CruxEternal

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About CruxEternal

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  1. Hello, I short while ago I posted on how to display a movie in full screen mode in Direct X using Direct Show. We eventually got the feature working by using a vmr9 allocator and just rendering the image out to a quad and placing it so it was always in front of the camera. Problem is we had to wrestle the rendering target and buffers away from our engine (Havok Vision Engine) and now it appears nothing is rendering correctly. Lighting isn't right and it is as if the shaders themselves have some how become corrupted in some way. We've tried clearing memory on the GPU and a few other ideas, but we're at a loss for resolving this issue. Pix has been less than helpful as the game renders fine when run through pix. Rendering any data we have use less.... or useless in our inexperience. Any help would be greatly appreciated as we're close to completion of this retrofit and we would very much like to get this game in the hands of the charity organization that we are donating it too.
  2. So this is what I have thus far. [source lang="cpp"] HRESULT PlayMedia(LPTSTR lpszMovie, HINSTANCE hInstance) { HRESULT hr = S_OK; BOOL bSleep=TRUE; /*if (!lpszMovie) return E_POINTER;*/ // Allow DirectShow to create the FilterGraph for this media file hr = pGB->RenderFile(L"C:\\MET.wmv", NULL); if (FAILED(hr)) { MessageBoxA(NULL, "Unable to to create FilterGraph, incorrect formating.", "Movie Render Error", MB_OK); return hr; } //Maddness of Alex the Clown HWND pInstance = Vision::Video.GetCurrentConfig()->m_hWnd; hr = pVW->put_Owner((OAHWND)Vision::Video.GetCurrentConfig()->m_hWnd); // Set the style of the video window if(!Vision::Video.GetCurrentConfig()->m_bFullScreen) { hr = pVW->put_WindowStyle(WS_CHILD | WS_CLIPSIBLINGS); // Get the size of the window RECT rect; GetClientRect((HWND)Vision::Video.GetCurrentConfig()->m_hWnd, &rect); // Set the video size: hr = pVW->SetWindowPosition(rect.left, rect.top, rect.right, rect.bottom); }else{ // //->Flip( NULL, DDFLIP_WAIT); // pGB-> } // Set the message drain of the video window to point to our hidden // application window. This allows keyboard input to be transferred // to our main window for processing. // // If this is an audio-only or MIDI file, then put_MessageDrain will fail. // hr = pVW->put_MessageDrain((OAHWND) Vision::Video.GetCurrentConfig()->m_hWnd); if (FAILED(hr)) { MessageBoxA(NULL, "Unable to Render Video to Window.", "Movie Render Error", MB_OK); return hr; } // Set fullscreen if(Vision::Video.GetCurrentConfig()->m_bFullScreen) { hr = SetFullscreen(); if (FAILED(hr)) { MessageBoxA (NULL, "Failed to run Full Screen.","Error Playing Cutscene",MB_OK); return hr; } } // Display first frame of the movie hr = pMC->Pause(); if (FAILED(hr)) { MessageBoxA(NULL, "Unable to pause Video.", "Movie Render Error", MB_OK); return hr; } // Start playback hr = pMC->Run(); if (FAILED(hr)) { MessageBoxA(NULL, "Unable to Start Video.", "Movie Render Error", MB_OK); return hr; } // Update state variables g_bContinue = TRUE; // Enter a loop of checking for events and sampling keyboard input while (g_bContinue) { MSG msg; long lEventCode; LONG_PTR lpParam1, lpParam2; // Reset sleep flag bSleep = TRUE; // Has there been a media event? Look for end of stream condition. if(E_ABORT != pME->GetEvent(&lEventCode, &lpParam1, &lpParam2, 0)) { // Is this the end of the movie? if (lEventCode == EC_COMPLETE) { g_bContinue = FALSE; bSleep = FALSE; } // Free the media event resources hr = pME->FreeEventParams(lEventCode, lpParam1, lpParam2); if (FAILED(hr)) { /*Msg(TEXT("Failed(%08lx) to free event params (%s)!\r\n"), hr, lpszMovie);*/ MessageBoxA(NULL, "THIS HURTS YOU", "LISTEN TO YOURSELF YOU'RE INDOCTRINATED", MB_OK); } } // Give system threads time to run (and don't sample user input madly) if (bSleep) Sleep(KEYBOARD_SAMPLE_FREQ); // Check and process window messages (like our keystrokes) while (PeekMessage (&msg, g_hwndMain, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return hr; } HRESULT GetInterfaces(void) { HRESULT hr = S_OK; // Instantiate filter graph interface //CLSID_FilterGraph JIF(CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER, IID_IGraphBuilder, (void **)&pGB)); // Get interfaces to control playback & screensize JIF(pGB->QueryInterface(IID_IMediaControl, (void **)&pMC)); JIF(pGB->QueryInterface(IID_IVideoWindow, (void **)&pVW)); //MAYBE CODE // Get interface to allow the app to wait for completion of playback JIF(pGB->QueryInterface(IID_IMediaEventEx, (void **)&pME)); return S_OK; // In case of failure, the helper macro jumps here CLEANUP: CleanupInterfaces(); return(hr); } [/source]
  3. I am currently working on a Project that is using Havok's Vision Engine under Direct X 9 x86 under Windows Vista/7/8 and it requires the use of cutscenes to help convey the story of the game. The Problem I'm encountering is when we attempt to play back our movies in Full Screen Mode using WMV's the videos flip themselves horizontally where the top is at the bottom and bottom is at the top. We believe this has to do with how Direct X handles its draws and as a result of us painting Direct Show Directly to the window it causes the video to flip. Oddly enough this problem does not occur with AVI's, but we can't use AVI's due to their dated nature and DirectShow's strict enforcement of the AVI container. I'll post code this evening when I get back to my workstation. Technologies: Direct X9 DirectShow 7.0 Havok Vision Engine WMV: 720p 16:9 (Codec's I'll list later)