Problem with Graphics in DirectX 8

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6 comments, last by Jcpredator 21 years, 9 months ago
I have tried to add another panel (rectangle) into the below source code. So far i have failed at every attempt and have made no progress. If anyone could help me by telling me how and where to add my second panel (rectangle) at in the below coding, I would greatly appreciate it. Thanks for your help already... Pong.cpp: #include <d3d8.h> #include <d3dx8.h> struct PANELVERTEX { FLOAT x, y, z; DWORD color; FLOAT u, v; }; #define D3DFVF_PANELVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1) void Render2d(); void PostInitialize(float WindowWidth, float WindowHeight); //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device LPDIRECT3DVERTEXBUFFER8 g_pVertices = NULL; // Our Vertex Buffer LPDIRECT3DTEXTURE8 g_pTexture = NULL; // Texture Object //----------------------------------------------------------------------------- // Name: InitD3D() // Desc: Initializes Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D( HWND hWnd ) { // Create the D3D object, which is needed to create the D3DDevice. if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) ) return E_FAIL; // Get the current desktop display mode D3DDISPLAYMODE d3ddm; if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) ) return E_FAIL; // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Device state would normally be set here return S_OK; } //----------------------------------------------------------------------------- // Name: Cleanup() // Desc: Releases all previously initialized objects //----------------------------------------------------------------------------- VOID Cleanup() { if( g_pd3dDevice != NULL) g_pd3dDevice->Release(); if( g_pD3D != NULL) g_pD3D->Release(); if(g_pTexture){ g_pTexture->Release(); g_pTexture=NULL; } } //----------------------------------------------------------------------------- // Name: Render() // Desc: Draws the scene //----------------------------------------------------------------------------- VOID Render() { if( NULL == g_pd3dDevice ) return; // Clear the backbuffer to a blue color g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 ); // Begin the scene g_pd3dDevice->BeginScene(); // Rendering of scene objects can happen here Render2d(); // End the scene g_pd3dDevice->EndScene(); // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL ); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: The window''s message handler //----------------------------------------------------------------------------- LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: PostQuitMessage( 0 ); return 0; case WM_PAINT: Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } //----------------------------------------------------------------------------- // Name: WinMain() // Desc: The application''s entry point //----------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application''s window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, GetDesktopWindow(), NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { PostInitialize(200.0f, 200.0f); // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } } // Clean up everything and exit the app Cleanup(); UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0; } void PostInitialize(float WindowWidth, float WindowHeight) { D3DXMATRIX Ortho2D; D3DXMATRIX Identity; D3DXMatrixOrthoLH(&Ortho2D, WindowWidth, WindowHeight, 0.0f, 1.0f); D3DXMatrixIdentity(&Identity); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &Ortho2D); g_pd3dDevice->SetTransform(D3DTS_WORLD, &Identity); g_pd3dDevice->SetTransform(D3DTS_VIEW, &Identity); g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); //g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); //g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); //g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); //g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_SELECTARG1); g_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_DISABLE); g_pd3dDevice->SetTextureStageState(0,D3DTSS_MAGFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetTextureStageState(0,D3DTSS_MINFILTER, D3DTEXF_LINEAR); float PanelWidth = 50.0f; float PanelHeight = 50.0f; g_pd3dDevice->CreateVertexBuffer(4 * sizeof(PANELVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_PANELVERTEX, D3DPOOL_MANAGED, &g_pVertices); PANELVERTEX* pVertices = NULL; g_pVertices->Lock(0, 4 * sizeof(PANELVERTEX), (BYTE**)&pVertices, 0); //Set all the colors to white pVertices[0].color = pVertices[1].color = pVertices[2].color = pVertices[3].color = 0x00000000; //Set positions and texture coordinates pVertices[0].x = pVertices[3].x = -90.0f; pVertices[1].x = pVertices[2].x = -80.0f; pVertices[0].y = pVertices[1].y = PanelHeight / 2.0f; pVertices[2].y = pVertices[3].y = -PanelHeight / 2.0f; pVertices[0].z = pVertices[1].z = pVertices[2].z = pVertices[3].z = 1.0f; pVertices[1].u = pVertices[2].u = 1.0f; pVertices[0].u = pVertices[3].u = 0.0f; pVertices[0].v = pVertices[1].v = 0.0f; pVertices[2].v = pVertices[3].v = 1.0f; g_pVertices->Unlock(); D3DXCreateTextureFromFile( g_pd3dDevice, "D:\\Joe\\Pong\\paddle.bmp", &g_pTexture); float CircleWidth = 7.2f; float CircleHeight = 7.2f; g_pd3dDevice->CreateVertexBuffer(4 * sizeof(PANELVERTEX), D3DUSAGE_WRITEONLY,D3DFVF_PANELVERTEX,D3DPOOL_MANAGED, &g_pVertices); pVertices = NULL; g_pVertices->Lock(0, 4 * sizeof(PANELVERTEX), (BYTE**)&pVertices,0); for(int x=0;x<4;x++) pVertices[x].color = 0x00000000; // Set Positions and texture coordinates pVertices[0].x = pVertices[3].x = -CircleWidth / 2.0f; pVertices[1].x = pVertices[2].x = CircleWidth / 2.0f; pVertices[0].y = pVertices[1].y = CircleHeight / 2.0f; pVertices[2].y = pVertices[3].y = -CircleHeight / 2.0f; pVertices[0].z = pVertices[1].z = pVertices[2].z = pVertices[3].z = 1.0f; pVertices[1].u = pVertices[2].u = 1.0f; pVertices[0].u = pVertices[3].u = 0.0f; pVertices[0].v = pVertices[1].v = 0.0f; pVertices[2].v = pVertices[3].v = 1.0f; g_pVertices->Unlock(); } VOID Render2d() { g_pd3dDevice->SetTexture( 0, g_pTexture ); g_pd3dDevice->SetVertexShader(D3DFVF_PANELVERTEX); g_pd3dDevice->SetStreamSource(0, g_pVertices, sizeof(PANELVERTEX)); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2); } End of Pong.cpp -JcPredator-
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Please use code tags
  
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what is a code tag?
bah, fuck it, read the forum guide
All im trying to do is get some help.
Hmm... this code looks familiar...

I''m guessing you got this code from the 2D in DX8 article. Keep reading the article, specifically the moving the panel part. If you want, you can (in the same frame) do:

move to a position
render
move to another position
render

etc. There are other ways, but this is the easiest in this framework.
Author, "Real Time Rendering Tricks and Techniques in DirectX", "Focus on Curves and Surfaces", A third book on advanced lighting and materials
Ok thanks man, and yes i got that coding from the 2d in DX8 tutorial. Thanks again,

-JcPredator-

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