let me get straight to the point. I have been reading for a while now the tutorials at a website, i don't know if its allowed to link it. Anyway, i got a code, and i was trying to put it in a class for easier use later, and for the practice. Here is my code as yet:
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
class dxClass
{
public:
dxClass(void); // cs mutatóba, semmit nem csinál
~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jöv?
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);
void init_light(void);
void nullVBuffer(void);
void nullIBuffer(void);
private:
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer;
LPDIRECT3DINDEXBUFFER9 i_buffer;
struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;};
protected:
};
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
dxClass dxc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, "WindowClass", "DX9 interface",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
dxc.initD3D(hWnd);
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
dxc.render_frame();
}
dxc.cleanD3D();
return msg.wParam;
}
dxClass::dxClass(void)
{
}
dxClass::~dxClass(void)
{
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
void dxClass::initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics();
init_light();
d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE);
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
//d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
void dxClass::cleanD3D(void)
{
v_buffer->Release();
i_buffer->Release();
d3ddev->Release();
d3d->Release();
}
void dxClass::render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
d3ddev->SetFVF(CUSTOMFVF);
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f),
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f),
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
d3ddev->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
1.0f,
100.0f);
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
static float index = 0.0f; index+=0.03f;
D3DXMATRIX matRotateY;
D3DXMatrixRotationY(&matRotateY, index);
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
void dxClass::init_graphics(void)
{
CUSTOMVERTEX vertices[] =
{
{ -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
};
d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid;
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
short indices[] =
{
0, 1, 2,
2, 1, 3,
4, 5, 6,
6, 5, 7,
8, 9, 10,
10, 9, 11,
12, 13, 14,
14, 13, 15,
16, 17, 18,
18, 17, 19,
20, 21, 22,
22, 21, 23,
};
d3ddev->CreateIndexBuffer(36*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}
void dxClass::init_light(void)
{
D3DLIGHT9 light1;
D3DMATERIAL9 material;
ZeroMemory(&light1, sizeof(light1));
light1.Type = D3DLIGHT_DIRECTIONAL;
light1.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);
d3ddev->SetLight(0, &light1);
d3ddev->LightEnable(0, TRUE);
D3DLIGHT9 light2;
ZeroMemory(&light2, sizeof(light2));
light2.Type = D3DLIGHT_DIRECTIONAL;
light2.Diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
light2.Direction = D3DXVECTOR3(1.0f, -0.3f, -1.0f);
d3ddev->SetLight(1, &light2);
d3ddev->LightEnable(0,TRUE);
ZeroMemory(&material, sizeof(D3DMATERIAL9));
material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
d3ddev->SetMaterial(&material);
}
I guess you have seen this code, because of the source. My question is, into how many files should i split up this file, and what should be those's content.
Thanks in advance.