone->pFrameSibling != NULL)SetupBoneMatrixPointers((Bone*)bone->pFrameSibling);
    if(bone->pFrameFirstChild != NULL)SetupBoneMatrixPointers((Bone*)bone->pFrameFirstChild);
}

void SkinnedMesh::Draw(const D3DXMATRIX& mat)
{
    D3DXMATRIX m(mat);
    UpdateMatrices((Bone*)m_pRootBone, &m);
    Render(NULL);
}

 

Thanks in advance for any assistance.

Jack

Edited by lucky6969b
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Issue is a direct outcome of illegal usage of D3DPRESENT_PARAMETERS object with fullscreen mode.

One I can spot straightaway is Windowed flag should be false when going to fullscreen. But this is not happening anywhere in your code.

Change your onResize method accordingly, catering to the scenario when you are entering full screen mode.

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Another problem I encounter is BeginScene sometimes failed for no obvious reasons.

I am using Intel HD 3000 + Radeon HD 5770 + Virtu MVP

 

Update:

Did I have to release everything including all effect handles, skinned meshes, COM objects and so on

in order to allow the Device to get reset?

Thanks

Jack

Edited by lucky6969b
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Issue is a direct outcome of illegal usage of D3DPRESENT_PARAMETERS object with fullscreen mode.

One I can spot straightaway is Windowed flag should be false when going to fullscreen. But this is not happening anywhere in your code.

Change your onResize method accordingly, catering to the scenario when you are entering full screen mode.

 

I have added a negate operation on that flag, but still the same.

m_d3dpp.Windowed = !m_d3dpp.Windowed after the line

 

 m_d3dpp.BackBufferHeight = nHeight;

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