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stuted

Member Since 25 Mar 2012
Offline Last Active Feb 13 2013 06:18 PM

Posts I've Made

In Topic: Beginner doubts

18 August 2012 - 11:24 AM

So, would you mind giving me any advices?

In Topic: Beginner doubts

18 August 2012 - 04:49 AM

I have been thinking about the Neoaxis Engine, the Torque 3D Engine, and UDK. Not sure which to pich. Both the Torque 3D and UDK has the ability to those random terrains, I don't know how it is in Neoaxis. Torque 3D could be scripted with C++(programmed), and it has nice physics....

In Topic: Beginner doubts

17 August 2012 - 07:21 AM

Hey, thanks for the answer. I forgot to state, that I'm okay with the basics of C++. I have done my GSCE exam with it. This is why I said, i would like to be able to script the engine with C++.

In Topic: Making up a project

26 March 2012 - 04:46 AM

Hey, i have done the separating them, although i get an error from the linker: Microsoft DirectX SDK (August 2009)\Include\d3d9types.h Line 51 multiple definition of `dxClass::dxClass()'

here are the files: winmain.h
#ifndef winmain_h
#define winmain_h
#include <windows.h>
#include <windowsx.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
#endif

winmain.cpp

#include "winmain.h"
#include "dxcpp.cpp"
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;
}
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);
}

dxheader.h
#ifndef dxheader_h
#define dxheader_h
#include <d3d9.h>
#include <d3dx9.h>
#include "winmain.h"
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
class dxClass
{
	public:
	dxClass(void); // cs mutatóba, semmit nem csinál
	~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jövő
	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:
};
#endif

dxcpp.cpp

#include "dxheader.h"
dxClass::dxClass(void)
{
}
dxClass::~dxClass(void)
{
}
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);
}

What seems to be strange, that this error did not show up, when it was in one file only. It could be beacuse of the static in dxcpp.cpp? what should i do with it?

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